Games - EAEU

  • EAEU
  • Revenue in the Games market in the EAEU is projected to reach US$5,715.00m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.33%, resulting in a projected market volume of US$9,343.00m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is expected to reach US$128.10bn in 2024.
  • Within the Games market, the number of users in the EAEU is anticipated to amount to 55.6m users by 2029.
  • User penetration is forecasted to be 26.2% in 2024 and is expected to increase to 30.6% by 2029.
  • The average revenue per user (ARPU) is anticipated to amount to [arpu_firstmarket_yeartoday].
  • The EAEU is witnessing a surge in interest for digital gaming platforms, driven by increased internet accessibility and a youthful demographic eager for innovative content.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in the Eurasian Economic Union (EAEU) is experiencing significant growth and development.

Customer preferences:
Customers in the EAEU have shown a strong preference for mobile games, with a particular focus on multiplayer and social gaming. This preference can be attributed to the widespread adoption of smartphones and the increasing availability of affordable mobile internet services. Additionally, customers in the region have shown a growing interest in virtual reality (VR) and augmented reality (AR) games, as these technologies provide immersive and interactive gaming experiences.

Trends in the market:
One of the key trends in the EAEU Games market is the rise of esports. Esports tournaments and events have gained popularity in the region, attracting a large number of participants and spectators. This trend can be attributed to the increasing recognition of esports as a legitimate form of competition and entertainment, as well as the growing number of professional esports teams and organizations in the EAEU. Another trend in the market is the increasing demand for localized games. Customers in the region have shown a preference for games that are adapted to their local culture, language, and preferences. This trend can be attributed to the desire for a more personalized and immersive gaming experience.

Local special circumstances:
One of the special circumstances in the EAEU Games market is the diversity of languages and cultures within the region. This poses a challenge for game developers and publishers, as they need to adapt their games to cater to the specific preferences of each country within the EAEU. Additionally, the EAEU consists of countries with different levels of economic development, which can impact the affordability and accessibility of games for customers in the region.

Underlying macroeconomic factors:
The growth and development of the Games market in the EAEU can be attributed to several macroeconomic factors. Firstly, the increasing disposable income of customers in the region has led to a higher demand for entertainment and leisure activities, including gaming. Secondly, the improving internet infrastructure in the EAEU has made it easier for customers to access and download games, especially in rural areas. Lastly, the growing number of game developers and publishers in the EAEU has led to a wider variety of games being available in the market, catering to different customer preferences and interests. In conclusion, the Games market in the EAEU is experiencing significant growth and development, driven by customer preferences for mobile and social gaming, the rise of esports, and the demand for localized games. However, game developers and publishers in the region need to navigate the diversity of languages and cultures within the EAEU, as well as the varying levels of economic development. The underlying macroeconomic factors, such as increasing disposable income and improving internet infrastructure, are also contributing to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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