Mobile Games - Armenia

  • Armenia
  • Armenia's Mobile Games market market is projected to reach US$11.36m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.12%, resulting in a projected market volume of US$16.02m by 2029.
  • By 2029, the number of users in Armenia's Mobile Games market market is expected to amount to 0.7m users.
  • User penetration will be 19.7% in 2024 and is expected to hit 24.4% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in Armenia's Mobile Games market market is projected to amount to US$20.71 in 2024.
  • Armenia's mobile games market is rapidly expanding, driven by a tech-savvy population and increasing investment in digital entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Armenia is experiencing significant growth and development. Customer preferences in the Mobile Games market in Armenia are driven by a number of factors.

Firstly, the increasing popularity of smartphones and tablets has made mobile gaming more accessible to a wider audience. This has led to a growing demand for mobile games in Armenia. Secondly, the convenience and portability of mobile games make them an attractive form of entertainment for people on the go.

This is particularly important in Armenia, where people have busy lifestyles and may not always have access to traditional gaming platforms such as consoles or PCs. Finally, the availability of a wide variety of mobile games, ranging from casual puzzle games to immersive multiplayer experiences, caters to the diverse preferences of Armenian gamers. Trends in the Mobile Games market in Armenia indicate a shift towards more immersive and social gaming experiences.

As technology continues to advance, mobile games are becoming increasingly sophisticated, offering high-quality graphics and immersive gameplay. This trend is driven by the demand for more engaging and realistic gaming experiences. Additionally, the rise of social media has led to an increased emphasis on social gaming, where players can connect with friends and compete against each other.

This trend is particularly popular among younger gamers in Armenia, who enjoy the social aspect of gaming. Local special circumstances in Armenia contribute to the development of the Mobile Games market. Firstly, Armenia has a young and tech-savvy population, with a high proportion of young people who are early adopters of new technologies.

This demographic is particularly receptive to mobile gaming and contributes to the growing market. Secondly, the relatively low cost of mobile devices and internet access in Armenia makes mobile gaming more affordable and accessible to a wider audience. This affordability factor is an important driver of the market, as it allows more people to participate in mobile gaming.

Underlying macroeconomic factors also play a role in the development of the Mobile Games market in Armenia. The country's growing economy has led to an increase in disposable income, allowing more people to spend money on entertainment, including mobile games. Additionally, the government's focus on developing the technology sector has created a favorable environment for the growth of the mobile gaming industry.

This includes initiatives to improve internet infrastructure and support the development of local game studios. In conclusion, the Mobile Games market in Armenia is experiencing significant growth and development, driven by customer preferences for accessible and immersive gaming experiences. The market is also influenced by local special circumstances, such as the young and tech-savvy population and the affordability of mobile devices and internet access.

Underlying macroeconomic factors, including the country's growing economy and government support for the technology sector, further contribute to the development of the market.

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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