Games - Ireland

  • Ireland
  • Revenue in the Games market is projected to reach US$700.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.52%, resulting in a projected market volume of US$1,006.00m 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 2.8m users by 2029.
  • User penetration will be 47.4% in 2024 and is expected to hit 52.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$857.10.

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

 
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Analyst Opinion

The Games market in Ireland has been experiencing significant growth in recent years, driven by various factors such as changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Games market have shifted towards digital gaming platforms and mobile gaming.

With the increasing availability of high-speed internet and advancements in mobile technology, more and more consumers are opting for digital downloads and online gaming. This shift in preferences has led to a decline in physical game sales and an increase in digital game sales. Additionally, the convenience and accessibility of mobile gaming have attracted a wide range of consumers, including casual gamers and those who prefer gaming on the go.

Trends in the market also contribute to the growth of the Games market in Ireland. One such trend is the rise of esports, which has gained immense popularity worldwide. Esports tournaments and events attract a large audience and generate significant revenue through sponsorships, ticket sales, and media rights.

This trend has led to the establishment of esports teams and organizations in Ireland, further boosting the Games market. Another trend is the increasing integration of virtual reality (VR) and augmented reality (AR) technologies in gaming. VR and AR provide immersive and interactive experiences, enhancing the overall gaming experience for consumers.

This trend has led to the development of VR and AR games, as well as the introduction of VR gaming arcades in Ireland. Local special circumstances also play a role in the development of the Games market in Ireland. The country has a strong gaming culture, with a growing community of game developers, designers, and enthusiasts.

This vibrant gaming community fosters innovation and creativity, leading to the development of unique and engaging games that cater to both domestic and international markets. Underlying macroeconomic factors contribute to the growth of the Games market in Ireland as well. The country's strong economy and high disposable income levels allow consumers to spend more on entertainment, including gaming.

Additionally, favorable government policies and incentives for the gaming industry encourage investment and support the growth of local game development studios. In conclusion, the Games market in Ireland is experiencing growth due to changing customer preferences towards digital and mobile gaming, emerging trends such as esports and VR/AR gaming, a vibrant gaming community, and favorable macroeconomic factors. These factors collectively contribute to the development and expansion of the Games market in Ireland.

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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