Games - Finland

  • Finland
  • Revenue in the Games market is projected to reach US$797.30m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.99%, resulting in a projected market volume of US$1,171.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 2.5m users by 2029.
  • User penetration will be 39.6% in 2024 and is expected to hit 45.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1,070.00.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Finland has experienced significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in the Games market in Finland have shifted towards digital gaming, with a growing demand for online multiplayer games and mobile gaming.

This can be attributed to the increasing availability of high-speed internet and the widespread adoption of smartphones and other mobile devices. Additionally, Finnish consumers have shown a preference for games that offer immersive and interactive experiences, with a focus on realistic graphics and engaging gameplay. Trends in the market indicate a strong growth potential for virtual reality (VR) and augmented reality (AR) games.

The advancements in VR and AR technologies have opened up new possibilities for gaming, allowing players to fully immerse themselves in virtual worlds and interact with their surroundings. This trend is expected to continue as the technology becomes more affordable and accessible to a wider audience. Another notable trend in the Games market in Finland is the rise of eSports.

Competitive gaming has gained significant popularity in recent years, with a growing number of professional eSports teams and tournaments. This trend is driven by the increasing recognition of gaming as a legitimate sport and the rise of streaming platforms that allow fans to watch their favorite players and teams in action. Local special circumstances also play a role in the development of the Games market in Finland.

The country has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. Finland is also home to several successful game development studios, which have contributed to the growth of the local gaming industry. Additionally, the Finnish government has implemented supportive policies and initiatives to promote the development of the Games market, including funding for game development projects and tax incentives for game companies.

Underlying macroeconomic factors, such as the overall economic stability and disposable income levels in Finland, also contribute to the growth of the Games market. As the economy continues to improve and consumer spending power increases, more individuals are able to invest in gaming consoles, gaming PCs, and other gaming equipment. This, in turn, drives the demand for games and fuels the growth of the market.

In conclusion, the Games market in Finland is developing rapidly due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards digital gaming, the rise of VR and AR games, the popularity of eSports, the strong gaming culture, supportive government policies, and the overall economic stability all contribute to the growth and success of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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