Mobile Games - CIS

  • CIS
  • Revenue in the Mobile Games market market in CIS is forecasted to reach US$0.90bn in 2024.
  • The revenue is anticipated to display an annual growth rate (CAGR 2024-2029) of 6.79%, leading to a projected market volume of US$1.25bn by 2029.
  • Within the Mobile Games market market in CIS, the number of users is projected to 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 highest revenue is expected to be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in CIS is forecasted to be 0.00 in 2024.
  • The CIS region is experiencing a surge in mobile game downloads, reflecting a growing appetite for interactive entertainment in the digital media market.

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

 
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Analyst Opinion

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

Customer preferences:
Customers in the CIS region have shown a strong preference for mobile games, with the market witnessing a steady increase in the number of users and the amount of time spent playing games on mobile devices. This can be attributed to the convenience and accessibility of mobile gaming, as well as the increasing quality and variety of games available.

Trends in the market:
One of the key trends in the Mobile Games market in CIS is the rise of multiplayer and social gaming. Players in the region are increasingly seeking interactive and social gaming experiences, where they can connect and compete with friends and other players. This trend has led to the popularity of games that offer multiplayer modes, cooperative gameplay, and social features such as in-game chat and leaderboards. Another trend in the market is the growing popularity of free-to-play games. Many mobile game developers in the CIS region have adopted a freemium business model, where the game is free to download and play, but offers in-app purchases and advertisements to generate revenue. This model has proven to be successful in attracting a large user base and monetizing the game through microtransactions.

Local special circumstances:
The Mobile Games market in CIS is also influenced by local cultural and social factors. For example, there is a strong tradition of gaming in the region, with a large number of gamers and gaming communities. This has created a favorable environment for the growth of the mobile gaming industry, as players are already familiar with gaming concepts and are willing to try new games on their mobile devices. Additionally, the relatively lower cost of smartphones and mobile data plans in the CIS region has contributed to the widespread adoption of mobile gaming. This has made mobile games accessible to a larger segment of the population, including those who may not have access to traditional gaming consoles or PCs.

Underlying macroeconomic factors:
The growth of the Mobile Games market in CIS can also be attributed to the overall economic growth and increasing disposable income in the region. As the economy improves, consumers have more purchasing power to spend on entertainment and leisure activities, including mobile games. This has created a favorable market for game developers and publishers, who can tap into the growing consumer demand for mobile gaming experiences. In conclusion, the Mobile Games market in CIS is experiencing significant growth and development due to customer preferences for mobile gaming, trends such as multiplayer and social gaming, local special circumstances including gaming culture and affordability of smartphones, and underlying macroeconomic factors such as economic growth and increasing disposable income.

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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