Games - Luxembourg

  • Luxembourg
  • Revenue in the Games market is projected to reach US$93.84m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.90%, resulting in a projected market volume of US$119.20m 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 207.6k users by 2029.
  • User penetration will be 28.6% in 2024 and is expected to hit 30.0% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].

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

 
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Analyst Opinion

The Games market in Luxembourg has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among consumers.

Customer preferences:
In Luxembourg, there is a strong preference for both console and mobile gaming. Console gaming remains popular among hardcore gamers who enjoy immersive gameplay experiences and high-quality graphics. On the other hand, mobile gaming appeals to a broader audience, including casual gamers who prefer quick and accessible gaming experiences on their smartphones or tablets.

Trends in the market:
One of the key trends in the Luxembourg Games market is the rise of online multiplayer gaming. With the increasing availability of high-speed internet connections, gamers are able to connect with players from around the world and participate in multiplayer matches or cooperative gameplay. This trend has not only boosted the demand for online gaming platforms and services but has also created opportunities for esports events and tournaments, which have gained significant popularity in recent years. Another trend in the market is the growing popularity of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, offering gamers a more immersive and interactive gaming experience. This trend has been supported by the availability of affordable VR headsets and a wider range of VR-compatible games. As a result, more gamers in Luxembourg are embracing VR gaming and seeking out VR-compatible games and accessories.

Local special circumstances:
Luxembourg's relatively small population and high standard of living contribute to the unique circumstances of the Games market in the country. Despite the smaller market size compared to larger countries, Luxembourg has a high concentration of tech-savvy consumers who are willing to invest in gaming hardware and software. Additionally, the country's strong economy and high disposable income levels enable consumers to spend more on gaming-related products and services.

Underlying macroeconomic factors:
The growth of the Games market in Luxembourg can be attributed to several underlying macroeconomic factors. Firstly, the increasing availability of high-speed internet connections has made online gaming more accessible and appealing to a wider audience. This has led to an increase in the number of gamers and the demand for gaming-related products and services. Secondly, the growing popularity of smartphones and tablets has contributed to the rise of mobile gaming. The convenience and portability of these devices have made gaming more accessible to a larger demographic, including casual gamers who may not have previously engaged with traditional gaming platforms. Lastly, the overall growth of the technology sector in Luxembourg has created a favorable environment for the Games market. The country's strong focus on innovation and technological advancements has attracted game developers and publishers, leading to a wider variety of games and gaming experiences available to consumers. In conclusion, the Games market in Luxembourg is experiencing steady growth, driven by customer preferences for console and mobile gaming, as well as the trends of online multiplayer gaming and virtual reality gaming. The country's small population, high standard of living, and strong economy contribute to the unique circumstances of the market. Additionally, underlying macroeconomic factors such as the increasing availability of high-speed internet connections and the growing popularity of smartphones and tablets have further fueled the market's growth.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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