Mobile Games - Albania

  • Albania
  • In Albania, revenue in the Mobile Games market market is projected to reach US$15.59m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.88%, leading to a projected market volume of US$21.74m by 2029.
  • In the Mobile Games market market withAlbania, the number of users is anticipated to amount to 0.6m users by 2029.
  • User penetration in Albania will be 19.4% in 2024 and is expected to rise to 22.6% by 2029.
  • In a global context, the majority of revenue will be generated United States, with US$34,300.00m expected in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in Albania is projected to be US$28.43 in 2024.
  • Albania's mobile games market is experiencing a surge in popularity, driven by increasing smartphone penetration and a growing youth demographic eager for interactive entertainment.

Key regions: Japan, Germany, South Korea, China, Asia

 
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Analyst Opinion

The Mobile Games market in Albania has been experiencing significant growth in recent years.

Customer preferences:
Albanian consumers have shown a strong preference for mobile games, with a growing number of people using smartphones and tablets for entertainment purposes. The convenience and portability of mobile devices make them an ideal platform for gaming, allowing users to play games anytime and anywhere. Additionally, the increasing availability of high-speed internet connections has made it easier for Albanians to download and play mobile games.

Trends in the market:
One of the key trends in the Albanian mobile games market is the rise of casual gaming. Casual games, which are easy to learn and play, have gained popularity among a wide range of consumers, including those who may not consider themselves traditional gamers. These games often have simple mechanics and can be played in short bursts, making them well-suited for mobile devices. As a result, developers have been focusing on creating more casual games to cater to this growing demand. Another trend in the market is the increasing popularity of multiplayer mobile games. Albanians are increasingly looking for games that allow them to connect and play with friends and family members. Multiplayer games provide a social element that enhances the gaming experience and encourages players to engage with the game for longer periods of time. Developers have responded to this trend by introducing more multiplayer options in their games, such as online multiplayer modes or local multiplayer features that allow players to connect their devices and play together.

Local special circumstances:
Albania has a relatively young population, with a high percentage of the population being under the age of 30. This demographic is more likely to be tech-savvy and open to adopting new technologies, including mobile gaming. The younger population's affinity for mobile games has contributed to the growth of the market in Albania.

Underlying macroeconomic factors:
The Albanian economy has been steadily growing in recent years, leading to an increase in disposable income for many Albanians. This has allowed more people to afford smartphones and tablets, which are necessary for playing mobile games. As the economy continues to improve, it is expected that the mobile games market will continue to grow. In conclusion, the Mobile Games market in Albania is experiencing significant growth due to customer preferences for mobile gaming, including the popularity of casual and multiplayer games. The young demographic and the improving economy of Albania are also contributing factors to the market's development. As the market continues to evolve, it will be interesting to see how developers and consumers in Albania adapt to new technologies and trends in the mobile gaming 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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