Download Games - Latvia

  • Latvia
  • In Latvia, the revenue in the Download Games market market is forecasted to reach US$5.16m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.11%, leading to an estimated market volume of US$6.62m by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 277.9k users.
  • The user penetration is projected to be 15.3% in 2024 and is forecasted to increase to 16.2% by 2029.
  • When compared globally, the majority of revenue will be generated the in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market market is expected to be US$18.66 in 2024.
  • Latvia's download games market shows a surge in locally developed indie games, reflecting a growing appetite for unique gaming experiences among Latvian gamers.

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

 
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Analyst Opinion

The Download Games market in Latvia has been experiencing steady growth in recent years, driven by increasing customer preferences for digital entertainment and the availability of high-speed internet connections.

Customer preferences:
Latvian consumers have shown a growing preference for downloading games instead of purchasing physical copies. This shift can be attributed to several factors. Firstly, downloading games offers convenience, as consumers can access their favorite games instantly without having to visit a physical store or wait for delivery. Additionally, downloading games allows for easy updates and patches, ensuring that players have the latest versions of their games. Furthermore, the affordability of downloadable games, especially during sales and promotions, has also contributed to their popularity.

Trends in the market:
One of the key trends in the Latvian Download Games market is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet connections, more Latvians are turning to mobile devices for gaming. This trend is further fueled by the wide variety of mobile games available for download, ranging from casual puzzle games to immersive multiplayer experiences. The convenience of playing games on the go has made mobile gaming a popular choice among Latvian consumers. Another trend in the market is the growing popularity of online multiplayer games. Latvian gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide just that. These games allow players to connect and compete with friends and other gamers from around the world, adding an element of excitement and engagement to the gaming experience. The rise of esports and competitive gaming has also contributed to the popularity of online multiplayer games in Latvia.

Local special circumstances:
Latvia has a relatively small population compared to other countries, which can impact the Download Games market. While this may limit the overall size of the market, it also presents opportunities for niche and localized games to thrive. Developers can cater to the specific interests and preferences of Latvian gamers, creating games that resonate with the local audience. Additionally, the relatively small size of the market allows for easier market penetration and targeted marketing strategies.

Underlying macroeconomic factors:
The growth of the Download Games market in Latvia can be attributed to several macroeconomic factors. Firstly, the increasing affordability and availability of high-speed internet connections have made it easier for Latvian consumers to download games. This has been supported by investments in infrastructure and the expansion of internet service providers. Additionally, the growing disposable income of Latvian consumers has allowed them to allocate more of their budget towards entertainment, including gaming. The overall stability of the Latvian economy has also contributed to the growth of the Download Games market, as consumers feel more confident in making discretionary purchases.

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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