Online Games - G7

  • G7
  • The Online Games market market in G7 is forecasted to achieve a revenue of US$12.86bn in 2024.
  • This revenue is anticipated to display a Compound Annual Growth Rate (CAGR 2024-2029) of 4.26%, leading to a market volume of US$15.84bn by 2029.
  • By 2029, the number of users in the Online Games market market in G7 is projected to reach 0.00.
  • The user penetration rate, which stands at 0.00 in 2024, is predicted to reach 0.00 by 2029.
  • When compared globally, in China is expected to generate the highest revenue, amounting to US$6,532.00m in 2024.
  • The Average Revenue Per User (ARPU) in the Online Games market market in G7 is expected to be 0.00 in 2024.
  • In the US, the Online Games market is experiencing a surge in virtual events and in-game advertising, driving revenue growth.

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

 
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Analyst Opinion

The Online Games market in G7 is experiencing significant growth and development driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Customers in the G7 countries have shown a strong preference for online games due to their convenience and accessibility. Online games offer a wide range of options, from casual mobile games to immersive multiplayer experiences, catering to the diverse preferences of customers. The increasing popularity of online gaming platforms and the rise of eSports have also contributed to the growing demand for online games in the G7 countries.

Trends in the market:
One of the key trends in the Online Games market in G7 is the shift towards mobile gaming. With the proliferation of smartphones and tablets, more and more customers are opting to play games on their mobile devices. This trend is driven by the convenience of mobile gaming, allowing customers to play anytime and anywhere. Furthermore, the availability of high-quality mobile games and the integration of social features have made mobile gaming a popular choice among customers in the G7 countries. Another trend in the market is the rise of free-to-play games supported by in-app purchases and advertisements. This business model has gained traction in the G7 countries as it allows customers to access games for free and only pay for additional features or virtual goods if they choose to. This model has proven to be highly profitable for game developers and has contributed to the growth of the Online Games market in G7.

Local special circumstances:
Each G7 country has its own unique circumstances that influence the Online Games market. For example, in the United States, the presence of major game developers and publishers has created a vibrant gaming industry. In Japan, the popularity of mobile gaming and the strong culture of gaming have contributed to the growth of the market. In Germany, strict regulations on loot boxes and in-game purchases have shaped the gaming landscape. These local special circumstances play a significant role in shaping the Online Games market in G7.

Underlying macroeconomic factors:
The Online Games market in G7 is also influenced by underlying macroeconomic factors. Factors such as GDP growth, disposable income, and technological advancements impact the growth and development of the market. As the G7 countries continue to experience economic growth and technological advancements, the Online Games market is expected to thrive. Additionally, the COVID-19 pandemic has further accelerated the growth of the Online Games market in G7, as people turned to online entertainment options during lockdowns and social distancing measures. In conclusion, the Online Games market in G7 is witnessing significant growth and development driven by customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards mobile gaming, the rise of free-to-play games, and the unique circumstances in each G7 country are all contributing to the growth of the market. As the G7 countries continue to experience economic growth and technological advancements, the Online Games market is expected to further expand 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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