Download Games - Montenegro

  • Montenegro
  • In Montenegro, the revenue in the Download Games market market is forecasted to reach US$1.31m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.34%, leading to a projected market volume of US$1.62m by 2029.
  • By 2029, the number of users in the Download Games market market is expected to reach 88.2k users.
  • The user penetration is set to be 13.8% in 2024 and is projected to increase to 14.2% by 2029.
  • When compared globally, the in the United States is expected to generate the most revenue (US$5,054.00m in 2024) in the Download Games market market.
  • The average revenue per user (ARPU) in the Download Games market market is forecasted to be US$15.13 in 2024.
  • Montenegro's Download Games market is experiencing a surge in demand, driven by an increasing number of local developers creating innovative and culturally relevant gaming content.

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

 
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Analyst Opinion

The Download Games market in Montenegro is experiencing a steady growth in recent years, driven by the increasing popularity of gaming among the local population.

Customer preferences:
Montenegrin consumers are increasingly turning to digital downloads for their gaming needs, as they offer convenience and instant access to a wide range of games. This shift in preference is primarily due to the growing availability of high-speed internet connections in the country, which has made it easier for gamers to download games directly to their devices. Additionally, the younger generation in Montenegro, who are more tech-savvy and digitally connected, are driving the demand for download games.

Trends in the market:
One of the key trends in the Download Games market in Montenegro is the rise of mobile gaming. With the widespread adoption of smartphones and the availability of affordable data plans, more and more Montenegrins are turning to mobile devices as their primary gaming platform. This has led to an increase in the demand for mobile games, which can be easily downloaded and played on the go. Another trend in the market is the growing popularity of online multiplayer games. Montenegrin gamers are increasingly seeking out games that allow them to connect and play with others online, either with friends or with players from around the world. This trend is fueled by the social aspect of gaming and the desire for competition and collaboration.

Local special circumstances:
Montenegro's relatively small population and limited number of local game developers mean that the market is heavily reliant on international game publishers. This has led to a wide variety of games being available for download in Montenegro, catering to different genres and preferences. However, it also means that the market is highly competitive, as international publishers vie for the attention of Montenegrin gamers.

Underlying macroeconomic factors:
The growth of the Download Games market in Montenegro is also influenced by the country's improving economic conditions. As the economy continues to develop and incomes rise, more Montenegrins have disposable income to spend on leisure activities, including gaming. Additionally, the government's efforts to improve digital infrastructure and promote technology adoption have further facilitated the growth of the market. In conclusion, the Download Games market in Montenegro is experiencing steady growth, driven by the increasing popularity of gaming among the local population. Customer preferences for digital downloads, the rise of mobile gaming, and the popularity of online multiplayer games are key trends in the market. The market is also influenced by the country's reliance on international game publishers and improving macroeconomic conditions.

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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