Download Games - Sweden

  • Sweden
  • Revenue in the Download Games market is projected to reach US$202.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.17%, resulting in a projected market volume of US$313.20m by 2029.
  • In the Download Games market, the number of users is expected to amount to 4.0m users by 2029.
  • User penetration will be 32.9% in 2024 and is expected to hit 36.7% 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$57.56 in 2024.

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

 
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Analyst Opinion

The Download Games market in Sweden has been experiencing steady growth over the past few years.

Customer preferences:
Swedish consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to the convenience and instant access that downloading provides. Additionally, the popularity of mobile gaming has contributed to the growth of the download games market in Sweden. With the widespread use of smartphones and tablets, more and more consumers are turning to mobile gaming as a form of entertainment.

Trends in the market:
One of the key trends in the download games market in Sweden is the rise of free-to-play games. This business model allows consumers to download and play games for free, but offers in-app purchases for additional features or virtual goods. This trend has been driven by the increasing popularity of mobile gaming, as well as the success of games like Fortnite and League of Legends. Free-to-play games have proven to be a lucrative business model, as they attract a large user base and generate revenue through microtransactions. Another trend in the market is the growing popularity of indie games. Swedish consumers have shown a strong interest in supporting local game developers and exploring unique and innovative gaming experiences. Indie games often offer a different gameplay experience compared to mainstream titles, and this has resonated with Swedish gamers. The success of Swedish indie games such as Minecraft and Stardew Valley has further fueled the demand for indie games in the country.

Local special circumstances:
Sweden has a thriving gaming industry, with several well-known game developers and studios based in the country. This has created a supportive environment for the download games market, as Swedish consumers have access to a wide range of high-quality games developed locally. The success of Swedish game developers has also helped to raise the profile of the country's gaming industry on the global stage.

Underlying macroeconomic factors:
Sweden has a strong economy and high disposable income levels, which has contributed to the growth of the download games market. Consumers have more money to spend on entertainment and are willing to invest in digital gaming experiences. Additionally, Sweden has a high internet penetration rate, which makes it easier for consumers to download games and access online gaming platforms. In conclusion, the Download Games market in Sweden has been driven by customer preferences for convenience and instant access, as well as the popularity of mobile gaming. The rise of free-to-play games and the demand for indie games have also contributed to the growth of the market. The local gaming industry and the country's strong economy have created a supportive environment for the download games market in Sweden.

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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