Games - Sweden

  • Sweden
  • Revenue in the Games market is projected to reach US$1,857.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.59%, resulting in a projected market volume of US$2,804.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 5.4m users by 2029.
  • User penetration will be 43.9% in 2024 and is expected to hit 49.0% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1,014.00.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

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

Customer preferences:
Swedish customers have shown a strong preference for video games, with a particular focus on mobile gaming. This can be attributed to the high smartphone penetration rate in the country, as well as the convenience and accessibility of mobile gaming. Additionally, Swedish gamers have shown a preference for multiplayer online games, which allow for social interaction and competition with other players.

Trends in the market:
One of the key trends in the Swedish Games market 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 Sweden, with the country hosting several major eSports events and boasting a strong community of eSports enthusiasts. The popularity of eSports has not only led to increased revenue in the Games market, but has also created new opportunities for sponsorship and advertising. Another trend in the Swedish Games market is the increasing demand for virtual reality (VR) gaming. VR gaming provides a more immersive and realistic gaming experience, and Swedish gamers have shown a keen interest in this technology. The availability of VR headsets and compatible games has increased in recent years, driving the growth of this segment in the market.

Local special circumstances:
Sweden has a strong gaming culture, with a high number of game developers and a supportive environment for innovation. The country is home to several successful game development studios, which have produced globally recognized titles. This has contributed to the growth of the Games market in Sweden, as both local and international gamers are drawn to the high-quality games produced in the country.

Underlying macroeconomic factors:
The strong growth of the Games market in Sweden can be attributed to several underlying macroeconomic factors. The country has a high disposable income per capita, which allows consumers to spend more on leisure activities such as gaming. Additionally, Sweden has a high internet penetration rate, which facilitates online gaming and digital distribution of games. The country's stable economy and favorable business environment also attract international game developers, further driving the growth of the market. In conclusion, the Games market in Sweden has experienced significant growth due to changing customer preferences, such as a preference for mobile and multiplayer online gaming. The rise of eSports and the increasing demand for VR gaming are also key trends in the market. Sweden's strong gaming culture, high disposable income per capita, and favorable macroeconomic factors have contributed to the growth 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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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