Download Games - Americas

  • Americas
  • In 2024, the revenue in the Download Games market market in the Americas is forecasted to reach US$6.92bn.
  • The revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.58%, leading to a projected market volume of US$9.08bn by 2029.
  • By 2029, the number of users in the Download Games market market in the Americas is expected to reach 299.5m users.
  • The user penetration rate is projected to be 28.0% in 2024 and is predicted to increase to 28.6% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market in the Americas is projected to be US$24.31 in 2024.
  • In the Americas, the Download Games market is flourishing with a surge in demand for interactive and immersive gaming experiences among consumers.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Americas is experiencing significant growth and development.

Customer preferences:
Customers in the Americas have shown a strong preference for downloadable games. This can be attributed to several factors. Firstly, the convenience of being able to download games directly onto devices such as smartphones, tablets, and gaming consoles has greatly appealed to consumers. This eliminates the need for physical copies of games, allowing customers to access and play their favorite games instantly. Additionally, the wide variety of games available for download has also contributed to the popularity of this market. Customers can choose from a vast selection of genres and titles, catering to different interests and preferences.

Trends in the market:
One notable trend in the Download Games market in Americas is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and tablets, more and more customers are turning to mobile devices for gaming purposes. This has led to a surge in the demand for downloadable mobile games, creating a lucrative market for developers and publishers. Another trend is the rise of online multiplayer games. The ability to connect and play with friends and other gamers from around the world has greatly appealed to customers, driving the growth of this segment in the market.

Local special circumstances:
The Americas is a diverse region with a wide range of cultures and languages. This has led to the development of localized games that cater to specific markets within the region. Game developers have recognized the importance of adapting their products to local preferences and tastes in order to maximize their potential customer base. This has resulted in the localization of games in terms of language, content, and cultural references, making them more appealing and relatable to customers in different countries.

Underlying macroeconomic factors:
The strong economic growth and increasing disposable income in many countries in the Americas have contributed to the growth of the Download Games market. As customers have more spending power, they are more willing to invest in entertainment options such as downloadable games. Additionally, the widespread availability of high-speed internet and improved connectivity has made it easier for customers to download games quickly and seamlessly. This has further fueled the growth of the market, as customers can easily access and enjoy their favorite games without any significant barriers. In conclusion, the Download Games market in Americas is experiencing significant growth and development due to customer preferences for convenience and variety, as well as the rise of mobile gaming and online multiplayer games. The localization of games and the underlying macroeconomic factors of strong economic growth and improved connectivity have also contributed to the market's expansion.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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