Mobile Games - Denmark

  • Denmark
  • In Denmark, revenue in the Mobile Games market market is projected to reach US$184.20m in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.53%, culminating in a projected market volume of US$252.70m by 2029.
  • Furthermore, the number of users in the Mobile Games market market in Denmark is anticipated to amount to 1.1m users by 2029.
  • User penetration in Denmark will be 16.1% in 2024 and is expected to increase to 18.2% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to amount to US$34,300.00m in 2024.
  • Additionally, the average revenue per user (ARPU) in the Mobile Games market market in Denmark is projected to reach US$192.60 in 2024.
  • In Denmark, the mobile games market is increasingly prioritizing user engagement and immersive experiences, reflecting the country's strong gaming culture and digital innovation.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Denmark is experiencing significant growth and development, driven by several key factors. Customer preferences for mobile gaming have shifted towards more immersive and interactive experiences, leading to an increase in demand for high-quality mobile games. Additionally, the local special circumstances in Denmark, such as the high smartphone penetration rate and the presence of a tech-savvy population, have contributed to the growth of the mobile games market. Furthermore, underlying macroeconomic factors, such as the increasing disposable income and the rising popularity of mobile gaming worldwide, have also played a role in the development of the market. Customer preferences in the mobile games market in Denmark have evolved over time. With advancements in technology, customers now expect more immersive and interactive gaming experiences. They are seeking games that offer high-quality graphics, engaging storylines, and multiplayer capabilities. This shift in preferences has led to an increase in demand for mobile games that provide a more realistic and engaging gaming experience. As a result, game developers are focusing on creating games that cater to these preferences, leading to the development of more sophisticated and visually appealing mobile games. One of the key trends in the mobile games market in Denmark is the rise of casual gaming. Casual games, which are easy to learn and play, have gained popularity among a wide range of customers. These games are often played in short bursts, making them ideal for mobile gaming. The availability of casual games on mobile app stores and the increasing number of free-to-play games have contributed to the growth of this segment. Additionally, the integration of social features, such as leaderboards and multiplayer options, has further enhanced the appeal of casual gaming. Another trend in the mobile games market in Denmark is the increasing popularity of esports. Esports refers to competitive gaming, where professional gamers compete against each other in organized tournaments. Esports has gained a significant following worldwide, and Denmark is no exception. The country has a strong esports community, with a growing number of players and spectators. This trend has led to the development of mobile games that are specifically designed for esports, with features such as multiplayer modes and competitive ranking systems. The local special circumstances in Denmark have also contributed to the growth of the mobile games market. Denmark has one of the highest smartphone penetration rates in the world, with a large percentage of the population owning a smartphone. This high smartphone adoption rate provides a strong foundation for the mobile games market, as it ensures a large potential customer base. Additionally, Denmark has a tech-savvy population that is well-versed in the use of mobile devices and technology. This has created a favorable environment for the development and adoption of mobile games. Underlying macroeconomic factors have also played a role in the development of the mobile games market in Denmark. The increasing disposable income of the population has allowed more individuals to afford smartphones and mobile data plans, enabling them to access and play mobile games. Furthermore, the rising popularity of mobile gaming worldwide has created a global market for game developers, allowing them to reach a wider audience and generate more revenue. These macroeconomic factors have created a favorable environment for the growth and development of the mobile games market in Denmark. In conclusion, the Mobile Games market in Denmark is experiencing significant growth and development, driven by customer preferences for more immersive and interactive gaming experiences, local special circumstances such as high smartphone penetration rate and a tech-savvy population, and underlying macroeconomic factors such as increasing disposable income and the rising popularity of mobile gaming worldwide. As a result, the mobile games market in Denmark is expected to continue to grow and evolve in the coming years.

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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