Games - Croatia

  • Croatia
  • In Croatia, revenue in the Games market is projected to reach US$238.80m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.55%, resulting in a projected market volume of US$312.90m by 2029.
  • In a global context, most revenue in the Games market will be generated United States, with an anticipated figure of US$128.10bn in 2024.
  • The number of users in the Games market in Croatia is expected to amount to 1,191.0k users by 2029.
  • User penetration will be 27.9% in 2024 and is expected to increase to 30.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Croatia's gaming sector is experiencing a surge in mobile game development, reflecting a broader regional shift towards interactive digital entertainment.

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

 
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Analyst Opinion

The Games market in Croatia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in the Games market in Croatia have shifted towards digital gaming platforms and mobile gaming. This can be attributed to the increasing availability and affordability of smartphones and high-speed internet access. Croatian gamers are now more inclined to play games on their mobile devices, which offer convenience and a wide range of gaming options. Additionally, the popularity of online multiplayer games has grown, as it allows gamers to connect and compete with players from around the world. Trends in the market also contribute to the development of the Games market in Croatia. The rise of e-sports has gained significant traction, with an increasing number of tournaments and events being organized in the country. This has not only attracted professional gamers, but also a growing audience of spectators. The e-sports industry has created new opportunities for game developers, sponsors, and advertisers, leading to further growth in the market. Furthermore, the emergence of virtual reality (VR) gaming has captured the interest of Croatian gamers, providing an immersive and interactive gaming experience. The adoption of VR technology is expected to continue driving the growth of the Games market in Croatia. Local special circumstances play a role in shaping the Games market in Croatia. The country has a vibrant gaming community, with numerous game development studios and independent developers. This has created a supportive ecosystem for the industry, fostering innovation and creativity. Additionally, the Croatian government has recognized the potential of the Games market and has implemented policies to promote its growth. Initiatives such as tax incentives and funding programs have attracted both local and foreign investment in the industry, further fueling its expansion. Underlying macroeconomic factors have also contributed to the development of the Games market in Croatia. The country's strong economic growth and increasing disposable income have led to higher consumer spending on entertainment and leisure activities. As a result, more individuals are investing in gaming consoles, gaming accessories, and in-game purchases. Moreover, the growing tourism industry in Croatia has attracted international gamers, who contribute to the overall demand for games and gaming-related products. In conclusion, the Games market in Croatia is experiencing significant growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards digital and mobile gaming, the rise of e-sports and virtual reality gaming, the supportive gaming community and government policies, as well as the strong economy and tourism industry, all contribute to the development of the market. As these factors continue to evolve, the Games market in Croatia is expected to further expand and diversify in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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