Download Games - EAEU

  • EAEU
  • In the EAEU, revenue in the Download Games market market is projected to reach US$259.30m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.52%, resulting in a projected market volume of US$323.40m by 2029.
  • In the Download Games market market within the EAEU, the number of users is expected to amount to 30.3m users by 2029.
  • User penetration will be 16.1% in 2024 and is anticipated to increase to 16.6% by 2029.
  • In global comparison, most revenue will be generated the United States, which is expected to reach US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in the EAEU is projected to amount to US$8.80 in 2024.
  • The EAEU's Download Games market is experiencing a surge in popularity, driven by an increasing demand for mobile gaming and digital content accessibility.

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

 
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Analyst Opinion

The Download Games market in EAEU is experiencing significant growth and development.

Customer preferences:
Customers in the EAEU region have shown a strong preference for downloading games rather than purchasing physical copies. This is due to the convenience and accessibility of downloading games directly to their devices. Additionally, the rise of smartphones and tablets has made it easier for customers to play games on the go, further driving the demand for downloadable games.

Trends in the market:
One of the key trends in the Download Games market in EAEU is the increasing popularity of mobile gaming. With the proliferation of smartphones and the improvement in mobile internet connectivity, more and more customers are turning to mobile devices for gaming. This has led to a surge in the demand for mobile games, resulting in the growth of the Download Games market in EAEU. Another trend in the market is the rise of online multiplayer games. Customers in the EAEU region are increasingly interested in playing games with their friends and other players from around the world. Online multiplayer games provide a social and interactive gaming experience, which has contributed to their popularity. As a result, there has been a growing demand for downloadable online multiplayer games in the EAEU market.

Local special circumstances:
The EAEU region consists of five member states, namely Armenia, Belarus, Kazakhstan, Kyrgyzstan, and Russia. Each of these countries has its own unique gaming culture and preferences. For example, Russia has a large population of gamers and a strong gaming industry. This has led to the development of a vibrant gaming community and a wide range of locally developed games. On the other hand, countries like Kazakhstan and Kyrgyzstan have smaller gaming markets but still show a growing interest in downloadable games.

Underlying macroeconomic factors:
The growth of the Download Games market in EAEU can be attributed to several underlying macroeconomic factors. Firstly, the region has experienced steady economic growth in recent years, which has increased disposable income and purchasing power. This has allowed more customers to afford gaming devices and spend on downloadable games. Secondly, the improvement in internet infrastructure and connectivity in the EAEU region has played a significant role in the growth of the Download Games market. Faster and more reliable internet connections have made it easier for customers to download games and play online. Lastly, the EAEU region has seen a rise in the number of game developers and publishers. This has resulted in a wider variety of downloadable games available in the market, catering to different customer preferences and tastes. The presence of local game developers has also contributed to the growth of the market, as they are able to create games that resonate with the local culture and gaming community. In conclusion, the Download Games market in EAEU is experiencing growth and development due to customer preferences for downloadable games, the rise of mobile gaming, and the increasing popularity of online multiplayer games. The local special circumstances in the EAEU region, such as the unique gaming cultures in each country, further contribute to the growth of the market. The underlying macroeconomic factors, including economic growth, improved internet infrastructure, and the presence of local game developers, also play a significant role in the development 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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