Online Games - Ireland

  • Ireland
  • Revenue in the Online Games market is projected to reach US$11.24m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.41%, resulting in a projected market volume of US$14.63m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.0m users by 2029.
  • User penetration will be 18.6% in 2024 and is expected to hit 19.5% 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$11.87 in 2024.

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

 
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Analyst Opinion

The Online Games market in Ireland is experiencing significant growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Irish customers have shown a strong preference for online gaming due to its convenience and accessibility. With the proliferation of smartphones and high-speed internet connections, more people are opting for online games as a form of entertainment. Additionally, the younger population in Ireland, which is tech-savvy and digitally connected, is driving the demand for online gaming.

Trends in the market:
One of the key trends in the online gaming market in Ireland is the rise of mobile gaming. Mobile devices such as smartphones and tablets have become the preferred gaming platforms for many Irish consumers. The availability of a wide range of mobile games and the ability to play on the go have contributed to the popularity of mobile gaming in the country. Another trend in the market is the increasing popularity of multiplayer online games. Irish gamers are increasingly seeking social experiences in their gaming activities. Multiplayer online games allow players to interact with each other in real-time, fostering a sense of community and competition. This trend has led to the growth of online gaming communities and eSports events in Ireland.

Local special circumstances:
Ireland's strong tech industry and favorable business environment have attracted several international gaming companies to establish their presence in the country. This has led to the development of a vibrant gaming ecosystem, with a mix of local and international game developers, publishers, and service providers. The presence of these companies has contributed to the growth of the online gaming market in Ireland.

Underlying macroeconomic factors:
The Irish economy has been experiencing steady growth in recent years, which has positively impacted consumer spending power. As disposable incomes increase, more people are willing to spend on leisure activities such as online gaming. The growing middle class in Ireland has also contributed to the expansion of the online gaming market, as these consumers have more disposable income to spend on entertainment. In conclusion, the Online Games market in Ireland is witnessing growth driven by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The convenience and accessibility of online gaming, the rise of mobile gaming, and the popularity of multiplayer online games are key factors contributing to the growth of the market. Additionally, Ireland's strong tech industry and favorable business environment, along with the country's growing middle class and increasing disposable incomes, have further fueled the expansion of the online gaming market.

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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