Online Games - Albania

  • Albania
  • In Albania, revenue in the Online Games market market is projected to reach US$3.02m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.92%, resulting in a projected market volume of US$3.84m by 2029.
  • Within the Online Games market market in Albania, the number of users is anticipated to amount to 379.9k users by 2029.
  • User penetration in Albania will be 12.7% in 2024 and is expected to increase to 13.6% by 2029.
  • In a global context, most revenue will be generated China, with projections of US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Albania is projected to amount to US$8.45 in 2024.
  • In Albania, the online gaming sector is rapidly evolving, driven by increasing internet accessibility and a growing youth demographic eager for interactive entertainment.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Albania has been experiencing significant growth in recent years.

Customer preferences:
Albanian consumers have shown a strong preference for online games, with an increasing number of people engaging in gaming activities. This can be attributed to several factors, including the growing popularity of smartphones and the widespread availability of high-speed internet connections. Additionally, the younger population in Albania has shown a particular interest in online gaming, contributing to the overall growth of the market.

Trends in the market:
One of the key trends in the Online Games market in Albania is the rise of mobile gaming. With the increasing affordability of smartphones and the ease of access to mobile internet, more Albanians are turning to mobile games as a form of entertainment. This trend is expected to continue as mobile technology continues to advance and more games are developed specifically for mobile platforms. Another trend in the market is the growing popularity of online multiplayer games. Albanian gamers are increasingly seeking out opportunities to play with and compete against other players, both locally and internationally. This has led to the rise of online gaming communities and esports events in the country. The social aspect of online gaming is a significant driver of its popularity, as it allows players to connect with others who share similar interests.

Local special circumstances:
Albania's relatively small population and limited domestic gaming industry have created a unique market dynamic. While international gaming companies dominate the market, there is also room for local game developers to thrive. This has led to a diverse range of gaming options for Albanian consumers, with both international and locally-developed games being popular choices.

Underlying macroeconomic factors:
The growing Online Games market in Albania can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income for many Albanians. This has allowed more people to afford gaming devices and invest in online gaming experiences. Additionally, the government's efforts to improve internet infrastructure and expand access to high-speed internet have played a significant role in the growth of the Online Games market. With faster and more reliable internet connections, Albanian gamers are able to enjoy a seamless gaming experience, which has further fueled the market's expansion. In conclusion, the Online Games market in Albania is experiencing significant growth due to customer preferences for online gaming, including the rise of mobile gaming and the popularity of online multiplayer games. The local special circumstances, such as the presence of both international and local game developers, contribute to the market's diversity. Underlying macroeconomic factors, such as economic growth and improved internet infrastructure, have also played a crucial role in the market's development.

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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