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Online Games - Bulgaria

Bulgaria
  • In Bulgaria, revenue in the Online Games market market is projected to reach US$2.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.93%, resulting in a projected market volume of US$2.42m by 2029.
  • In the Online Games market market withBulgaria, the number of users is expected to amount to 799.7k users by 2029.
  • User penetration in Bulgaria will be 11.1% in 2024 and is expected to hit 12.6% by 2029.
  • In global comparison, most revenue will be generated China, with US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Bulgaria is projected to amount to US$2.84 in 2024.
  • Bulgaria's online gaming sector is witnessing a surge in local game development, reflecting a growing demand for culturally relevant content among gamers.

Definition:

Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Free-to-play games with in-game purchases for additional premium contents or functionalities
  • Massive multiplayer online games (MMOGs)

Out-Of-Scope

  • Sale of physical video games
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Games: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Aug 2024

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Online Games market in Bulgaria has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Bulgaria have shifted towards online gaming as a form of entertainment. With the increasing availability of high-speed internet and the proliferation of smartphones, more Bulgarians are turning to online games for their entertainment needs. Online games offer a convenient and accessible way to play and connect with others, whether it be through multiplayer games or online communities. Additionally, the younger generation in Bulgaria has grown up with technology and is more inclined to embrace online gaming as a form of leisure activity. Trends in the market also contribute to the growth of the Online Games market in Bulgaria. The rise of esports has gained significant popularity worldwide, and Bulgaria is no exception. Esports tournaments and events are attracting a large number of participants and spectators, driving the demand for online games and related products. Furthermore, the increasing prevalence of mobile gaming has opened up new opportunities for the Online Games market in Bulgaria. Mobile games are easily accessible and can be played on the go, making them a popular choice among Bulgarian gamers. Local special circumstances in Bulgaria also play a role in the development of the Online Games market. The country has a vibrant gaming community, with numerous gaming cafes and events catering to gamers of all ages. These gaming cafes provide a social environment for gamers to connect and compete with each other, further fueling the demand for online games. Additionally, the relatively low cost of living in Bulgaria compared to other European countries makes it an attractive destination for game developers and companies looking to establish a presence in the region. Underlying macroeconomic factors also contribute to the growth of the Online Games market in Bulgaria. The country has experienced steady economic growth in recent years, leading to an increase in disposable income among consumers. With more disposable income, Bulgarians are able to spend more on leisure activities, including online gaming. Furthermore, the government has implemented policies to support the development of the digital economy, including the gaming industry. This has led to an increase in investment and innovation in the Online Games market, further driving its growth. Overall, the Online Games market in Bulgaria is experiencing significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and the gaming industry evolves, it is expected that the Online Games market in Bulgaria will continue to thrive in the coming years.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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