Online Games - Luxembourg

  • Luxembourg
  • Revenue in the Online Games market is projected to reach US$8.08m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.95%, resulting in a projected market volume of US$10.29m by 2029.
  • In the Online Games market, the number of users is expected to amount to 91.1k users by 2029.
  • User penetration will be 12.7% in 2024 and is expected to hit 13.2% 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$95.87 in 2024.

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

 
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Analyst Opinion

The Online Games market in Luxembourg has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Customers in Luxembourg have shown a growing interest in online games, with a particular focus on multiplayer games that allow for social interaction and competition. This trend is in line with global preferences, as online gaming has become a popular form of entertainment worldwide. Additionally, the convenience of being able to play games on various devices, such as smartphones, tablets, and computers, has contributed to the popularity of online gaming in Luxembourg.

Trends in the market:
One of the key trends in the online games market in Luxembourg is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed mobile internet, more and more people are turning to mobile devices for their gaming needs. This trend is expected to continue as mobile technology continues to advance and become more accessible to a wider audience. Another trend in the market is the growing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Esports has gained a significant following in Luxembourg, with dedicated esports teams and events being established in the country. This trend is in line with the global growth of esports, which has seen it become a billion-dollar industry worldwide.

Local special circumstances:
One of the unique aspects of the online games market in Luxembourg is the country's small population size. With a population of just over 600,000 people, Luxembourg has a relatively small market compared to larger countries. However, this has not deterred the growth of the online games market, as the country's high per capita income and tech-savvy population have created a favorable environment for the industry to thrive.

Underlying macroeconomic factors:
Luxembourg's strong economy and high standard of living have contributed to the growth of the online games market. The country has a high GDP per capita and a well-developed infrastructure, including a reliable internet connection. Additionally, Luxembourg's favorable business environment and government support for the technology sector have attracted investment and fostered innovation in the online games industry. In conclusion, the Online Games market in Luxembourg has been experiencing significant growth due to changing customer preferences, the rise of mobile gaming, the popularity of esports, the country's small population size, and favorable macroeconomic factors. With the continued advancement of technology and the increasing availability of high-speed internet, the online games market in Luxembourg is expected to continue its upward trajectory 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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