Download Games - Eastern Europe

  • Eastern Europe
  • In Eastern Europe, revenue in the Download Games market market is projected to reach US$0.36bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.10%, leading to a projected market volume of US$0.44bn by 2029.
  • The number of users in the Download Games market market withEastern_Europe is anticipated to amount to 38.3m users by 2029.
  • User penetration will be 15.6% in 2024 and is expected to increase to 16.3% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is expected to achieve US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Eastern Europe is projected to reach US$9.60 in 2024.
  • In Eastern Europe, particularly in Poland, the rising popularity of mobile gaming is significantly reshaping the landscape of download games in the media market.

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

 
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Analyst Opinion

The Download Games market in Eastern Europe has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in Eastern Europe have played a crucial role in the growth of the Download Games market. With the increasing popularity of smartphones and the widespread availability of high-speed internet, consumers in the region have increasingly turned to digital platforms for entertainment. The convenience of downloading games directly to their devices has become a preferred choice for many, as it eliminates the need for physical copies and allows for instant access to a wide variety of games. In addition to customer preferences, several trends in the market have further fueled the growth of the Download Games market in Eastern Europe. The rise of free-to-play games with in-app purchases has become a dominant trend, as it allows users to access and enjoy games at no initial cost while providing opportunities for developers to generate revenue through microtransactions. This model has proven to be particularly successful in Eastern Europe, where price sensitivity is high and consumers are more willing to spend on in-game purchases. Moreover, the increasing popularity of multiplayer online games has also contributed to the growth of the Download Games market in Eastern Europe. These games offer social interaction and competitive gameplay, attracting a large and engaged player base. The ability to connect with friends and play together online has become a significant driver of demand for downloadable games in the region. Local special circumstances have also played a role in the development of the Download Games market in Eastern Europe. The region has a strong gaming culture, with a growing number of local game developers creating content specifically tailored to the preferences of Eastern European players. This localization of games, including translations and adaptations to local cultural references, has resonated well with consumers and contributed to the overall growth of the market. Underlying macroeconomic factors have also supported the growth of the Download Games market in Eastern Europe. The region has experienced steady economic growth in recent years, leading to increased disposable income and greater consumer spending power. This has allowed more consumers to afford gaming devices and invest in downloadable games, driving the demand for digital entertainment. In conclusion, the Download Games market in Eastern Europe has experienced significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The convenience of downloading games directly to devices, the rise of free-to-play games with in-app purchases, the popularity of multiplayer online games, and the localization of content have all contributed to this development. Additionally, the region's steady economic growth and increasing disposable income have further fueled the demand for downloadable games.

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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