Mobile Games - Finland

  • Finland
  • Revenue in the Mobile Games market is projected to reach US$86.44m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.82%, resulting in a projected market volume of US$120.20m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 1.6m users by 2029.
  • User penetration will be 24.2% in 2024 and is expected to hit 28.8% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$64.29 in 2024.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Finland is experiencing significant growth and development in recent years.

Customer preferences:
Finland has one of the highest smartphone penetration rates in Europe, with a large portion of the population owning a smartphone. This high smartphone adoption rate has contributed to the increasing popularity of mobile games in the country. Additionally, Finnish consumers have shown a strong interest in gaming, with many individuals actively seeking out new and innovative games to play on their mobile devices.

Trends in the market:
One of the key trends in the Finnish mobile games market is the rise of casual gaming. Casual games, which are easy to learn and can be played in short bursts, have gained widespread popularity among Finnish consumers. This trend can be attributed to the busy lifestyles of many individuals, who prefer games that can be played on-the-go and do not require a significant time commitment. As a result, mobile games that offer quick and enjoyable gameplay experiences have seen a surge in demand. Another trend in the market is the increasing popularity of multiplayer games. Finnish consumers are increasingly seeking out mobile games that allow them to connect and interact with other players, either locally or globally. This trend can be attributed to the growing social aspect of gaming, as well as the desire for a more immersive and engaging gaming experience. As a result, mobile games with multiplayer features, such as cooperative or competitive gameplay modes, have gained traction in the Finnish market.

Local special circumstances:
Finland has a strong gaming culture and is home to several successful game development companies. This has created a favorable environment for the growth of the mobile games market in the country. Finnish consumers are proud of their local gaming industry and often support and promote Finnish-made games. This sense of national pride has contributed to the success of many mobile games developed in Finland.

Underlying macroeconomic factors:
The strong economy in Finland has also played a role in the development of the mobile games market. With a high GDP per capita and a relatively affluent population, Finnish consumers have the disposable income to spend on mobile games. This has created a lucrative market for game developers, who can monetize their games through in-app purchases or advertising. Additionally, the high level of digital infrastructure in Finland, including fast internet speeds and widespread access to mobile data, has made it easier for consumers to download and play mobile games. In conclusion, the Mobile Games market in Finland is experiencing significant growth and development, driven by customer preferences for casual and multiplayer games, the presence of a strong gaming culture, and favorable macroeconomic factors. As the market continues to evolve, it is expected that mobile games will play an increasingly important role in the entertainment and gaming landscape in Finland.

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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