Download Games - Slovenia

  • Slovenia
  • In Slovenia, revenue in the Download Games market market is projected to reach US$5.12m in 2024.
  • It is expected that revenue will demonstrate an annual growth rate (CAGR 2024-2029) of 1.55%, culminating in a projected market volume of US$5.53m by 2029.
  • The number of users in Slovenia's Download Games market market is anticipated to reach 320.0k users by 2029.
  • User penetration is forecasted to be 14.9% in 2024, with an increase to 15.2% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$5,054.00m in 2024.
  • In Slovenia, the average revenue per user (ARPU) in the Download Games market market is projected to amount to US$16.27 in 2024.
  • In Slovenia, the download games market is experiencing a surge in popularity, driven by increasing internet accessibility and a growing interest in mobile gaming.

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

 
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Analyst Opinion

The Download Games market in Slovenia has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Slovenian customers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to the convenience and accessibility of digital downloads, as well as the ability to quickly and easily access a wide range of games from the comfort of their own homes. Additionally, the rising popularity of online multiplayer games has further fueled the demand for downloadable games, as players can easily connect and compete with others from around the world.

Trends in the market:
One of the key trends in the Slovenian Download Games market is the shift towards mobile gaming. With the increasing penetration of smartphones and tablets, more and more people are turning to their mobile devices for gaming. This has led to a surge in the demand for mobile games, which can be easily downloaded and played on the go. As a result, game developers are focusing on creating mobile-friendly games that cater to the preferences of the Slovenian audience. Another trend in the market is the rise of indie games. Slovenian gamers are increasingly seeking unique and innovative gaming experiences, and indie games provide just that. These games, developed by small independent studios, often offer a fresh take on traditional game genres and provide a more personalized and immersive gaming experience. The popularity of indie games has been further boosted by digital distribution platforms, which allow developers to reach a wider audience and promote their games directly to consumers.

Local special circumstances:
Slovenia's relatively small population and limited number of game development studios have contributed to the growth of the Download Games market. With a smaller market size, game developers in Slovenia have focused on creating niche games that cater to the specific preferences of the local audience. This has resulted in a vibrant and diverse gaming scene, with a wide variety of games available for download.

Underlying macroeconomic factors:
The growth of the Download Games market in Slovenia can also be attributed to favorable macroeconomic factors. The country has a high internet penetration rate, with a large percentage of the population having access to high-speed internet connections. This has made it easier for consumers to download games and has contributed to the overall growth of the market. In conclusion, the Download Games market in Slovenia is experiencing significant growth due to changing customer preferences, the rise of mobile gaming, the popularity of indie games, and favorable macroeconomic factors. As the market continues to evolve, it is expected that the demand for downloadable games will continue to rise, driving further growth in the industry.

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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