Mobile Games - EAEU

  • EAEU
  • In the EAEU, revenue in the Mobile Games market market is projected to reach US$0.67bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.63%, leading to a projected market volume of US$0.84bn by 2029.
  • The number of users in the Mobile Games market market within the EAEU is anticipated to amount to 45.5m users by 2029.
  • User penetration is forecasted to be 21.3% in 2024 and is expected to increase to 25.0% by 2029.
  • In comparison to global figures, the majority of revenue will be generated United States, which is expected to reach US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market in the EAEU is projected to be US$17.13 in 2024.
  • In the EAEU, mobile games are increasingly becoming a crucial component of the digital entertainment landscape, reflecting a growing consumer appetite for interactive experiences.

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

 
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Analyst Opinion

The Mobile Games market in EAEU continues to experience significant growth and development. Customer preferences in the region are shifting towards mobile gaming as a form of entertainment, leading to an increase in demand for mobile games.

Customer preferences:
Mobile gaming has become increasingly popular in the EAEU region due to its convenience and accessibility. With the widespread adoption of smartphones and the availability of affordable data plans, more people are turning to mobile games for entertainment. The younger generation, in particular, is driving this trend, as they are more tech-savvy and have grown up with mobile devices as a primary form of communication and entertainment. Additionally, the increasing popularity of social media platforms and online gaming communities has further fueled the demand for mobile games, as users can connect and compete with friends and other players worldwide.

Trends in the market:
One notable trend in the EAEU mobile games market is the rise of multiplayer and competitive gaming. As mentioned earlier, the growing popularity of online gaming communities has led to an increased interest in multiplayer mobile games. Players are seeking more interactive and engaging experiences, where they can compete against others in real-time. This trend has also given rise to esports in the region, with professional players and teams participating in tournaments and competitions. Another trend in the market is the increasing adoption of in-app purchases and freemium models. Developers are offering mobile games for free, but monetizing them through in-app purchases of virtual goods or additional features. This model has proven to be successful in the EAEU region, as it allows players to enjoy the game without upfront costs while still providing opportunities for developers to generate revenue.

Local special circumstances:
The EAEU market is unique in its cultural diversity, with countries such as Russia, Kazakhstan, and Belarus having their own distinct gaming preferences. For example, Russia has a strong PC gaming culture, with a significant portion of gamers preferring desktop or laptop gaming over mobile. However, the mobile gaming market is still growing rapidly in Russia, driven by the increasing availability of affordable smartphones and the convenience of playing on the go.

Underlying macroeconomic factors:
The strong economic growth and increasing disposable income in the EAEU region have contributed to the growth of the mobile games market. As people have more discretionary income, they are willing to spend on entertainment, including mobile games. Additionally, the region's large population and high smartphone penetration rate provide a large user base for developers to target. In conclusion, the Mobile Games market in the EAEU region is experiencing significant growth and development due to shifting customer preferences towards mobile gaming, the rise of multiplayer and competitive gaming, the adoption of in-app purchases and freemium models, as well as the underlying macroeconomic factors such as economic growth and increasing disposable income. The market is expected to continue its upward trajectory as more people in the region embrace mobile gaming as a form of entertainment.

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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