Mobile Games - Central Asia

  • Central Asia
  • In Central Asia, revenue in the Mobile Games market market is projected to reach US$292.10m in 2025.
  • This revenue is expected to show an annual growth rate (CAGR 2025-2029) of 7.79%, resulting in a projected market volume of US$394.30m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Central Asia is expected to amount to 17.3m users.
  • User penetration in the region will be 18.4% in 2025 and is anticipated to increase to 20.5% by 2029.
  • In a global comparison, the highest revenue will be generated United States, with figures reaching US$36,640.00m in 2025.
  • The average revenue per user (ARPU) in the Mobile Games market market in Central Asia is projected to amount to US$19.71 in 2025.
  • Kazakhstan's mobile gaming market is rapidly evolving, driven by increasing internet 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 Central Asia is experiencing significant growth and development, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Central Asia play a crucial role in the growth of the Mobile Games market. With the increasing availability and affordability of smartphones, more people in the region are accessing mobile games. The convenience and portability of mobile gaming make it a popular choice among consumers, especially the younger generation. Additionally, the growing popularity of multiplayer and social gaming experiences has further fueled the demand for mobile games in the region. Trends in the market also contribute to the development of the Mobile Games industry in Central Asia. One prominent trend is the rise of free-to-play games with in-app purchases. This business model allows users to download and play games for free, but offers optional in-app purchases for additional content or features. It has proven to be highly successful in Central Asia, as it provides a low barrier to entry for users while generating revenue for game developers through microtransactions. Another trend is the increasing focus on localized content. Game developers are recognizing the importance of catering to the unique preferences and cultural nuances of the Central Asian market. By developing games that incorporate local languages, characters, and themes, developers are able to better engage with the target audience and create a more immersive gaming experience. Local special circumstances in Central Asia also contribute to the growth of the Mobile Games market. The region has a large and young population, with a high percentage of smartphone users. This demographic factor creates a favorable environment for the mobile gaming industry, as there is a large and growing market of potential consumers. Additionally, the relatively low cost of mobile data and internet access in Central Asia makes it more accessible for individuals to download and play mobile games. Underlying macroeconomic factors also play a role in the development of the Mobile Games market in Central Asia. The region has been experiencing steady economic growth, which has resulted in increased disposable income and purchasing power among consumers. As a result, more people are able to afford smartphones and spend on mobile games, contributing to the overall growth of the market. In conclusion, the Mobile Games market in Central Asia is experiencing significant growth and development due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. With the increasing availability of smartphones, the rise of free-to-play games, the focus on localized content, and the favorable demographic and economic conditions, the Mobile Games market in Central Asia is set to continue its upward trajectory 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
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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