Mobile Games - Serbia

  • Serbia
  • In Serbia, the revenue in the Mobile Games market market is forecasted to reach US$37.21m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.52%, leading to a projected market volume of US$51.04m by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 385.5k users.
  • User penetration is set to be 4.6% in 2024 and is projected to increase to 5.6% by 2029.
  • When compared globally, in China is expected to generate the highest revenue, amounting to US$34,660.00m in 2024.
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$114.00 in 2024.
  • Serbia's mobile games market is booming, with a growing number of local developers creating innovative and engaging content for users.

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

 
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Analyst Opinion

The Mobile Games market in Serbia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences have played a major role in the development of the Mobile Games market in Serbia.

With the increasing popularity of smartphones and the widespread availability of high-speed internet connections, more and more people are turning to mobile gaming as a form of entertainment. The convenience and portability of mobile devices make it easy for users to play games anytime and anywhere, leading to a surge in demand for mobile games in Serbia. Trends in the market also contribute to the growth of the Mobile Games industry in Serbia.

Game developers are continuously innovating and introducing new games with advanced graphics, immersive gameplay, and social features. This has attracted a large number of users who are looking for new and exciting gaming experiences. Additionally, the rise of multiplayer mobile games has created a sense of community and competition among players, further driving the growth of the market.

Local special circumstances have also played a role in the development of the Mobile Games market in Serbia. The country has a young and tech-savvy population, with a high percentage of smartphone users. This demographic is highly engaged with mobile technology and actively seeks out entertainment options on their devices.

The affordability of smartphones and mobile data plans has also made mobile gaming accessible to a wider audience, contributing to the market's growth. Underlying macroeconomic factors have further supported the growth of the Mobile Games market in Serbia. The country has experienced steady economic growth in recent years, leading to an increase in disposable income.

As a result, more people have the means to invest in mobile devices and spend money on mobile games. This has created a favorable environment for the Mobile Games industry to thrive. In conclusion, the Mobile Games market in Serbia is experiencing significant growth due to changing customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

As the popularity of smartphones and mobile gaming continues to rise, the market is expected to expand further in the coming years. Game developers and industry players should continue to innovate and cater to the evolving needs and preferences of Serbian consumers to capitalize on this growth opportunity.

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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