Games - Albania

  • Albania
  • In Albania, revenue in the Games market is projected to reach US$67.94m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.25%, leading to a projected market volume of US$91.99m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • Within the Games market in Albania, the number of users is expected to amount to 825.8k users by 2029.
  • User penetration in Albania will be 25.8% in 2024 and is projected to increase to 29.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Albania, the Games in the Media market is experiencing a surge in mobile gaming popularity, reflecting a broader trend toward digital entertainment consumption.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

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

Customer preferences:
Albanian consumers have shown a growing interest in video games, both in terms of console and mobile gaming. This can be attributed to several factors. Firstly, the increasing availability of high-speed internet and affordable smartphones has made gaming more accessible to a wider audience. Additionally, the younger population in Albania has embraced gaming as a form of entertainment, with many choosing to spend their leisure time playing video games. This shift in consumer preferences has led to an increase in demand for gaming consoles, gaming accessories, and mobile gaming apps.

Trends in the market:
One of the key trends in the Albanian Games market is the rise of mobile gaming. With the widespread adoption of smartphones, more and more Albanians are turning to mobile games as a convenient and portable form of entertainment. This trend is further fueled by the availability of a wide range of mobile gaming apps, including popular titles from international developers. As a result, mobile gaming revenues in Albania have been on the rise. Another trend in the market is the growing popularity of online multiplayer games. Albanian gamers are increasingly seeking immersive gaming experiences that allow them to connect and compete with players from around the world. This has led to a surge in demand for online multiplayer games, both on consoles and mobile devices. Game developers have responded to this trend by creating more multiplayer-focused games, which has further fueled the growth of the market.

Local special circumstances:
Albania's geographical location and cultural proximity to other European countries have also played a role in the development of the Games market. The country's close ties with neighboring countries have facilitated the import of gaming consoles and accessories, making them more readily available to Albanian consumers. Additionally, the popularity of gaming events and competitions in nearby countries has also influenced the gaming culture in Albania, leading to an increase in interest and participation in gaming activities.

Underlying macroeconomic factors:
The growth of the Games market in Albania can also be attributed to underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income among consumers. This has allowed Albanians to allocate more of their income towards leisure activities, including gaming. Additionally, the government has taken steps to support the development of the digital economy, including the gaming industry, by providing incentives and creating a favorable business environment. In conclusion, the Games market in Albania has been growing steadily, driven by changing customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing availability of high-speed internet and affordable smartphones has made gaming more accessible to a wider audience, leading to a rise in demand for gaming consoles and mobile gaming apps. The popularity of online multiplayer games and the country's cultural proximity to other European countries have further fueled the growth of the market. Additionally, steady economic growth and government support have contributed to the development of the Games market in Albania.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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