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Download Games - CIS

CIS
  • In the CIS region, revenue in the Download Games market market is projected to reach US$301.40m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.58%, leading to a projected market volume of US$377.10m by 2029.
  • By 2029, the number of users in the Download Games market market within the CIS is anticipated to reach 39.5m users.
  • User penetration in this region will be 15.7% in 2024 and is expected to rise to 16.1% by 2029.
  • In a global context, the highest revenue in the Download Games market market will be generated the United States, with an expected revenue of US$5.05bn in 2024.
  • Additionally, the average revenue per user (ARPU) in the Download Games market market in the CIS is projected to be US$7.91 in 2024.
  • The CIS region is witnessing a surge in demand for downloadable games, driven by an increasing number of mobile gamers and enhanced internet accessibility.

Definition:

Download games refer to video games that are purchased and downloaded digitally over the internet, rather than being obtained through physical copies. This method allows players to access games directly on their gaming devices, such as consoles, computers, or mobile devices, without the need for physical discs or cartridges. Download games often include a wide variety of genres and titles, ranging from indie games to blockbuster releases, and are distributed through various digital storefronts or platforms. Players can enjoy the convenience of instant access to their games and often benefit from additional content, updates, and online features provided by the publishers.

Additional Information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases. Key players in the market are companies, such as Electronic Arts (EA), Activision Blizzard, and Ubisoft.

In-Scope

  • Online sales of video games for gaming consoles or PCs/laptops via direct downloads such as Electronic Arts (EA), Activision Blizzard, and Ubisoft

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions of video games
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 Download Games market in CIS is experiencing significant growth and development.

    Customer preferences:
    Customers in CIS have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors such as convenience, ease of access, and the ability to play games instantly without the need for additional hardware. Additionally, the increasing popularity of mobile gaming has also contributed to the rise in demand for downloadable games in the region.

    Trends in the market:
    One of the key trends in the Download Games market in CIS is the increasing adoption of online multiplayer games. This trend can be attributed to the growing popularity of competitive gaming and the desire for social interaction among gamers. Online multiplayer games provide an immersive and interactive experience, allowing players to compete against each other in real-time. This trend is expected to continue driving the growth of the Download Games market in CIS. Another trend in the market is the rise of free-to-play games with in-app purchases. This business model has gained traction in CIS due to its ability to attract a large user base and generate revenue through in-game purchases. Free-to-play games offer players the opportunity to try out a game before committing to a purchase, which has proven to be highly appealing to customers in the region.

    Local special circumstances:
    The Download Games market in CIS is also influenced by local cultural preferences and gaming habits. For example, there is a strong preference for games that are localized in the Russian language. This is because many gamers in CIS prefer to play games in their native language, which enhances the overall gaming experience. Game developers have recognized this preference and have started localizing their games to cater to the specific needs of the CIS market.

    Underlying macroeconomic factors:
    The growth of the Download Games market in CIS can be attributed to several underlying macroeconomic factors. Firstly, the increasing penetration of smartphones and internet connectivity has made it easier for consumers to access and download games. This has expanded the potential customer base for downloadable games in the region. Secondly, the rising disposable income levels and improving living standards in CIS have contributed to the growth of the Download Games market. As consumers have more discretionary income, they are willing to spend on entertainment and leisure activities, including downloadable games. In conclusion, the Download Games market in CIS is experiencing significant growth and development due to customer preferences for convenience and instant access to games. The increasing popularity of online multiplayer games and free-to-play games with in-app purchases are driving the market trends. Local cultural preferences and the availability of localized games in the Russian language also play a significant role in shaping the market. Furthermore, underlying macroeconomic factors such as increased smartphone penetration and rising disposable income levels are fueling the growth of the Download Games market in CIS.

    Users

    Most recent update: Nov 2024

    Source: Statista Market 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 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.

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    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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