Definition:
The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update:
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update:
Most recent update:
Source: Statista Market Insights
The Mobile Games Market in Latvia is witnessing moderate growth, influenced by factors such as the expanding smartphone penetration, increasing consumer interest in gaming, and the rising availability of diverse game genres catering to various audiences.
Customer preferences: In Latvia, consumer preferences in the mobile games market are shifting towards social and casual gaming experiences that foster community engagement. This trend is driven by a younger demographic seeking interactive entertainment that allows for social connectivity, particularly among friends and family. Additionally, the increasing popularity of eSports and competitive gaming has sparked interest in mobile platforms that offer multiplayer functionalities. Cultural events and local gaming communities are also influencing game design, encouraging developers to create content that resonates with Latvian traditions and values.
Trends in the market: In Latvia, the mobile games market is experiencing a notable shift towards social and casual gaming, with players increasingly favoring experiences that enhance community interaction. This trend is significantly influenced by a younger audience eager for engaging entertainment that promotes connections with friends and family. The rise of eSports has also bolstered interest in multiplayer mobile games, leading developers to focus on competitive features. Moreover, local gaming communities and cultural events are inspiring the creation of games that reflect Latvian heritage, which could enhance player loyalty and market growth for developers.
Local special circumstances: In Latvia, the mobile games market is shaped by a unique blend of cultural pride and geographical context, with developers increasingly drawing inspiration from local folklore and history. The country's small population fosters a close-knit gaming community that values social interaction, driving demand for games that encourage collaboration and competition. Additionally, regulatory support for digital innovation has facilitated the emergence of local startups. This environment promotes creative endeavors that resonate with players, enhancing user engagement and loyalty while distinguishing Latvia's market from larger, more homogenous gaming landscapes.
Underlying macroeconomic factors: The mobile games market in Latvia is significantly influenced by macroeconomic factors such as economic stability, consumer spending patterns, and technological advancements. With a growing national economy, increased disposable income enables consumers to invest in mobile gaming, fostering market expansion. Additionally, favorable fiscal policies, including tax incentives for tech startups, promote innovation within the sector. Global trends, such as the rise of esports and mobile gaming platforms, further enhance market dynamics. Local developers are leveraging these factors to create culturally relevant content, attracting both domestic and international players, thus strengthening Latvia's position in the global gaming landscape.
Most recent update:
Source: Statista Market Insights
Most recent update:
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update:
Source: Statista Market Insights
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