Download Games - Luxembourg

  • Luxembourg
  • Revenue in the Download Games market is projected to reach US$9.12m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.54%, resulting in a projected market volume of US$11.94m by 2029.
  • In the Download Games market, the number of users is expected to amount to 112.2k users by 2029.
  • User penetration will be 16.4% in 2024 and is expected to hit 16.2% 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 US$83.85 in 2024.

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

 
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Analyst Opinion

The Download Games market in Luxembourg has been experiencing significant growth in recent years.

Customer preferences:
Luxembourg, with its high GDP per capita and strong digital infrastructure, has a population that is highly engaged in digital activities. The country has a high smartphone penetration rate and a tech-savvy population that enjoys playing games on their mobile devices. Additionally, the convenience of downloading games directly to devices has become increasingly popular among consumers, as it allows for easy access to a wide variety of games.

Trends in the market:
One major trend in the Download Games market in Luxembourg is the shift towards mobile gaming. With the increasing popularity of smartphones and tablets, more and more consumers are opting to play games on their mobile devices rather than on traditional gaming consoles or PCs. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of games on app stores. Another trend in the market is the rise of free-to-play games with in-app purchases. This business model allows developers to offer games for free, which attracts a large number of users. Once users are engaged with the game, they have the option to make in-app purchases to enhance their gaming experience. This model has proven to be highly profitable for developers, as it encourages users to spend money within the game.

Local special circumstances:
Luxembourg is a small country with a high GDP per capita, which means that consumers have a higher disposable income to spend on entertainment, including games. Additionally, the country has a strong gaming culture, with a number of gaming events and conventions taking place throughout the year. This creates a supportive environment for the growth of the Download Games market.

Underlying macroeconomic factors:
The growth of the Download Games market in Luxembourg can be attributed to several underlying macroeconomic factors. Firstly, the country has a stable and prosperous economy, which provides a favorable environment for businesses to thrive. Secondly, Luxembourg has a high level of digital connectivity, with a well-developed infrastructure that supports the download and play of games. Lastly, the country has a young and tech-savvy population that is eager to embrace new technologies and entertainment options. In conclusion, the Download Games market in Luxembourg is experiencing significant growth due to customer preferences for mobile gaming, the rise of free-to-play games with in-app purchases, local special circumstances such as high disposable income and a strong gaming culture, and underlying macroeconomic factors such as a stable economy and strong digital infrastructure.

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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