Download Games - Benelux

  • Benelux
  • Revenue in the Download Games market is projected to reach US$278.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.38%, resulting in a projected market volume of US$379.00m by 2029.
  • In the Download Games market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to 0.00 in 2024.

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

 
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Analyst Opinion

The Download Games market in Benelux has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections. Customer preferences in the Download Games market have shifted towards digital downloads, as consumers increasingly prefer the convenience and accessibility of downloading games directly to their devices.

This trend is not unique to Benelux, but is seen worldwide as consumers seek instant gratification and the ability to play games immediately without the need for physical media. In addition to the convenience of digital downloads, customers in Benelux also have a strong preference for local content. This is reflected in the popularity of locally developed games, which often incorporate cultural references and themes that resonate with the local population.

This preference for local content has contributed to the growth of the Download Games market in Benelux, as developers create games specifically tailored to the tastes and preferences of the local market. One of the key trends in the Download Games market in Benelux is the rise of mobile gaming. With the increasing availability of smartphones and tablets, more and more consumers are turning to mobile devices as their primary gaming platform.

This trend is driven by the convenience and portability of mobile devices, as well as the wide range of games available for download on app stores. Mobile gaming has become particularly popular among casual gamers, who enjoy the quick and easy gameplay experiences offered by mobile games. Another trend in the Download Games market in Benelux is the growing popularity of multiplayer online games.

With the rise of high-speed internet connections, players are able to connect and play with others from around the world. This has led to a surge in the popularity of multiplayer online games, as players seek social interaction and competitive gameplay experiences. The increasing popularity of esports has also contributed to the growth of multiplayer online games, as players compete in organized tournaments for cash prizes and recognition.

Local special circumstances in Benelux include the presence of a strong gaming culture and a high level of disposable income. Benelux countries have a long history of gaming, with a strong tradition of board games and video games. This has created a receptive market for Download Games, as consumers are already familiar with gaming and have a strong interest in new and innovative experiences.

Additionally, the high level of disposable income in Benelux countries allows consumers to invest in gaming hardware and software, further driving the growth of the Download Games market. Underlying macroeconomic factors, such as the overall economic growth and technological advancements, have also played a role in the development of the Download Games market in Benelux. As the economy grows, consumers have more disposable income to spend on leisure activities, including gaming.

Technological advancements, such as the increasing availability of high-speed internet connections and the development of more powerful gaming devices, have also made it easier for consumers to access and enjoy Download Games. These macroeconomic factors have created a favorable environment for the growth of the Download Games market in Benelux.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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