Download Games - Bosnia and Herzegovina

  • Bosnia and Herzegovina
  • The revenue in the Download Games market market in Bosnia and Herzegovina is forecasted to reach US$6.33m by 2024.
  • This market is expected to display an annual growth rate (CAGR 2024-2029) of 6.07%, leading to a projected market volume of US$8.50m by 2029.
  • By 2029, the number of users in the Download Games market market in Bosnia and Herzegovina is anticipated to reach 0.4m users.
  • The user penetration rate is projected to be 12.6% in 2024 and is forecasted to reach 13.2% by 2029.
  • When compared globally, the in the United States is anticipated to generate the highest revenue, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Bosnia and Herzegovina is projected to be US$15.72 in 2024.
  • Bosnia and Herzegovina's Download Games market is witnessing a surge in demand for locally developed indie games, showcasing the country's emerging talent in the gaming industry.

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

 
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Analyst Opinion

The Download Games market in Bosnia and Herzegovina is experiencing significant growth and development. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this positive trajectory.

Customer preferences in Bosnia and Herzegovina are shifting towards digital entertainment, including the download games market. With the increasing availability of high-speed internet and the proliferation of smartphones, more and more consumers are choosing to download games rather than purchasing physical copies. This shift is driven by the convenience and accessibility of digital downloads, as well as the ability to easily update and access additional content online.

Trends in the market reflect the global growth of the download games industry. Worldwide, the market has seen a steady increase in revenue and user engagement. This trend is mirrored in Bosnia and Herzegovina, as consumers embrace the digital gaming experience.

The rise of online multiplayer games and the popularity of mobile gaming have also contributed to the growth of the download games market in the country. Local special circumstances further support the development of the download games market in Bosnia and Herzegovina. The country has a young and tech-savvy population, with a high level of digital literacy.

This demographic is highly receptive to digital entertainment and is driving the demand for download games. Additionally, the relatively low cost of digital downloads compared to physical copies makes them an attractive option for consumers in Bosnia and Herzegovina. Underlying macroeconomic factors also play a role in the growth of the download games market.

The country has experienced steady economic growth in recent years, leading to an increase in disposable income. As a result, consumers have more money to spend on entertainment, including download games. Furthermore, the government has invested in improving digital infrastructure, such as expanding broadband internet coverage, which has facilitated the growth of the download games market.

In conclusion, the Download Games market in Bosnia and Herzegovina is experiencing significant growth and development due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The shift towards digital entertainment, the global growth of the download games industry, the young and tech-savvy population, and the improving digital infrastructure all contribute to the positive trajectory of the market.

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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