Mobile Games - Eastern Europe

  • Eastern Europe
  • In Eastern Europe, revenue in the Mobile Games market market is projected to reach US$0.93bn in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.05%, leading to a projected market volume of US$1.19bn by 2029.
  • Within this market, the number of users in Eastern Europe is anticipated to amount to 55.5m users by 2029.
  • User penetration in the region will be 19.9% in 2024 and is forecasted to increase to 23.6% by 2029.
  • In a global context, the highest revenue will be generated United States (US$34,300.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market market in Eastern Europe is projected to be US$19.53 in 2024.
  • In Eastern Europe, particularly in Poland, there is a noticeable surge in mobile gaming investments driven by a youthful population and expanding internet accessibility.

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

 
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Analyst Opinion

The Mobile Games market in Eastern Europe has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this development. Customer preferences in Eastern Europe have shifted towards mobile gaming due to several factors. Firstly, the increasing affordability and availability of smartphones have made mobile gaming more accessible to a larger population. This has led to a rise in the number of mobile gamers in the region. Additionally, the convenience of playing games on mobile devices has attracted consumers who prefer gaming on-the-go or in short bursts of time. The wide variety of game genres available on mobile platforms also caters to diverse customer preferences, further driving the growth of the market. Trends in the market indicate a strong demand for mobile games in Eastern Europe. Game developers are capitalizing on this demand by creating localized content that resonates with the region's culture and preferences. This includes developing games that incorporate local languages, themes, and characters. The popularity of multiplayer and social gaming experiences has also contributed to the growth of the market, as players in Eastern Europe enjoy connecting and competing with friends and other players online. Local special circumstances in Eastern Europe have also played a role in the development of the mobile games market. The region has a large population of tech-savvy and digitally engaged individuals, who are enthusiastic about exploring new forms of entertainment. Additionally, the relatively low cost of mobile data and internet access in Eastern Europe has made it easier for consumers to download and play mobile games. This has created a favorable environment for the growth of the market. Underlying macroeconomic factors have further supported the development of the mobile games market in Eastern Europe. The region has experienced steady economic growth, which has increased disposable incomes and consumer spending power. This has allowed more individuals to afford smartphones and invest in mobile gaming. Furthermore, the increasing penetration of internet connectivity and the expansion of 4G networks have improved the overall gaming experience, encouraging more people to engage with mobile games. In conclusion, the Mobile Games market in Eastern Europe is witnessing significant growth due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The increasing accessibility and affordability of smartphones, along with the convenience of mobile gaming, have driven the demand for mobile games in the region. Game developers are catering to this demand by creating localized content and incorporating multiplayer experiences. The region's tech-savvy population, affordable internet access, and favorable macroeconomic conditions have also contributed to the growth 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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