Mobile Games - Estonia

  • Estonia
  • Revenue in Estonia's Mobile Games market market is forecasted to reach US$3.71m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.68%, leading to a projected market volume of US$4.89m by 2029.
  • Within the Mobile Games market market, the number of users is expected to reach 279.5k users by 2029.
  • User penetration is set to be 18.4% in 2024 and is projected to increase to 21.6% by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in Estonia's Mobile Games market market is projected to be US$15.33 in 2024.
  • Estonia's mobile game market showcases a surge in local developers creating innovative and culturally relevant content, attracting a growing international audience.

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

 
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Analyst Opinion

The Mobile Games market in Estonia has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in the Mobile Games market in Estonia have been shifting towards more immersive and interactive gaming experiences.

With the increasing availability of smartphones and high-speed internet connections, consumers are now able to enjoy mobile games with advanced graphics, multiplayer capabilities, and real-time interactions. This has led to a rise in demand for mobile games that offer a more engaging and social experience. Trends in the market have also contributed to the growth of the Mobile Games industry in Estonia.

One notable trend is the increasing popularity of mobile esports. Esports, or competitive video gaming, has gained a large following worldwide, and Estonia is no exception. The country has seen a rise in the number of esports tournaments and events, attracting both professional players and enthusiastic spectators.

This trend has not only boosted the demand for mobile games but has also created opportunities for game developers and publishers to capitalize on the growing esports market. Another trend in the Mobile Games market in Estonia is the rise of casual gaming. Casual games, which are easy to learn and play, have become increasingly popular among mobile gamers.

These games are often free to download and offer in-app purchases, making them accessible to a wide audience. The convenience and simplicity of casual games have made them a preferred choice for many Estonian consumers, contributing to the overall growth of the Mobile Games market. Local special circumstances, such as Estonia's strong digital infrastructure and tech-savvy population, have also played a role in the development of the Mobile Games market.

Estonia has one of the highest internet penetration rates in Europe, and its citizens are known for their enthusiasm for technology. This favorable environment has encouraged the growth of the Mobile Games industry, attracting both local and international game developers to invest in the market. Underlying macroeconomic factors have further supported the growth of the Mobile Games market in Estonia.

The country has a stable economy and a high standard of living, which has created a favorable environment for consumer spending. As a result, Estonian consumers have more disposable income to spend on entertainment, including mobile games. Additionally, the government's focus on promoting the digital economy and innovation has created opportunities for the Mobile Games industry to thrive.

In conclusion, the Mobile Games market in Estonia is experiencing rapid growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. With the increasing popularity of immersive gaming experiences, the rise of esports, and the growing demand for casual games, the Mobile Games industry in Estonia is poised for continued expansion 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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