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Key regions: United Kingdom, Germany, India, United States, South Korea
The Games market in North Macedonia has been experiencing significant growth in recent years, driven by changing customer preferences and the influence of global trends. Customer preferences in the Games market have shifted towards digital and mobile gaming, with a growing demand for online multiplayer games and mobile gaming apps. This can be attributed to the increasing availability of smartphones and internet access, which has made gaming more accessible to a wider audience. Additionally, the convenience and portability of mobile gaming have made it a popular choice among consumers. Trends in the market also indicate a rise in the popularity of eSports in North Macedonia. eSports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained traction globally and has also found a following in North Macedonia. The rise of eSports has created opportunities for gaming companies to develop and market games specifically designed for competitive gaming. Local special circumstances in North Macedonia have also contributed to the development of the Games market. The country has a young population, with a high proportion of tech-savvy individuals who are avid gamers. This demographic factor has created a strong consumer base for the Games market, driving demand and growth. Underlying macroeconomic factors, such as the increasing disposable income and improving living standards in North Macedonia, have also played a role in the development of the Games market. As consumers have more discretionary income, they are willing to spend on leisure activities, including gaming. This has created a favorable environment for gaming companies to expand their operations and invest in the development of new games and technologies. In conclusion, the Games market in North Macedonia is experiencing growth due to changing customer preferences, the rise of digital and mobile gaming, the popularity of eSports, local special circumstances, and underlying macroeconomic factors. As the market continues to evolve, it presents opportunities for gaming companies to innovate and cater to the diverse needs and preferences of consumers.
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)