Download Games - South America

  • South America
  • The Download Games market in South America is projected to reach a revenue of US$0.97bn in 2024.
  • This represents a significant growth potential for the market segment.
  • Looking ahead, the revenue is expected to show an annual growth rate (CAGR 2024-2027) of 5.84%, resulting in a projected market volume of US$1.15bn by 2027.
  • Furthermore, the number of users in the Download Games market is expected to reach 88.3m users by 2027.
  • This indicates a strong user base and highlights the growing popularity of downloadable games in South AmeriWith a user penetration rate of 20.9% in 2024, it is estimated to increase to 21.0% by 2027.
  • In comparison to other regions, United States is expected to generate the most revenue in the Download Games market, reaching US$5,054.00m in 2024.
  • This emphasizes the dominance of the US market in the global gaming industry.
  • When it comes to the average revenue per user (ARPU), it is projected to amount to US$11.27 in 2024.
  • This metric provides insights into the average spending potential of users in South America's Download Games market.
  • South America's growing middle class is fueling a surge in the demand for download games, making it a lucrative market for game developers and publishers.

Key regions: Japan, South Korea, France, Europe, India

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
Please wait