Mobile Games - Greece

  • Greece
  • The revenue in the Mobile Games market market in Greece is forecasted to reach US$64.70m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.30%, leading to a projected market volume of US$87.82m by 2029.
  • By 2029, the number of users in the Mobile Games market market in Greece is anticipated to reach 1.5m users.
  • The user penetration rate is projected to be 12.3% in 2024 and is forecasted to increase to 14.4% 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 the Mobile Games market market in Greece is estimated to be US$51.07 in 2024.
  • In Greece, the Mobile Games market is flourishing, with a surge in user engagement and in-app purchases driving revenue growth.

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

 
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Analyst Opinion

The Mobile Games market in Greece has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of smartphones and tablets. Customer preferences in the Mobile Games market have shifted towards more immersive and interactive gaming experiences.

Players are now seeking games with high-quality graphics, engaging storylines, and multiplayer functionality. This trend is fueled by advancements in mobile technology, which have made it possible for developers to create more sophisticated and visually appealing games. Additionally, the rise of social media platforms has contributed to the increasing demand for mobile games, as players can now easily connect and compete with friends and other players around the world.

One of the key trends in the Mobile Games market in Greece is the growing popularity of casual and hyper-casual games. These games are typically easy to learn and play, making them accessible to a wide range of players. They often feature simple and addictive gameplay mechanics, which can be enjoyed in short bursts of time.

This trend is driven by the increasing number of mobile gamers in Greece who are looking for quick and entertaining gaming experiences that can be enjoyed on the go. Another trend in the market is the rise of in-app purchases and freemium models. Developers are increasingly adopting these monetization strategies to generate revenue from their games.

In-app purchases allow players to buy virtual goods or unlock additional features within the game, while freemium models offer a basic version of the game for free, with the option to purchase premium content or remove ads. These strategies have proven to be successful in Greece, as players are willing to spend money on in-game purchases to enhance their gaming experience. Local special circumstances in Greece also contribute to the growth of the Mobile Games market.

The country has a high smartphone penetration rate, with a large portion of the population owning smartphones and using them for various activities, including gaming. Additionally, Greece has a strong gaming culture, with a growing number of local game developers creating and publishing their own games. This has led to the emergence of a vibrant and competitive gaming industry in the country.

Underlying macroeconomic factors, such as the overall economic stability and disposable income levels in Greece, also play a role in the development of the Mobile Games market. As the economy improves and disposable income increases, more people are able to afford smartphones and spend money on mobile games. This creates a favorable environment for the growth of the market.

In conclusion, the Mobile Games market in Greece is experiencing significant growth due to changing customer preferences, the popularity of smartphones and tablets, and the adoption of new monetization strategies by developers. The rise of casual and hyper-casual games, the increasing use of in-app purchases and freemium models, and the strong gaming culture in Greece are all contributing to the growth of the market. Additionally, favorable macroeconomic factors and high smartphone penetration rates are further driving the development of the Mobile Games market in Greece.

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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