Mobile Games - Baltics

  • Baltics
  • Revenue in the Mobile Games market market in Baltics is forecasted to reach US$17.84m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.63%, leading to a projected market volume of US$23.46m by 2029.
  • It is expected that the number of users in the Mobile Games market market in Baltics will reach 0.00 by 2029.
  • User penetration is set to be 0.00 in 2024 and is projected to reach 0.00 by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Baltics is estimated to be 0.00 in 2024.
  • The Baltics are experiencing a surge in mobile game development, with local studios creating innovative titles for a growing global audience.

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

 
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Analyst Opinion

The Mobile Games market in the Baltics is experiencing significant growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Baltics have shifted towards mobile gaming, with an increasing number of people using smartphones and tablets for entertainment purposes.

This shift is driven by the convenience and accessibility of mobile games, allowing users to play anytime and anywhere. Additionally, the younger demographic in the Baltics has shown a strong affinity for mobile gaming, further driving the demand for these games. Trends in the market indicate a growing focus on multiplayer and social gaming experiences.

Players in the Baltics are increasingly seeking interactive and engaging gameplay that allows them to connect with friends and other players. This trend is reflected in the popularity of mobile games with multiplayer features, where players can compete or collaborate with others in real-time. Furthermore, the rise of esports has also contributed to the growth of the mobile gaming market in the Baltics, with competitive gaming becoming a popular form of entertainment.

Local special circumstances in the Baltics have also played a role in the development of the mobile games market. The relatively small size of the Baltic countries and their close proximity to each other have allowed for cross-border collaboration and sharing of gaming experiences. This has created a vibrant gaming community in the region, with local developers and gamers coming together to create and enjoy mobile games.

Additionally, the Baltic countries have a high internet penetration rate and advanced telecom infrastructure, providing a conducive environment for the growth of the mobile games market. Underlying macroeconomic factors have also contributed to the development of the mobile games market in the Baltics. The region has experienced steady economic growth in recent years, leading to increased disposable income and higher purchasing power among consumers.

This has allowed more people to invest in smartphones and tablets, driving the demand for mobile games. Furthermore, the Baltics have a well-educated population with a high level of digital literacy, making them receptive to new technologies and mobile gaming experiences. In conclusion, the Mobile Games market in the Baltics is thriving due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

The growing popularity of mobile gaming, focus on multiplayer experiences, vibrant gaming community, and favorable economic conditions have all contributed to the development of the market in the region. As the Baltics continue to embrace mobile gaming, the market is expected to further expand in the coming years.

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
  • Global Comparison
  • Methodology
  • Key Market Indicators
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