Download Games - Serbia

  • Serbia
  • Revenue in the Download Games market market in Serbia is forecasted to reach US$9.75m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.23%, leading to a projected market volume of US$12.58m by 2029.
  • By 2029, the number of users in the Download Games market market in Serbia is expected to reach 289.5k users.
  • User penetration is projected to be 4.0% in 2024 and is expected to increase to 4.2% by 2029.
  • When compared globally, the in the United States is predicted 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 in Serbia is estimated to be US$34.42 in 2024.
  • Serbia's Download Games market is experiencing a surge in demand for locally developed indie games, showcasing the country's growing creative talent.

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

 
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Analyst Opinion

The Download Games market in Serbia has been experiencing significant growth in recent years.

Customer preferences:
Serbian consumers have shown a growing interest in downloading games rather than purchasing physical copies. This shift in consumer behavior can be attributed to several factors. Firstly, downloading games offers convenience and instant access to a wide range of titles. With the increasing availability of high-speed internet connections, downloading games has become a quick and hassle-free process. Additionally, downloading games eliminates the need for physical storage space, making it an attractive option for gamers with limited space.

Trends in the market:
One of the key trends in the Serbian Download Games market is the rise of mobile gaming. With the widespread adoption of smartphones and tablets, more and more people are turning to mobile devices for gaming. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of free and paid games on app stores. Another trend in the market is the growing popularity of online multiplayer games. Serbian gamers are increasingly seeking out games that allow them to connect and compete with other players online. This trend is fueled by the rise of esports and the growing community of competitive gamers in Serbia.

Local special circumstances:
Serbia's relatively low average income compared to other European countries has influenced the Download Games market. Many Serbian consumers are price-sensitive and are more likely to opt for free or low-cost games. This has led to the popularity of free-to-play games with in-app purchases, as well as the rise of game subscription services that offer access to a library of games for a monthly fee.

Underlying macroeconomic factors:
The growth of the Download Games market in Serbia is also influenced by macroeconomic factors. The country has seen steady economic growth in recent years, which has led to an increase in disposable income among consumers. This has allowed more people to afford gaming devices and invest in digital games. Furthermore, the Serbian government has implemented policies to promote the development of the digital economy, including the gaming industry. This has created a favorable business environment for game developers and publishers, attracting investment and fostering innovation in the market. In conclusion, the Download Games market in Serbia is experiencing growth due to changing customer preferences, including the shift towards digital distribution and the popularity of mobile and online multiplayer gaming. Local special circumstances, such as price sensitivity, and underlying macroeconomic factors, including economic growth and government support, are also contributing to the development of the market.

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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