Download Games - Peru

  • Peru
  • The revenue in the Download Games market market in Peru is forecasted to reach US$85.43m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.00%, leading to a projected market volume of US$114.30m by 2029.
  • In Peru's Download Games market market, the number of users is expected to reach 5.4m users by 2029.
  • User penetration is set to be 14.2% in 2024 and is projected to increase to 14.8% by 2029.
  • When compared globally, the in the United States will 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 Peru is estimated to be US$17.40 in 2024.
  • Peru's download games market sees a surge in local developers creating culturally relevant content, catering to a growing demand for immersive gaming experiences.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Peru has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Peruvian consumers have shown a growing interest in downloading games instead of purchasing physical copies. This shift can be attributed to several factors. Firstly, downloading games offers convenience, as it allows users to access their favorite games instantly without the need to visit a physical store or wait for delivery. Secondly, downloading games provides a wider variety of options, as users can choose from a vast online library of games from different genres and platforms. Lastly, the affordability of downloading games compared to physical copies is also a key factor, as digital games often come at lower prices due to lower production and distribution costs.

Trends in the market:
One of the notable trends in the Download Games market in Peru is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet, more Peruvians are turning to mobile devices as their primary gaming platform. This trend is further fueled by the growing number of free-to-play mobile games, which attract a large user base and generate revenue through in-app purchases and advertisements. Additionally, the rise of mobile gaming has also led to the emergence of local game developers who create games specifically tailored to the Peruvian market.

Local special circumstances:
Peru's relatively young population and increasing internet penetration rate are contributing factors to the growth of the Download Games market. The country has a large population of tech-savvy millennials and Gen Z consumers who are more inclined towards digital entertainment. Furthermore, the improving internet infrastructure in Peru, including the expansion of 4G networks and the ongoing deployment of 5G, has made downloading games faster and more accessible to a larger audience.

Underlying macroeconomic factors:
Peru's growing economy and increasing disposable income have also played a role in the development of the Download Games market. As the country's middle class expands, more consumers have the financial means to invest in gaming and entertainment. This has led to an increase in demand for digital games and other forms of digital entertainment. Additionally, the COVID-19 pandemic has further accelerated the growth of the Download Games market, as lockdown measures and social distancing restrictions have prompted more people to seek entertainment options at home. In conclusion, the Download Games market in Peru is experiencing significant growth due to changing customer preferences, such as the shift towards digital downloads and the rising popularity of mobile gaming. Local special circumstances, including Peru's young population and improving internet infrastructure, further contribute to the market's development. Moreover, underlying macroeconomic factors, such as Peru's growing economy and increasing disposable income, are driving the demand for digital entertainment.

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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