Online Games - Norway

  • Norway
  • Revenue in the Online Games market is projected to reach US$101.50m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.07%, resulting in a projected market volume of US$136.30m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 20.8% in 2024 and is expected to hit 21.7% 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$88.55 in 2024.

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

 
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Analyst Opinion

The Online Games market in Norway has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development.

Customer preferences in the Online Games market in Norway have shifted towards more immersive and interactive gaming experiences. Players are increasingly looking for games that offer realistic graphics, engaging storylines, and multiplayer capabilities. This preference for high-quality gaming experiences has led to an increase in demand for online games that offer advanced graphics and gameplay features.

Trends in the market indicate that the Online Games industry in Norway is becoming more competitive. With the rise of mobile gaming, there has been a proliferation of game developers and publishers entering the market. This has resulted in a wider variety of games being available to consumers, as well as increased competition among developers to create innovative and engaging games.

Additionally, the growth of online gaming communities and esports has further fueled the demand for online games in Norway. Local special circumstances have also contributed to the development of the Online Games market in Norway. The country has a high level of internet penetration and a tech-savvy population, which has created a favorable environment for the growth of online gaming.

Furthermore, Norway has a strong gaming culture, with a large number of gamers and gaming enthusiasts. This has created a supportive community for the Online Games industry, with players actively seeking out new games and engaging in online gaming events and competitions. Underlying macroeconomic factors have played a role in the growth of the Online Games market in Norway.

The country has a strong economy and high disposable income levels, which has allowed consumers to spend more on leisure activities such as gaming. Additionally, the increasing availability of high-speed internet and the widespread use of smartphones and tablets have made online gaming more accessible to a larger portion of the population. In conclusion, the Online Games market in Norway has experienced significant growth due to customer preferences for immersive gaming experiences, trends in the market towards more competitive and innovative games, local special circumstances such as a tech-savvy population and a strong gaming culture, and underlying macroeconomic factors such as a strong economy and high disposable income levels.

This growth is expected to continue as the popularity of online gaming continues to rise in Norway.

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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