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Games - CIS

CIS
  • In the CIS region, revenue in the Games market is projected to reach US$6.35bn in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 10.06%, leading to a projected market volume of US$10.26bn by 2029.
  • In a global context, the majority of revenue will be generated United States, with a forecast of US$128.10bn in 2024.
  • Within the Games market in the CIS, the number of users is expected to reach 71.5m users by 2029.
  • User penetration in the region is projected to be 25.3% in 2024, rising to 29.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • The CIS games market is increasingly embracing mobile platforms, reflecting a growing preference for accessible and engaging digital entertainment among its diverse populations.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    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.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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