Download Games - Estonia

  • Estonia
  • In Estonia, revenue in the Download Games market market is projected to reach US$6.18m in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.25%, which will lead to a projected market volume of US$7.61m by 2029.
  • Within the Download Games market market in Estonia, the number of users is anticipated to amount to 220.6k users by 2029.
  • User penetration in Estonia will be 16.5% in 2024 and is expected to rise to 17.0% by 2029.
  • In a global context, most revenue from the Download Games market market will be generated the United States, which is projected to reach US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in Estonia's Download Games market market is projected to be US$28.44 in 2024.
  • Estonia's burgeoning tech-savvy population is driving a notable increase in the popularity of downloadable games within its media market.

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

 
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Analyst Opinion

The Download Games market in Estonia has been experiencing significant growth over the past few years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in Estonia have shifted towards digital entertainment, with a particular focus on gaming. This can be attributed to the increasing availability of high-speed internet and the proliferation of smartphones and other mobile devices. The convenience and accessibility of downloading games directly onto these devices have made them a popular choice among Estonian consumers. Trends in the market have also played a role in the growth of the Download Games market in Estonia. The rise of online gaming communities and multiplayer games has created a demand for downloadable games that can be played with friends and other players from around the world. Additionally, the emergence of virtual reality technology has opened up new possibilities for immersive gaming experiences, further driving the demand for downloadable games. Local special circumstances in Estonia have contributed to the development of the Download Games market. Estonia has a strong tech-savvy population and a thriving startup ecosystem, which has fostered the growth of local game development studios. These studios have been able to create innovative and high-quality games that cater to the preferences of Estonian gamers, further fueling the demand for downloadable games. Underlying macroeconomic factors have also played a role in the growth of the Download Games market in Estonia. The country has a strong and stable economy, with high levels of disposable income among its population. This has allowed Estonian consumers to spend more on leisure activities, including gaming. Additionally, Estonia's small size and proximity to other European countries have made it an attractive market for international game developers, who have been able to tap into the country's growing consumer base. In conclusion, the Download Games market in Estonia has experienced significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing popularity of digital entertainment, the rise of online gaming communities, the emergence of virtual reality technology, and the presence of local game development studios have all contributed to this development. Additionally, Estonia's strong economy and its proximity to other European countries have made it an attractive market for international game developers.

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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