Online Games - Armenia

  • Armenia
  • Armenia is expected to see a revenue of US$3.02m in the Online Games market market by 2024.
  • This revenue is forecasted to grow annually at a rate of 6.36% from 2024 to 2029, reaching a market volume of US$4.11m by the end of the period.
  • The number of users in Armenia's Online Games market market is projected to reach 388.9k users by 2029.
  • User penetration in the country will start at 13.1% in 2024 and is anticipated to increase to 14.1% by 2029.
  • In a global context, in China is expected to lead in revenue generation with US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Armenia's Online Games market market is projected to be US$8.28 in 2024.
  • Armenia's online gaming market shows a surge in demand for locally developed media, reflecting a growing preference for homegrown content among gamers.

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

 
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Analyst Opinion

The Online Games market in Armenia is experiencing significant growth and development, driven by several key factors. Customer preferences are shifting towards online gaming as a form of entertainment, and the market is responding to meet this demand. Additionally, local special circumstances and underlying macroeconomic factors are contributing to the growth of the Online Games market in Armenia.

Customer preferences:
Armenian consumers are increasingly turning to online games as a preferred form of entertainment. This shift can be attributed to several factors. Firstly, the convenience and accessibility of online gaming platforms make them an attractive option for consumers. With just a few clicks, players can access a wide variety of games from the comfort of their own homes. Additionally, the social aspect of online gaming, such as multiplayer options and online communities, adds to the appeal for many players.

Trends in the market:
The Online Games market in Armenia is witnessing several trends that are driving its growth. Firstly, there is a growing demand for mobile games. With the widespread adoption of smartphones and the increasing availability of high-speed internet, mobile gaming has become increasingly popular. This trend is expected to continue as mobile technology advances and more games are developed specifically for mobile platforms. Another trend in the market is the rise of eSports. Competitive gaming has gained significant popularity in recent years, and Armenia is no exception. The country has seen a surge in eSports tournaments and events, attracting both local and international players. This trend is expected to continue as eSports becomes more mainstream and viewership increases.

Local special circumstances:
Armenia has a young and tech-savvy population, which contributes to the growth of the Online Games market. The country has a high internet penetration rate, and many young people are familiar with technology and online gaming platforms. Additionally, the availability of affordable smartphones and internet plans makes online gaming accessible to a wider audience.

Underlying macroeconomic factors:
The Online Games market in Armenia is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income for many consumers. This has allowed more people to afford gaming consoles, computers, and mobile devices, driving the demand for online games. Furthermore, the government has taken steps to support the development of the digital economy, including the gaming industry. This includes providing incentives for local game developers and fostering partnerships with international gaming companies. These initiatives have created a favorable environment for the growth of the Online Games market in Armenia. In conclusion, the Online Games market in Armenia is experiencing significant growth and development due to shifting customer preferences, trends in the market such as mobile gaming and eSports, local special circumstances like a young and tech-savvy population, and underlying macroeconomic factors including economic growth and government support. As these factors continue to drive the market, the Online Games industry in Armenia is expected to thrive in the coming years.

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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