Games - Estonia

  • Estonia
  • Revenue in the Games market in Estonia is forecasted to reach US$55.58m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.26%, leading to a projected market volume of US$75.29m by 2029.
  • In a global context, the majority of revenue is projected to be generated in China (US$128.90bn in 2024).
  • Within the Games market in Estonia, the number of users is expected to reach 332.4k users by 2029.
  • User penetration is forecasted to be 23.4% in 2024 and is projected to increase to 25.7% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • Estonia's gaming media market shows a surge in mobile gaming platforms, reflecting the country's tech-savvy population and growing digital infrastructure.

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

 
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Analyst Opinion

The Games market in Estonia has experienced significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Games market have shifted towards digital and online gaming, with a growing number of consumers opting for mobile and PC gaming over traditional console gaming.

This shift is influenced by the increasing availability of high-speed internet and the convenience of playing games on portable devices. Additionally, there is a growing demand for multiplayer and social gaming experiences, as consumers seek to connect and interact with other players online. Trends in the market reflect the global rise of esports and competitive gaming.

Estonia has seen a surge in the popularity of esports tournaments and events, with a growing number of professional players and teams emerging in the country. This trend is supported by the development of dedicated esports arenas and the establishment of local leagues and competitions. Furthermore, the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming experiences has gained traction in Estonia, providing immersive and interactive gameplay for users.

Local special circumstances in Estonia contribute to the development of the Games market. The country has a strong tech-savvy population, with a high level of digital literacy and a culture that embraces technology. This creates a favorable environment for the adoption and growth of digital gaming platforms.

Additionally, Estonia has a vibrant startup ecosystem, which has fostered the development of innovative gaming companies and technologies. The presence of these local game developers and studios has contributed to the overall growth and diversity of the Games market in Estonia. Underlying macroeconomic factors also play a role in the development of the Games market.

Estonia has a stable and growing economy, which provides consumers with disposable income to spend on leisure activities such as gaming. The country's strong internet infrastructure and high smartphone penetration rate further facilitate the accessibility and popularity of digital gaming. Moreover, Estonia's strategic location within the European Union allows for easy access to the wider European market, providing opportunities for local game developers to expand internationally.

In conclusion, the Games market in Estonia is experiencing growth and development driven by changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards digital and online gaming, the rise of esports and competitive gaming, the integration of VR and AR technologies, the tech-savvy population, the presence of local game developers, and the country's stable economy are all contributing to the positive trajectory of the Games market in Estonia.

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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