Mobile Games - Slovakia

  • Slovakia
  • In Slovakia, revenue in the Mobile Games market market is projected to reach US$31.03m in 2024.
  • Revenue is expected to display an annual growth rate (CAGR 2024-2029) of 5.79%, leading to a projected market volume of US$41.11m by 2029.
  • The number of users in Slovakia's Mobile Games market market is anticipated to reach 1.2m users by 2029.
  • User penetration will be 18.7% in 2024 and is expected to increase to 22.3% by 2029.
  • In global comparison, the highest revenue will be generated United States, with a figure of US$34,300.00m in 2024.
  • The average revenue per user (ARPU) in Slovakia's Mobile Games market market is projected to amount to US$29.11 in 2024.
  • In Slovakia, the mobile games market is experiencing a surge in popularity, driven by increasing smartphone penetration and a youthful, tech-savvy population.

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

 
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Analyst Opinion

The Mobile Games market in Slovakia has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing popularity of smartphones.

Customer preferences:
Customers in Slovakia have shown a strong preference for mobile gaming, with a growing number of people spending their leisure time playing games on their smartphones. This shift in preference can be attributed to several factors. Firstly, the convenience of mobile gaming allows users to play games anytime and anywhere, making it a popular choice for those who are constantly on the go. Additionally, the availability of a wide variety of games on mobile platforms caters to the diverse interests of customers, ensuring that there is something for everyone.

Trends in the market:
One of the key trends in the mobile games market in Slovakia is the rise of casual gaming. Casual games, which are easy to learn and do not require a significant time commitment, have gained popularity among a wide range of demographics. This trend can be attributed to the increasing number of casual gamers who are looking for quick and entertaining gaming experiences. Furthermore, the integration of social features in mobile games has also contributed to their popularity, as players can now compete and interact with their friends and peers. Another trend in the market is the increasing monetization of mobile games through in-app purchases and advertisements. Game developers are capitalizing on the popularity of mobile games by offering additional features or virtual items that can be purchased within the game. This freemium model allows users to download and play games for free, while generating revenue through in-app purchases. Additionally, advertisements within mobile games have become a common source of revenue for developers, as they provide a platform for brands to reach a large and engaged audience.

Local special circumstances:
Slovakia has a relatively high smartphone penetration rate, which has contributed to the growth of the mobile games market. The availability of affordable smartphones and affordable mobile data plans has made it easier for people to access and download mobile games. Furthermore, the increasing popularity of social media platforms in Slovakia has also played a role in the growth of the mobile games market, as social media platforms often serve as a marketing and distribution channel for game developers.

Underlying macroeconomic factors:
The growing mobile games market in Slovakia can be attributed to the overall economic development of the country. As disposable incomes increase and living standards improve, people have more leisure time and disposable income to spend on entertainment activities such as mobile gaming. Additionally, the strong presence of international mobile game developers in the market has also contributed to its growth, as these developers bring with them their expertise and resources to create high-quality games that appeal to a wide audience. In conclusion, the Mobile Games market in Slovakia is experiencing significant growth due to changing customer preferences, the rise of casual gaming, and the increasing monetization of mobile games. The availability of affordable smartphones and mobile data plans, as well as the overall economic development of the country, have also contributed to the growth of the market.

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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