Download Games - Armenia

  • Armenia
  • Armenia is expected to see a revenue of US$3.63m in the Download Games market market by 2024.
  • The market is anticipated to experience an annual growth rate (CAGR 2024-2029) of 4.39%, leading to a market volume of US$4.50m by 2029.
  • By 2029, the number of users in Armenia's Download Games market market is forecasted to reach 0.5m users.
  • User penetration is projected to be 17.3% in 2024 and is set to increase to 17.6% by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue in the Download Games market market, reaching US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in Armenia's Download Games market market is estimated to be US$7.56 in 2024.
  • Armenia's Download Games market is rapidly growing, driven by a tech-savvy population and increasing demand for digital entertainment.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Armenia has been experiencing steady growth in recent years, driven by changing customer preferences and favorable local circumstances.

Customer preferences:
Armenian customers have shown a growing interest in downloading games, as it offers them the convenience of accessing a wide variety of games directly on their devices. This trend is in line with the global market, where downloading games has become increasingly popular due to the proliferation of smartphones and the availability of high-speed internet connections.

Trends in the market:
One of the key trends in the Armenian Download Games market is the rise of mobile gaming. With the increasing affordability of smartphones and the expanding mobile internet coverage in the country, more and more people are turning to mobile devices as their primary gaming platform. This shift has led to a surge in demand for downloadable mobile games, with a wide range of genres and styles catering to different preferences. Another trend in the market is the growing popularity of multiplayer online games. Armenian gamers are increasingly seeking interactive and social gaming experiences, where they can connect and compete with players from around the world. This trend is driven by the advancements in online gaming technology and the increasing availability of high-speed internet connections in Armenia.

Local special circumstances:
Armenia has a vibrant and tech-savvy population, with a high percentage of young people who are early adopters of new technologies. This demographic profile has contributed to the growth of the Download Games market, as young Armenians are more likely to embrace digital gaming and explore new gaming experiences. Furthermore, the Armenian government has been supportive of the technology sector and has implemented policies to attract foreign investment and foster innovation. This has created a favorable environment for companies operating in the Download Games market, encouraging both local and international players to enter the market and offer a wide range of games to Armenian customers.

Underlying macroeconomic factors:
The overall economic development in Armenia has also played a role in the growth of the Download Games market. The country has seen steady economic growth in recent years, resulting in an increase in disposable income and consumer spending. This has allowed more people to afford smartphones and internet access, driving the demand for downloadable games. In addition, the Armenian diaspora, which is spread across the world, has also contributed to the growth of the Download Games market. Many Armenians living abroad maintain strong ties with their homeland and are interested in Armenian culture and entertainment. Downloadable games provide a convenient way for them to connect with their heritage and indulge in Armenian-themed gaming experiences. Overall, the Download Games market in Armenia is experiencing growth due to changing customer preferences, such as the preference for mobile gaming and multiplayer online experiences. The favorable local circumstances, including a tech-savvy population and government support for the technology sector, have also contributed to the market's development. The underlying macroeconomic factors, such as economic growth and the Armenian diaspora, have further fueled the demand for downloadable games in the country.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. 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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