Download Games - Croatia

  • Croatia
  • In Croatia, revenue in the Download Games market market is projected to reach US$25.46m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.16%, leading to a projected market volume of US$32.74m by 2029.
  • Within the Download Games market market in Croatia, the number of users is anticipated to reach 0.7m users by 2029.
  • User penetration in Croatia will be 16.5% in 2024 and is expected to increase to 17.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market in Croatia is projected to be US$38.78 in 2024.
  • In Croatia, the growing popularity of mobile gaming is significantly reshaping the landscape of the Download Games segment within the Media market.

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

 
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Analyst Opinion

The Download Games market in Croatia has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Croatia have shifted towards digital entertainment, with an increasing number of consumers choosing to download games rather than purchasing physical copies. This shift can be attributed to several factors, including the convenience of downloading games directly to devices, the ability to access a wide variety of games online, and the growing popularity of online multiplayer gaming. Additionally, the younger generation in Croatia, who are more tech-savvy and digitally connected, have a strong preference for downloading games as it aligns with their lifestyle and preferences. Trends in the market also contribute to the growth of the Download Games market in Croatia. The increasing availability of high-speed internet and the proliferation of smartphones and other mobile devices have made it easier for consumers to download games on the go. This has led to a rise in mobile gaming, with consumers opting for quick and accessible gaming experiences on their smartphones and tablets. Furthermore, the rise of online gaming platforms and digital distribution platforms has made it easier for game developers and publishers to reach a wider audience in Croatia, driving the growth of the Download Games market. Local special circumstances in Croatia have also played a role in the development of the Download Games market. The country has a strong gaming culture, with a high percentage of the population engaging in gaming activities. This has created a favorable environment for the growth of the Download Games market, as there is a large and enthusiastic customer base. Additionally, the relatively low cost of downloading games compared to purchasing physical copies has made it a more attractive option for consumers in Croatia. Underlying macroeconomic factors have also contributed to the growth of the Download Games market in Croatia. The country has experienced steady economic growth in recent years, which has increased disposable income and consumer spending power. This has allowed consumers to allocate more of their budget towards entertainment, including downloading games. Furthermore, the increasing popularity of digital entertainment globally has had a positive impact on the Download Games market in Croatia, as it has created a larger market for game developers and publishers to target. Overall, the Download Games market in Croatia is developing at a rapid pace due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As the digitalization of entertainment continues to expand, it is expected that the Download Games market in Croatia will continue to grow and evolve 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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