Games - Portugal

  • Portugal
  • Revenue in the Games market in Portugal is forecasted to reach US$737.50m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.60%, leading to a projected market volume of US$1,015.00m by 2029.
  • When compared globally, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market in Portugal, the number of users is expected to reach 2.7m users by 2029.
  • User penetration is set to be 23.6% in 2024 and is projected to increase to 26.9% by 2029.
  • The average revenue per user (ARPU) is forecasted to be US$919.80.
  • The gaming industry in Portugal is experiencing a surge in online gaming platforms, attracting a younger audience and driving digital media engagement.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Portugal has seen significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Portuguese consumers have shown a strong preference for video games, with a particular focus on online multiplayer games and mobile gaming. This can be attributed to the increasing availability of high-speed internet connections and the widespread adoption of smartphones and other mobile devices. The convenience and accessibility of these platforms have made them popular choices among gamers in Portugal.

Trends in the market:
One of the key trends in the Games market in Portugal is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in Portugal, with the country hosting several major esports events and attracting a large number of participants and spectators. The growth of esports has also led to the development of a thriving ecosystem, including esports teams, leagues, and streaming platforms. Another trend in the market is the increasing popularity of virtual reality (VR) gaming. VR technology has advanced significantly in recent years, offering users immersive gaming experiences. This trend has been driven by the availability of affordable VR devices and a growing interest in immersive gaming experiences among Portuguese consumers. VR gaming has also been embraced by the tourism industry in Portugal, with virtual reality experiences being used to promote the country's attractions and cultural heritage.

Local special circumstances:
The Games market in Portugal has been influenced by several local special circumstances. One such circumstance is the country's strong gaming culture and community. Portugal has a vibrant gaming community, with numerous gaming events, conventions, and meetups taking place throughout the year. This strong community has contributed to the growth of the market and the development of local gaming talent. Furthermore, Portugal has a favorable business environment for game developers and publishers. The government has implemented policies and initiatives to support the growth of the gaming industry, including tax incentives and funding programs. This has attracted both domestic and international game developers to establish a presence in Portugal, leading to the creation of jobs and the development of innovative games.

Underlying macroeconomic factors:
The growth of the Games market in Portugal can also be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable incomes and consumer spending power. This has allowed Portuguese consumers to allocate a larger portion of their budget towards entertainment and leisure activities, including gaming. Additionally, Portugal has a young and tech-savvy population, which has contributed to the growth of the Games market. The younger generation has grown up with technology and is more likely to embrace new forms of entertainment, such as video games. This demographic trend has created a large and growing market for games in Portugal. In conclusion, the Games market in Portugal has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The rise of online multiplayer games, mobile gaming, esports, and virtual reality gaming has fueled the market's growth. The country's strong gaming culture, favorable business environment, and young population have also contributed to the expansion of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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