Games - Kyrgyzstan

  • Kyrgyzstan
  • Revenue in the Games market is projected to reach US$42.84m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.50%, resulting in a projected market volume of US$64.43m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 1,642.0k users by 2029.
  • User penetration will be 19.2% in 2024 and is expected to hit 22.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].

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

 
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Analyst Opinion

The Games market in Kyrgyzstan has been experiencing significant growth in recent years. Customer preferences have shifted towards mobile gaming, and there has been an increase in the popularity of multiplayer online games. This trend is driven by several factors, including the widespread availability of smartphones and the growing popularity of esports.

Customer preferences:
In Kyrgyzstan, there has been a notable shift in customer preferences towards mobile gaming. This can be attributed to the increasing affordability and accessibility of smartphones in the country. Mobile games offer convenience and flexibility, allowing users to play anytime and anywhere. Additionally, the rise of multiplayer online games has captured the interest of gamers in Kyrgyzstan. The social aspect of these games, where players can interact with others in real-time, has contributed to their popularity.

Trends in the market:
One of the key trends in the Games market in Kyrgyzstan is the growing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained traction globally, and Kyrgyzstan is no exception. The country has seen an increase in the number of esports events and the establishment of local esports teams. This trend is driven by the growing recognition of esports as a legitimate form of entertainment and the potential for lucrative sponsorships and prize money. Another trend in the market is the rise of mobile game development studios in Kyrgyzstan. The country has a young and talented pool of game developers who have been able to leverage the growing demand for mobile games. These studios have been successful in creating unique and engaging games that cater to the preferences of local gamers. The availability of affordable smartphones and the increasing internet penetration rate have also contributed to the success of mobile game development in Kyrgyzstan.

Local special circumstances:
Kyrgyzstan is a country with a young population, and this demographic factor has influenced the Games market. Young people have been at the forefront of the gaming trend in Kyrgyzstan, with a significant portion of the population actively engaging in gaming activities. The social aspect of multiplayer online games has also resonated with the younger generation, who enjoy connecting and interacting with others through gaming platforms.

Underlying macroeconomic factors:
The growth of the Games market in Kyrgyzstan is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income. This has allowed more individuals to afford gaming devices and invest in gaming experiences. Additionally, the government has recognized the potential of the gaming industry and has taken steps to support its growth. This includes providing funding and resources to local game development studios and organizing gaming events to promote the industry. In conclusion, the Games market in Kyrgyzstan is experiencing growth due to the increasing popularity of mobile gaming and the rise of esports. Customer preferences have shifted towards mobile games, driven by the affordability and accessibility of smartphones. Esports has also gained traction in the country, with the establishment of local teams and the organization of esports events. The young population and steady economic growth in Kyrgyzstan have further contributed to the growth of the Games 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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