Games - Bosnia and Herzegovina

  • Bosnia and Herzegovina
  • Revenue in the Games market in Bosnia and Herzegovina is forecasted to reach US$69.39m in 2024.
  • The anticipated annual growth rate (CAGR 2024-2029) is 5.98%, leading to a projected market volume of US$92.76m by 2029.
  • When compared globally, the majority of revenue will originate from in China, amounting to US$128.90bn in 2024.
  • The number of users in the Games market is estimated to reach 709.7k users by 2029.
  • User penetration is set to be 19.7% in 2024 and is projected to increase to 22.7% by 2029.
  • The expected average revenue per user (ARPU) is [arpu_firstmarket_yeartoday].
  • Bosnia and Herzegovina's gaming media market is experiencing a surge in online multiplayer games, fostering a vibrant virtual community.

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

 
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Analyst Opinion

The Games market in Bosnia and Herzegovina is experiencing significant growth and development.

Customer preferences:
Customers in Bosnia and Herzegovina have shown a strong preference for video games across various platforms, including consoles, PCs, and mobile devices. This preference can be attributed to the increasing availability of high-quality games and the growing popularity of online multiplayer gaming. Additionally, there is a strong demand for locally developed games that reflect the cultural and historical aspects of the country.

Trends in the market:
One of the key trends in the Games market in Bosnia and Herzegovina is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of affordable data plans, more and more people are turning to mobile devices for gaming. This trend is driven by the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. As a result, there has been a significant increase in the number of mobile game developers and the variety of games available on mobile platforms. Another trend in the market is the growing popularity of eSports. Bosnia and Herzegovina has seen a rise in competitive gaming events and tournaments, attracting a large number of participants and spectators. This trend is fueled by the increasing recognition of eSports as a legitimate form of entertainment and the potential for professional gaming careers. As a result, there has been a surge in investments in eSports infrastructure, such as gaming arenas and training facilities.

Local special circumstances:
Bosnia and Herzegovina has a rich cultural heritage and a strong sense of national identity. This has led to a preference for locally developed games that showcase the country's history, traditions, and folklore. Game developers in the country have capitalized on this demand by creating games that resonate with the local audience. This localization strategy has been successful in attracting a loyal customer base and fostering a sense of pride among Bosnian gamers.

Underlying macroeconomic factors:
The growth of the Games market in Bosnia and Herzegovina can be attributed to several macroeconomic factors. The country has experienced a steady increase in disposable income, allowing more people to afford gaming devices and software. Additionally, the government has been supportive of the gaming industry, providing incentives for local game developers and promoting the sector as a potential source of economic growth. Furthermore, the increasing internet penetration and access to high-speed internet have facilitated online gaming and multiplayer experiences. In conclusion, the Games market in Bosnia and Herzegovina is thriving due to the strong customer preferences for video games, the rise of mobile gaming, the growing popularity of eSports, the demand for locally developed games, and the favorable macroeconomic factors. As the market continues to evolve, it presents opportunities for both local and international game developers to tap into the growing demand and cater to the unique preferences of Bosnian gamers.

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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