Download Games - Baltics

  • Baltics
  • The revenue in the Download Games market market in Baltics is forecasted to reach US$21.28m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.67%, leading to a projected market volume of US$26.73m by 2029.
  • In the Download Games market market in Baltics, the number of users is expected to reach 0.00 by 2029.
  • User penetration is projected to be 0.00 in 2024 and is estimated to reach 0.00 by 2029.
  • When compared globally, the in the United States is expected to generate the highest revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market in Baltics is forecasted to be 0.00 in 2024.
  • The Baltics are experiencing a surge in demand for downloadable games, reflecting a growing digital entertainment trend in the region.

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

 
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Analyst Opinion

The Download Games market in Baltics has been experiencing steady growth in recent years, driven by changing customer preferences and the increasing popularity of mobile gaming. Customer preferences in the Baltics have shifted towards digital gaming, with a growing number of consumers opting to download games rather than purchasing physical copies.

This trend can be attributed to several factors, including convenience, affordability, and the ability to access a wide range of games instantly. Additionally, the rise of smartphones and tablets has made gaming more accessible to a larger audience, further fueling the demand for downloadable games. One of the key trends in the Download Games market in the Baltics is the dominance of mobile gaming.

Mobile devices have become the primary gaming platform for many consumers, surpassing traditional gaming consoles and PCs. This shift can be attributed to the convenience and portability of mobile devices, as well as the increasing quality and variety of mobile games available. As a result, game developers and publishers have been focusing on creating mobile-friendly games and optimizing their offerings for the mobile platform.

Another trend in the market is the rise of free-to-play games with in-app purchases. This business model has gained popularity among both developers and consumers, as it allows for a wider audience reach and the ability to monetize through optional in-game purchases. Free-to-play games often rely on microtransactions and in-app purchases to generate revenue, offering additional content or virtual goods to enhance the gaming experience.

This trend has led to a shift in the revenue model of the industry, with a greater emphasis on in-game purchases rather than upfront game sales. In addition to customer preferences, several local special circumstances have contributed to the growth of the Download Games market in the Baltics. The region has a high internet penetration rate, with a large proportion of the population having access to high-speed internet connections.

This has facilitated the download and online gaming experience, enabling consumers to easily access and play games from the comfort of their homes. Furthermore, the relatively low cost of internet services in the Baltics has made online gaming more affordable and accessible to a wider audience. Underlying macroeconomic factors have also played a role in the development of the Download Games market in the Baltics.

The region has experienced steady economic growth in recent years, resulting in increased disposable income and consumer spending. This has allowed consumers to allocate a larger portion of their budget towards entertainment and leisure activities, including gaming. Additionally, the Baltic countries have a young and tech-savvy population, which has further contributed to the growing demand for downloadable games.

Overall, the Download Games market in the Baltics is expected to continue its upward trajectory, driven by changing customer preferences, the dominance of mobile gaming, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and the gaming industry evolves, it is likely that the market will witness further growth and innovation in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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