Online Games - Bosnia and Herzegovina

  • Bosnia and Herzegovina
  • Revenue in the Online Games market is projected to reach US$2.68m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.94%, resulting in a projected market volume of US$3.41m by 2029.
  • In the Online Games market, the number of users is expected to amount to 321.9k users by 2029.
  • User penetration will be 9.6% in 2024 and is expected to hit 10.3% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$8.71 in 2024.

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

 
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Analyst Opinion

The Online Games market in Bosnia and Herzegovina has been experiencing significant growth in recent years.

Customer preferences:
Customers in Bosnia and Herzegovina have shown a strong preference for online games, with a growing number of people engaging in gaming activities. This can be attributed to the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, the younger population in the country has a strong affinity for technology and digital entertainment, making online gaming a popular form of leisure activity.

Trends in the market:
One of the key trends in the online games market in Bosnia and Herzegovina is the rise of mobile gaming. With the increasing penetration of smartphones in the country, more and more people are accessing games through their mobile devices. This trend is driven by the convenience and portability of mobile gaming, allowing users to play games anytime and anywhere. As a result, game developers and publishers are focusing on creating mobile-friendly games to cater to this growing demand. Another trend in the market is the emergence of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. This trend has gained significant traction in Bosnia and Herzegovina, with a growing number of esports events and competitions being held in the country. This is driven by the increasing popularity of esports globally and the growing interest of the local population in competitive gaming.

Local special circumstances:
One of the unique aspects of the online games market in Bosnia and Herzegovina is the influence of cultural preferences. The country has a rich cultural heritage, and there is a demand for games that reflect the local culture and traditions. Game developers and publishers are capitalizing on this demand by creating games that incorporate elements of Bosnian and Herzegovinian culture, such as folklore, history, and traditional music. This localization strategy helps to attract and engage the local audience, contributing to the growth of the market.

Underlying macroeconomic factors:
The growth of the online games market in Bosnia and Herzegovina is also influenced by macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income. This has allowed more people to afford gaming devices and spend money on online games. Additionally, the government has been investing in the development of the digital infrastructure, including internet connectivity and data centers, which has further facilitated the growth of the online games market. In conclusion, the online games market in Bosnia and Herzegovina is developing rapidly due to customer preferences for online gaming, the rise of mobile gaming, the emergence of esports, the influence of cultural preferences, and underlying macroeconomic factors. These factors combined have created a favorable environment for the growth of the online games market in the country.

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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