Mobile Games - Montenegro

  • Montenegro
  • Montenegro is projected to reach a revenue of US$2.84m in the Mobile Games market market by 2024.
  • The market is expected to show an annual growth rate (CAGR 2024-2029) of 6.27%, leading to a projected market volume of US$3.85m by 2029.
  • By 2029, the number of users in Montenegro is expected to reach 106.6k users.
  • User penetration is forecasted to be 14.6% in 2024 and is anticipated to increase to 17.1% by 2029.
  • In global comparison, in China will generate the most revenue in the Mobile Games market market, amounting to US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in Montenegro's Mobile Games market market is projected to be US$31.19 in 2024.
  • Montenegro'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 Montenegro has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of smartphones and high-speed internet connections.

Customer preferences:
Montenegrin consumers have shown a strong preference for mobile gaming, with a significant portion of the population regularly engaging in gaming activities on their smartphones. This can be attributed to the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. Additionally, the increasing popularity of multiplayer online games has also contributed to the growth of the market, as Montenegrin gamers enjoy the social aspect of playing with friends and other players from around the world.

Trends in the market:
One of the key trends in the Montenegrin mobile games market is the rise of casual gaming. Casual games, which are easy to learn and play, have gained popularity among a wide range of consumers, including those who are new to gaming. This trend can be attributed to the accessibility and simplicity of casual games, which appeal to a broader audience. Additionally, the availability of free-to-play games with in-app purchases has also contributed to the growth of casual gaming, as users can enjoy the game for free and choose to make optional purchases to enhance their gaming experience. Another trend in the Montenegrin mobile games market is the increasing adoption of augmented reality (AR) and virtual reality (VR) technologies. These technologies have opened up new possibilities for immersive gaming experiences, allowing players to interact with virtual environments and characters in a more realistic and engaging way. The popularity of AR and VR games is expected to continue growing in Montenegro, as more developers and publishers invest in these technologies.

Local special circumstances:
Montenegro's relatively small population and tourism-driven economy have influenced the development of the mobile games market in the country. The tourism industry has attracted a diverse range of visitors from around the world, including gamers who may be interested in mobile gaming during their stay. This has created a demand for localized mobile games that cater to the preferences and interests of international tourists, providing them with a unique gaming experience that reflects Montenegrin culture and attractions.

Underlying macroeconomic factors:
The growth of the Montenegrin mobile games market is also supported by favorable macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed more Montenegrin consumers to afford smartphones and data plans, enabling them to participate in the mobile gaming market. Additionally, the government's efforts to improve digital infrastructure, such as expanding broadband internet coverage and investing in 5G technology, have also contributed to the growth of the mobile games market by providing faster and more reliable internet connections for gamers.

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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