Mobile Games - Sweden

  • Sweden
  • Revenue in the Mobile Games market is projected to reach US$209.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.72%, resulting in a projected market volume of US$276.30m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 3.6m users by 2029.
  • User penetration will be 28.5% in 2024 and is expected to hit 33.3% 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$68.87 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in Sweden has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of smartphones and tablets. Customer preferences in the Mobile Games market in Sweden have shifted towards more immersive and interactive gaming experiences.

Gamers are increasingly looking for games that offer high-quality graphics, realistic gameplay, and social interaction. This has led to the rise of mobile games that incorporate augmented reality (AR) and virtual reality (VR) technologies, allowing players to fully immerse themselves in the gaming experience. Additionally, there is a growing demand for multiplayer games that allow players to compete or collaborate with friends and other players from around the world.

Trends in the Mobile Games market in Sweden include the increasing popularity of casual games and the rise of in-app purchases. Casual games, which are easy to pick up and play, have become particularly popular among mobile gamers in Sweden. These games often have simple mechanics and are designed to be played in short bursts, making them ideal for gaming on the go.

In-app purchases have also become a major revenue stream for mobile game developers in Sweden. Players are willing to spend money on virtual items, power-ups, and other in-game content to enhance their gaming experience. Local special circumstances in the Mobile Games market in Sweden include the country's strong gaming culture and the presence of several successful game development companies.

Sweden has a long history of producing innovative and successful video games, and this expertise has carried over to the mobile gaming industry. Swedish game developers are known for their high-quality and innovative games, which has helped to drive the growth of the Mobile Games market in the country. Additionally, Sweden has a highly skilled workforce and a supportive business environment, which has attracted both domestic and international game development companies to establish a presence in the country.

Underlying macroeconomic factors that have contributed to the growth of the Mobile Games market in Sweden include the country's high smartphone penetration rate and strong economy. Sweden has one of the highest smartphone penetration rates in Europe, with a large percentage of the population owning a smartphone. This has created a large and active user base for mobile games.

Additionally, Sweden has a strong economy with high disposable income levels, allowing consumers to spend more on mobile games and in-app purchases. Overall, the Mobile Games market in Sweden is expected to continue its growth trajectory in the coming years, driven by evolving customer preferences, innovative game development, and favorable macroeconomic conditions.

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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