Online Games - Sweden

  • Sweden
  • Revenue in the Online Games market is projected to reach US$101.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.65%, resulting in a projected market volume of US$133.20m by 2029.
  • In the Online Games market, the number of users is expected to amount to 2.3m users by 2029.
  • User penetration will be 19.9% in 2024 and is expected to hit 21.2% 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$47.76 in 2024.

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

 
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Analyst Opinion

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

Customer preferences:
Swedish consumers have shown a strong preference for online gaming, with a growing number of people embracing this form of entertainment. The convenience of being able to play games from the comfort of their own homes, as well as the ability to connect and compete with players from around the world, has contributed to the popularity of online games in Sweden. Additionally, the rise of mobile gaming has made it even more accessible, allowing people to play games on their smartphones and tablets while on the go.

Trends in the market:
One of the key trends in the Swedish online games market is the increasing popularity of multiplayer online games. These games allow players to interact with each other in real-time, creating a social and competitive experience. This trend is driven by the desire for social interaction and the sense of community that online gaming provides. Additionally, the emergence of esports has also contributed to the growth of the online games market in Sweden. Esports tournaments and events attract a large number of participants and spectators, further fueling the demand for online games.

Local special circumstances:
Sweden has a strong gaming culture and is home to several well-known game development studios. This has created a favorable environment for the growth of the online games market, as there is a wealth of local talent and expertise in the industry. The presence of these game development studios also helps to drive innovation and the development of new and exciting games, further attracting consumers to the market.

Underlying macroeconomic factors:
The strong economy in Sweden has also played a role in the growth of the online games market. With high levels of disposable income, consumers have more money to spend on leisure activities, including online gaming. Additionally, the high internet penetration rate in Sweden ensures that a large portion of the population has access to online games, further contributing to the market's growth. In conclusion, the Online Games market in Sweden is experiencing significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing popularity of multiplayer online games and the rise of esports are driving the demand for online games in Sweden. The strong gaming culture and presence of game development studios in the country further contribute to the market's growth. With a strong economy and high internet penetration rate, Sweden provides a favorable environment for the online games market to thrive.

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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