Mobile Games - Central America

  • Central America
  • In Central America, the revenue in the Mobile Games market market is forecasted to reach US$256.60m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.82%, leading to a projected market volume of US$373.90m by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 11.4m users.
  • User penetration is set to be 16.9% in 2024 and is projected to increase to 20.3% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market is estimated to be US$28.73 in 2024.
  • In Central America, the mobile games market is rapidly growing, driven by increasing smartphone penetration and a young tech-savvy population.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Central America is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this growth.

Customer preferences in Central America are shifting towards mobile gaming due to several reasons. Firstly, the increasing availability and affordability of smartphones have made mobile gaming more accessible to a wider population. This has led to a larger customer base for mobile game developers.

Additionally, the convenience of playing games on mobile devices allows users to play anytime and anywhere, making it a popular choice for entertainment on the go. Trends in the market indicate a growing demand for mobile games in Central America. Game developers are focusing on creating localized content that resonates with the cultural preferences and interests of the region.

This includes incorporating local languages, themes, and characters into the games. Furthermore, the rise of multiplayer and social gaming features has also contributed to the popularity of mobile games in Central America. The ability to connect and compete with friends and other players has enhanced the gaming experience and increased user engagement.

Local special circumstances in Central America have also played a role in the development of the Mobile Games market. The region has a young and tech-savvy population, which is more inclined towards mobile gaming as compared to traditional forms of entertainment. Additionally, the lack of access to high-end gaming consoles and PCs has further fueled the demand for mobile games.

The affordability and portability of smartphones have made them the primary gaming device for many individuals in the region. Underlying macroeconomic factors have also contributed to the growth of the Mobile Games market in Central America. The region has witnessed steady economic growth in recent years, leading to an increase in disposable income among the population.

This has allowed more people to afford smartphones and spend on mobile games. Furthermore, the improving internet infrastructure and connectivity in Central America have made it easier for users to download and play mobile games. In conclusion, the Mobile Games market in Central America is experiencing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

The increasing availability of smartphones, convenience of mobile gaming, and focus on localized content are driving the demand for mobile games in the region. The young and tech-savvy population, lack of access to high-end gaming devices, and improving economic conditions further contribute to the growth of the market. With these factors in play, the Mobile Games market in Central America is expected to continue its upward trajectory in the coming years.

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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