Download Games - Kazakhstan

  • Kazakhstan
  • In Kazakhstan, revenue in the Download Games market market is projected to reach US$31.43m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.76%, leading to a projected market volume of US$39.65m by 2029.
  • By 2029, the number of users in the Download Games market market in Kazakhstan is expected to amount to 2.2m users.
  • User penetration will be 10.8% in 2024 and is anticipated to decrease to 10.5% by 2029.
  • In a global context, the majority of 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 Kazakhstan's Download Games market market is projected to amount to US$14.66 in 2024.
  • Kazakhstan's download games market is rapidly evolving, driven by increasing internet penetration and a growing youth demographic seeking diverse gaming experiences.

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

 
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Analyst Opinion

The Download Games market in Kazakhstan 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 the Download Games market in Kazakhstan have shifted towards mobile gaming. With the increasing popularity of smartphones and the improvement of mobile internet infrastructure, more and more people in Kazakhstan are opting to play games on their mobile devices. This shift in customer preferences has led to a surge in downloads of mobile games, contributing to the overall growth of the market. Trends in the market indicate that the demand for free-to-play games with in-app purchases is on the rise in Kazakhstan. This trend can be attributed to the growing number of players who are willing to spend money on in-game items and enhancements. Developers have capitalized on this trend by offering a wide range of free-to-play games with enticing in-app purchase options, leading to increased revenue for the industry. Local special circumstances in Kazakhstan have also played a role in the development of the Download Games market. The country has a large young population, with a significant portion of the population being tech-savvy and interested in gaming. This demographic factor has created a favorable environment for the growth of the market, as there is a large consumer base eager to engage with download games. Underlying macroeconomic factors have also contributed to the growth of the Download Games market in Kazakhstan. The country has experienced steady economic growth in recent years, resulting in increased disposable income for many individuals. As a result, more people in Kazakhstan have the financial means to purchase smartphones and spend money on downloadable games. This increase in disposable income has fueled the demand for download games and contributed to the growth of the market. In conclusion, the Download Games market in Kazakhstan has experienced significant growth due to customer preferences shifting towards mobile gaming, the increasing demand for free-to-play games with in-app purchases, the presence of a tech-savvy young population, and the underlying macroeconomic factors of steady economic growth and increased disposable income. These factors have all contributed to the development of a thriving Download Games market in Kazakhstan.

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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