Mobile Games - Lithuania

  • Lithuania
  • The revenue in the Mobile Games market market in Lithuania is projected to reach US$10.99m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.96%, resulting in a projected market volume of US$14.68m by 2029.
  • In Lithuania's Mobile Games market market, the number of users is expected to amount to 0.6m users by 2029.
  • User penetration will be 19.1% in 2024 and is expected to hit 23.1% by 2029.
  • In global comparison, most 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 Lithuania is projected to amount to US$21.37 in 2024.
  • Lithuania's mobile games market is rapidly expanding, driven by a tech-savvy population and increasing smartphone penetration rates.

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

 
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Analyst Opinion

The Mobile Games market in Lithuania is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Lithuania are shifting towards mobile gaming, as more people are using smartphones and tablets for entertainment purposes.

The convenience and accessibility of mobile games make them a popular choice among consumers. Additionally, the increasing availability of high-speed internet connections and the development of advanced mobile technologies have further contributed to the growing popularity of mobile games in the country. Trends in the market indicate a strong demand for mobile games in Lithuania.

The market is witnessing a rise in the number of mobile game developers and publishers, as well as an increase in the variety and quality of mobile games available. This trend is driven by the growing interest of Lithuanian consumers in mobile gaming, as well as the global expansion of the mobile gaming industry. The introduction of new gaming genres, such as augmented reality (AR) and virtual reality (VR) games, is also contributing to the growth of the market.

Local special circumstances in Lithuania are playing a role in the development of the mobile games market. The country has a highly skilled and educated workforce, which has attracted international game developers and publishers to establish their operations in Lithuania. This has led to the creation of a vibrant ecosystem of game development studios and a thriving community of game developers.

Additionally, the Lithuanian government has been supportive of the gaming industry, providing incentives and support for local game developers and promoting the country as a hub for game development and innovation. Underlying macroeconomic factors are also contributing to the growth of the mobile games market in Lithuania. The country has a strong and stable economy, which provides a favorable business environment for game developers and publishers.

The increasing disposable incomes of Lithuanian consumers have also contributed to the growth of the market, as more people are willing to spend money on mobile games and in-app purchases. Furthermore, the growing popularity of e-sports and competitive gaming in Lithuania has created opportunities for mobile game developers to tap into this emerging market. In conclusion, the Mobile Games market in Lithuania is experiencing significant growth and development, driven by customer preferences, market trends, local special circumstances, and underlying macroeconomic factors.

The increasing popularity of mobile gaming, the rise of mobile game developers and publishers, the supportive government policies, and the favorable macroeconomic conditions are all contributing to the growth of the market. As the mobile gaming industry continues to evolve and innovate, the market in Lithuania is expected to further expand 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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