Games - Greece

  • Greece
  • In Greece, the Games market is projected to reach US$503.00m in 2024.
  • The revenue is forecasted to exhibit an annual growth rate (CAGR 2024-2029) of 7.49%, leading to a projected market volume of US$721.70m by 2029.
  • When compared globally, the highest revenue is anticipated to come from in China (US$128.90bn in 2024).
  • The number of users in the Games market in Greece is expected to reach 2.3m users by 2029.
  • User penetration is set to be 20.2% in 2024, with an expected increase to 23.2% by 2029.
  • The average revenue per user (ARPU) is projected to be US$839.80.
  • Greece's gaming media market is seeing a surge in online multiplayer engagement, reflecting a shift towards virtual communities and social interactions among players.

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

 
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Analyst Opinion

The Games market in Greece has been experiencing significant growth in recent years, driven by changing customer preferences and the emergence of new trends in the market. Customer preferences in the Games market have shifted towards more immersive and interactive gaming experiences.

Greek consumers are increasingly seeking games that offer realistic graphics, engaging storylines, and multiplayer capabilities. This shift in preferences has been fueled by advancements in technology, such as the widespread adoption of high-speed internet and the availability of powerful gaming consoles and PCs. As a result, there has been a growing demand for high-quality games that can provide a more immersive and interactive gaming experience.

One of the key trends in the Greek Games market is the rise of mobile gaming. With the increasing popularity of smartphones and tablets, Greek consumers are now able to access a wide range of games on their mobile devices. This has led to a surge in the number of mobile gaming apps and the development of mobile games specifically tailored to the Greek market.

Mobile gaming offers convenience and portability, allowing consumers to play games anytime and anywhere. This trend has also opened up new opportunities for game developers and publishers to reach a larger audience and generate revenue through in-app purchases and advertisements. Another trend in the Greek Games market is the growing popularity of eSports.

eSports refers to competitive gaming, where professional gamers compete against each other in organized tournaments. Greek consumers are increasingly following eSports events and supporting their favorite teams and players. This has led to the rise of eSports leagues and the establishment of dedicated eSports arenas in Greece.

The growing interest in eSports has also attracted investments from sponsors and advertisers, further fueling the growth of the market. In addition to changing customer preferences and emerging trends, there are also local special circumstances that have contributed to the development of the Games market in Greece. Greece has a strong gaming culture, with a passionate community of gamers and game developers.

This has created a supportive environment for the growth of the market, with local developers creating innovative and engaging games that resonate with Greek consumers. Furthermore, the Greek government has recognized the potential of the Games industry and has implemented policies to promote its growth, such as providing tax incentives for game developers and supporting the organization of gaming events and conferences. Underlying macroeconomic factors have also played a role in the development of the Games market in Greece.

Despite the challenges posed by the economic crisis in recent years, the Greek economy has shown signs of recovery, with improvements in employment rates and disposable income. This has led to an increase in consumer spending, including spending on leisure activities such as gaming. The growth of the Games market in Greece can therefore be seen as a reflection of the improving economic conditions in the country.

Overall, the Games market in Greece is experiencing growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. The shift towards more immersive and interactive gaming experiences, the rise of mobile gaming, the growing popularity of eSports, the strong gaming culture, and the improving economic conditions in Greece are all contributing factors 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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