Online Games - Finland

  • Finland
  • Revenue in the Online Games market is projected to reach US$76.99m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.72%, resulting in a projected market volume of US$96.96m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.1m users by 2029.
  • User penetration will be 18.6% in 2024 and is expected to hit 20.2% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$74.45 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Finland has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Finland has a tech-savvy population that is highly connected to the internet, making it an ideal market for online games. Customers in Finland have shown a strong preference for multiplayer online games, as they provide an interactive and social gaming experience. Additionally, there is a growing demand for mobile games, as smartphones have become an integral part of everyday life for many Finns.

Trends in the market:
One of the key trends in the Finnish online games market is the rise of eSports. eSports tournaments and competitions have gained popularity in Finland, attracting a large number of players and spectators. This trend has been fueled by the increasing availability of high-speed internet and the growing interest in competitive gaming. As a result, the market for eSports-related products and services, such as gaming accessories and streaming platforms, has also seen significant growth. Another trend in the market is the increasing use of virtual reality (VR) and augmented reality (AR) technologies in online games. Finnish game developers have been at the forefront of creating immersive gaming experiences using VR and AR, which has captured the interest of gamers both in Finland and worldwide. This trend is expected to continue as the technology becomes more accessible and affordable.

Local special circumstances:
Finland has a strong gaming industry, with several successful game development companies based in the country. This has created a supportive ecosystem for the online games market, with a pool of talented developers and a culture of innovation. The Finnish government has also been supportive of the gaming industry, providing funding and incentives to promote game development and export.

Underlying macroeconomic factors:
The strong growth in the Finnish online games market can be attributed to several underlying macroeconomic factors. Finland has a stable and prosperous economy, which has allowed consumers to spend more on entertainment and leisure activities. Additionally, the high level of digital infrastructure in the country has made it easy for people to access and play online games. The growth of the online games market in Finland is also reflective of global trends, as the popularity of online gaming continues to rise worldwide. In conclusion, the Online Games market in Finland is experiencing significant growth due to customer preferences for multiplayer and mobile games, as well as the rise of eSports and the use of VR and AR technologies. The local special circumstances, such as a strong gaming industry and government support, have also contributed to the market's development. Furthermore, the underlying macroeconomic factors, including a stable economy and advanced digital infrastructure, have created a favorable environment for the growth of the online games market 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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