Mobile Games - Russia

  • Russia
  • In Russia, revenue in the Mobile Games market market is projected to reach US$0.43bn in 2024.
  • Revenue in this sector is expected to exhibit an annual growth rate (CAGR 2024-2029) of 3.06%, which would lead to a projected market volume of US$0.50bn by 2029.
  • Furthermore, the number of users in the Mobile Games market market in Russia is anticipated to amount to 36.8m users by 2029.
  • User penetration in this market will be 22.0% in 2024 and is forecasted to increase to 25.9% by 2029.
  • In a global context, the majority of revenue will be generated United States, which is projected to reach US$34,300.00m in 2024.
  • Additionally, the average revenue per user (ARPU) in the Mobile Games market market in Russia is projected to amount to US$13.43 in 2024.
  • In Russia, the mobile games market is experiencing a surge in demand as consumers increasingly favor immersive gaming experiences and social connectivity.

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

 
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Analyst Opinion

The Mobile Games market in Russia has been experiencing strong growth in recent years, driven by the increasing popularity of smartphones and the growing demand for entertainment on-the-go.

Customer preferences:
Russian consumers have shown a strong preference for mobile gaming, with a significant portion of the population owning smartphones and regularly engaging in mobile gaming activities. This can be attributed to several factors, including the convenience and portability of mobile devices, the wide variety of games available, and the increasing affordability of smartphones. Additionally, the younger demographic in Russia has been particularly drawn to mobile gaming, with many considering it a primary form of entertainment.

Trends in the market:
One of the key trends in the Russian mobile games market is the rise of multiplayer and social gaming. This trend can be attributed to the increasing connectivity and internet penetration in the country, which has enabled gamers to connect and interact with each other in real-time. The popularity of multiplayer games can also be attributed to the social aspect of gaming, with many players enjoying the opportunity to compete and collaborate with friends and other gamers. Another trend in the market is the growing popularity of in-app purchases and microtransactions. This monetization model has become increasingly prevalent in the mobile games industry, allowing developers to offer free-to-play games while generating revenue through the sale of virtual goods and additional content. Russian consumers have shown a willingness to spend on in-app purchases, contributing to the overall growth of the market.

Local special circumstances:
Russia has a unique gaming culture, with a strong emphasis on PC and console gaming. However, the growing popularity of mobile gaming has started to shift consumer preferences towards mobile devices. This shift can be attributed to the increasing quality and variety of mobile games available, as well as the convenience of playing on-the-go. Additionally, the relatively high cost of PC and console gaming equipment in Russia has made mobile gaming a more accessible and affordable option for many consumers.

Underlying macroeconomic factors:
The growth of the mobile games market in Russia can also be attributed to the overall economic development of the country. As the Russian economy continues to recover from the recession, consumers have more disposable income to spend on leisure activities, including mobile gaming. Additionally, the increasing penetration of smartphones and internet connectivity in Russia has created a large and growing market for mobile games. In conclusion, the Mobile Games market in Russia is experiencing strong growth due to the increasing popularity of smartphones, the preference for mobile gaming among consumers, the rise of multiplayer and social gaming, the popularity of in-app purchases, the unique gaming culture in Russia, and the overall economic development of the country.

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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