Games - Central America

  • Central America
  • Revenue in the Games market in Central America is forecasted to reach US$1,171.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.93%, leading to a projected market volume of US$1,715.00m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market of Central America, the number of users is projected to reach 14.9m users by 2029.
  • User penetration is expected to be 23.4% in 2024 and is projected to increase to 26.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Central America, the gaming market is rapidly expanding, with a growing focus on mobile gaming and virtual reality experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Central America has been experiencing significant growth in recent years, driven by the increasing popularity of video games and mobile gaming. Customer preferences in the Games market in Central America have been shifting towards digital gaming platforms, with a particular emphasis on mobile gaming.

This can be attributed to the widespread availability of smartphones and the convenience of playing games on the go. Additionally, there is a growing interest in multiplayer online games, as gamers in Central America seek social interactions and competitive gameplay experiences. Trends in the market indicate a rise in the number of game developers and studios in Central America, as the region offers a favorable environment for innovation and creativity.

This has led to an increase in the production of localized games that cater to the preferences and interests of Central American gamers. Furthermore, there has been a surge in the adoption of virtual reality (VR) and augmented reality (AR) technologies, which provide immersive gaming experiences and have gained traction among gamers in Central America. Local special circumstances, such as the cultural diversity and rich history of Central America, have influenced the Games market in the region.

Game developers in Central America have been incorporating elements of local culture and folklore into their games, creating unique and engaging experiences for players. This not only appeals to local gamers but also attracts international players who are interested in exploring new and diverse gaming experiences. Additionally, the relatively lower cost of living in Central America has attracted foreign game developers and studios, who have set up operations in the region to take advantage of the skilled workforce and favorable business environment.

Underlying macroeconomic factors, such as the growing middle class and increasing disposable income, have contributed to the development of the Games market in Central America. As more people in the region have access to discretionary spending, they are able to invest in gaming consoles, gaming PCs, and mobile devices, driving the demand for games and gaming accessories. Furthermore, the improving internet infrastructure in Central America has facilitated online gaming and enabled gamers to connect with players from around the world.

In conclusion, the Games market in Central America is experiencing growth and development due to customer preferences shifting towards digital gaming platforms, the rise of game developers and studios in the region, the incorporation of local culture into games, and underlying macroeconomic factors such as the growing middle class and improving internet infrastructure. These trends and circumstances are driving the expansion of the Games market in Central America and creating opportunities for both local and international players in the industry.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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