Online Games - Denmark

  • Denmark
  • In Denmark, the revenue in the Online Games market market is projected to reach US$66.53m in 2024.
  • This revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.35%, resulting in a projected market volume of US$86.35m by 2029.
  • Within this market in Denmark, the number of users is expected to amount to 0.6m users by 2029.
  • User penetration in Denmark is forecasted to be 9.8% in 2024 and is expected to increase to 10.2% by 2029.
  • In a global context, most revenue will be generated China, with figures reaching US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Denmark is projected to amount to US$113.70 in 2024.
  • Denmark's online gaming market is increasingly embracing mobile platforms, reflecting a growing trend towards accessibility and user engagement among Danish consumers.

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

 
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Analyst Opinion

The Online Games market in Denmark has been experiencing significant growth in recent years, driven by customer preferences and local special circumstances.

Customer preferences:
Danish consumers have shown a strong preference for online games, with a growing number of people engaging in gaming activities. 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 online games have made them a popular form of entertainment among Danish consumers.

Trends in the market:
One of the key trends in the Online Games market in Denmark is the rise of mobile gaming. With the increasing popularity of smartphones, more and more people are playing games on their mobile devices. This trend is expected to continue in the coming years, as mobile technology continues to advance and mobile games become more sophisticated. Another trend in the market is the growing popularity of multiplayer online games. Danish consumers are increasingly interested in playing games with their friends and other players from around the world. This has led to the rise of online gaming communities and the emergence of esports as a popular form of entertainment.

Local special circumstances:
Denmark has a strong gaming culture, with a number of successful game development studios and a thriving esports scene. The country is known for its high-quality game development and has produced several internationally acclaimed titles. This has contributed to the growth of the Online Games market in Denmark, as consumers are more likely to support and engage with local game developers.

Underlying macroeconomic factors:
The growth of the Online Games market in Denmark can also be attributed to underlying macroeconomic factors. Denmark has a strong economy and a high standard of living, which allows consumers to spend more on leisure activities such as gaming. Additionally, the country has a high internet penetration rate and a well-developed digital infrastructure, which makes it easier for consumers to access and play online games. In conclusion, the Online Games market in Denmark is experiencing significant growth due to customer preferences for online gaming, the rise of mobile gaming, the popularity of multiplayer online games, local special circumstances such as a strong gaming culture, and underlying macroeconomic factors such as a strong economy and a well-developed digital infrastructure.

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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