Download Games - Lithuania

  • Lithuania
  • In Lithuania, revenue in the Download Games market market is projected to reach US$10.46m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 4.55%, leading to a projected market volume of US$12.50m by 2029.
  • Within the Download Games market market in Lithuania, the number of users is anticipated to total 0.3m users by 2029.
  • User penetration is forecasted to be 12.7% in 2025, with an increase to 13.2% expected by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$5,352.00m in 2025.
  • The average revenue per user (ARPU) in the Download Games market market in Lithuania is projected to be US$30.93 in 2025.
  • In Lithuania, the Download Games segment is increasingly characterized by a growing preference for local indie developers, reflecting a robust cultural shift towards homegrown content.

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

 
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Analyst Opinion

The Download Games market in Lithuania is experiencing a steady growth due to the increasing popularity of gaming among the population.

Customer preferences:
Lithuanian consumers are showing a strong preference for downloading games rather than purchasing physical copies. This can be attributed to the convenience and accessibility of downloading games directly to their devices. The ease of downloading games allows consumers to quickly access a wide variety of games without the need to visit a physical store. Additionally, the ability to download games offers a more cost-effective option for consumers, as digital copies are often priced lower than physical copies.

Trends in the market:
One of the key trends in the Download Games market in Lithuania is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet connections, more and more Lithuanians are turning to mobile devices for gaming. This trend is driven by the convenience of playing games on-the-go and the wide range of mobile game options available. As a result, mobile game downloads are seeing significant growth in Lithuania. Another trend in the market is the increasing popularity of online multiplayer games. Lithuanian gamers are seeking social interaction and engagement through online gaming platforms. The ability to connect with friends and other players from around the world has led to a surge in the demand for online multiplayer games. This trend is expected to continue as developers focus on creating immersive and interactive gaming experiences.

Local special circumstances:
Lithuania has a well-developed IT infrastructure, which has contributed to the growth of the Download Games market. The country has a high internet penetration rate and a strong mobile network, making it easier for consumers to access and download games. Additionally, the Lithuanian government has been supportive of the gaming industry, providing incentives and support for game developers and fostering a favorable environment for the growth of the market.

Underlying macroeconomic factors:
The growing Download Games market in Lithuania can also be attributed to the overall economic development of the country. As the Lithuanian economy continues to grow, consumers have more disposable income to spend on leisure activities, including gaming. The increasing purchasing power of consumers has led to a greater demand for entertainment options, driving the growth of the Download Games market. In conclusion, the Download Games market in Lithuania is experiencing steady growth due to customer preferences for convenience and cost-effectiveness. The rise of mobile gaming and online multiplayer games, coupled with the country's strong IT infrastructure and supportive government policies, are driving the growth of the market. Additionally, the overall economic development of Lithuania has contributed to the increasing demand for gaming among consumers.

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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