Mobile Games - Bosnia and Herzegovina

  • Bosnia and Herzegovina
  • In Bosnia and Herzegovina, revenue in the Mobile Games market market is forecasted to reach US$13.83m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.92%, leading to a projected market volume of US$18.44m by 2029.
  • The number of users in the Mobile Games market market is expected to reach 0.5m users by 2029.
  • User penetration is set to be 14.6% in 2024 and is projected to increase to 17.3% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market is estimated to be US$29.59 in 2024.
  • Mobile Games in Bosnia and Herzegovina are gaining popularity due to increased smartphone penetration and a growing youth demographic engaging in digital entertainment.

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

 
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Analyst Opinion

The Mobile Games market in Bosnia and Herzegovina is experiencing significant growth and development.

Customer preferences:
Customers in Bosnia and Herzegovina have shown a strong preference for mobile games, with a growing number of people using smartphones and tablets. The convenience and portability of these devices make them ideal for gaming on the go. Additionally, the younger population in the country is increasingly tech-savvy and interested in mobile gaming, driving the demand for new and innovative games.

Trends in the market:
One of the key trends in the mobile games market in Bosnia and Herzegovina is the rise of multiplayer and social gaming. People are increasingly looking for interactive gaming experiences that allow them to connect and compete with friends and other players online. This trend is driven by the growing popularity of social media platforms and the desire for social interaction in gaming. Another trend in the market is the increasing popularity of free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-app purchases for additional features or virtual goods. This model has proven to be successful in Bosnia and Herzegovina, as it allows players to try out games before committing to a purchase, while also providing developers with a sustainable revenue stream.

Local special circumstances:
Bosnia and Herzegovina has a relatively young population, with a high percentage of people under the age of 30. This demographic is more likely to be interested in mobile gaming and has the disposable income to spend on in-app purchases. Additionally, the country has a growing middle class, which further contributes to the demand for mobile games.

Underlying macroeconomic factors:
The improving economic conditions in Bosnia and Herzegovina have also played a role in the development of the mobile games market. As the economy grows, people have more disposable income to spend on leisure activities, including mobile gaming. Furthermore, the increasing availability of high-speed internet and the expansion of mobile networks have made it easier for people to access and download mobile games. In conclusion, the Mobile Games market in Bosnia and Herzegovina is thriving due to customer preferences for mobile gaming, the rise of multiplayer and social gaming, the popularity of free-to-play games with in-app purchases, the young population and growing middle class, and the improving economic conditions in the country. These factors are driving the growth and development of the market, making it an attractive opportunity for game developers and publishers.

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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