Mobile Games - Croatia

  • Croatia
  • In Croatia, revenue in the Mobile Games market market is projected to reach US$23.81m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 3.51%, leading to a projected market volume of US$28.29m by 2029.
  • Within the Mobile Games market market in Croatia, the number of users is anticipated to reach 0.9m users by 2029.
  • User penetration in Croatia will be 19.5% in 2024 and is expected to increase to 23.6% by 2029.
  • In a global context, the highest revenue will be generated United States, with figures reaching US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Croatia's Mobile Games market market is projected to be US$30.62 in 2024.
  • In Croatia, the mobile games market is experiencing a surge in popularity, driven by increased smartphone penetration and a growing community of gamers.

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

 
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Analyst Opinion

The Mobile Games market in Croatia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, and local special circumstances. Customer preferences in Croatia have shifted towards mobile gaming due to the convenience and accessibility it offers. With the increasing penetration of smartphones and the availability of high-speed internet, more people are opting to play games on their mobile devices. This has led to a surge in the demand for mobile games, as they provide entertainment on the go and can be easily downloaded and played at any time. Additionally, the younger generation in Croatia, which constitutes a significant portion of the population, has shown a strong inclination towards mobile gaming, further fueling the growth of the market. One of the key trends in the mobile games market in Croatia is the rise of casual and hyper-casual games. These games are simple, easy to play, and do not require a significant time commitment. They appeal to a wide range of players, including those who are new to gaming or prefer shorter gaming sessions. The popularity of casual and hyper-casual games has been driven by their addictive nature and the ability to play them in short bursts, making them ideal for mobile gaming. This trend has led to an influx of such games in the market, catering to the preferences of the Croatian audience. Another trend in the market is the increasing adoption of in-app purchases and mobile advertising. Developers are monetizing their games through in-app purchases, where players can buy virtual items or unlock additional features within the game. This model has proven to be successful in generating revenue and sustaining the growth of the mobile games market. Additionally, mobile advertising has become a key source of revenue for developers, as they can display ads within the games. This trend has been driven by the growing number of players and the potential for targeted advertising, which allows developers to reach their desired audience effectively. In terms of local special circumstances, Croatia has a vibrant gaming community and a growing number of game development studios. This has created a favorable ecosystem for the mobile games market to flourish. The presence of local game developers has led to the creation of unique and culturally relevant games that resonate with the Croatian audience. These games often incorporate local themes, characters, and references, which adds to their appeal and popularity among players. The strong community of game developers also fosters collaboration and innovation, contributing to the overall growth of the market. Underlying macroeconomic factors, such as the steady growth of the Croatian economy and increasing disposable income, have also played a role in the development of the mobile games market. As people have more discretionary income, they are more likely to spend on entertainment and leisure activities, including mobile gaming. The growing economy has also led to improvements in infrastructure, such as better internet connectivity and access to smartphones, which have further facilitated the growth of the market. Overall, the Mobile Games market in Croatia is experiencing robust growth, driven by changing customer preferences, emerging trends, local special circumstances, and favorable macroeconomic factors. The increasing popularity of mobile gaming, the rise of casual and hyper-casual games, the adoption of in-app purchases and mobile advertising, the presence of a vibrant gaming community, and the favorable economic conditions have all contributed 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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