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Gaming penetration in select European countries 2021

Gaming usage reach in selected markets in Europe in 2021

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Release date

January 2022

Region

Europe

Special properties

Digital and physical gaming

Supplementary notes

Data provided by Statista Market Outlooks are estimates

The Video Games segment consists of 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 (e.g., at GameStop, Walmart, and Target) or in online-shops as CDs, DVDs, or other solid storage media Digital Video Games encompasses revenues associated with digital game sales (e.g., Steam, Origin, and Blizzard’s Battle.net for PCs and the Xbox Games Store, PlayStation Store, and Nintendo eShop for consoles). Additional downloadable content (DLC) and subscription services are included. The definition covers subscription-based games, e.g., World of Warcraft, as well as free-to-play games with in-game purchases for additional premium content or functionalities, e.g., Fortnite. Detailed definitions can be found in the individual segments.

All figures are estimate. A detailed methodology can be found in the Statista Market Outlook.

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Statistics on Video game industry in Europe

Overview

5

Console and software sales

5

Gamers and gamer demographics

4

eSports and streaming

6

Further related statistics

14
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