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Key regions: United Kingdom, Germany, India, United States, South Korea
The Games market in CIS is experiencing significant growth and development, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in the CIS region are heavily influenced by the popularity of online multiplayer games.
With a strong emphasis on social interaction and competition, gamers in the CIS region are drawn to games that allow them to connect with friends and compete against other players. This has led to a surge in the popularity of games such as Fortnite and PlayerUnknown's Battlegrounds, which offer immersive multiplayer experiences. Trends in the market show a growing demand for mobile gaming in the CIS region.
With the increasing availability of smartphones and affordable data plans, more people are accessing games on their mobile devices. This has created a lucrative market for mobile game developers, who are capitalizing on the popularity of casual gaming and the convenience of playing on the go. Local special circumstances also play a role in the development of the Games market in CIS.
The region has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has created a supportive environment for game developers, who are able to tap into this existing market and cater to the specific preferences of CIS gamers. Underlying macroeconomic factors are also contributing to the growth of the Games market in CIS.
The region has seen steady economic growth in recent years, leading to an increase in disposable income and consumer spending. As a result, more people are able to afford gaming consoles, PCs, and smartphones, driving the demand for games and contributing to the overall growth of the market. In conclusion, the Games market in CIS is experiencing significant growth and development due to customer preferences for online multiplayer games, the trend towards mobile gaming, local special circumstances such as a strong gaming culture, and underlying macroeconomic factors such as economic growth and increased consumer spending.
This presents a promising opportunity for game developers and companies looking to expand their presence in the CIS region.
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.Mon - Fri, 9am - 6pm (EST)
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Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)