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Online Games - CIS

CIS
  • In the CIS region, revenue in the Online Games market market is projected to reach US$809.80m in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.61%, resulting in a projected market volume of US$1.01bn by 2029.
  • The number of users in the Online Games market market within the CIS is expected to amount to 27.0m users by 2029.
  • User penetration in this market will be 10.2% in 2024 and is anticipated to rise to 11.0% by 2029.
  • In a global comparison, it is noteworthy that most revenue will be generated China, with a figure of US$6.53bn in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in the CIS is projected to amount to US$32.59 in 2024.
  • In the CIS region, online gaming is increasingly perceived as a key driver of digital entertainment, fostering community engagement and cultural exchange.

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
Games: market data & analysis - Cover

Market Insights report

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

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Online Games market in CIS has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in the Online Games market in CIS have been shaped by several factors. Firstly, there is a growing demand for immersive and interactive gaming experiences. Players in CIS countries are increasingly seeking games that offer realistic graphics, engaging storylines, and multiplayer capabilities. Additionally, there is a preference for free-to-play games with optional in-game purchases, as this allows players to enjoy the game without making a financial commitment upfront. Trends in the market have also played a crucial role in the growth of the Online Games market in CIS. One notable trend is the rise of mobile gaming. With the increasing availability of smartphones and improved internet connectivity, more people in CIS countries are accessing online games through their mobile devices. This has led to a surge in the development and popularity of mobile games, which are often more accessible and convenient for players. Another trend in the market is the emergence of eSports. Competitive gaming has gained significant traction in CIS countries, with professional eSports teams and tournaments attracting a large and dedicated fan base. This has created opportunities for game developers and publishers to tap into the eSports market by creating games specifically designed for competitive play. Local special circumstances also contribute to the development of the Online Games market in CIS. One such circumstance is the relatively low cost of internet access in many CIS countries. This affordability has made online gaming more accessible to a wider population, leading to increased engagement and revenue generation for game developers and publishers. Underlying macroeconomic factors have also played a role in the growth of the Online Games market in CIS. Economic stability and rising disposable incomes have allowed more people to invest in gaming and entertainment. Additionally, the increasing availability of high-speed internet and technological advancements have facilitated the growth of online gaming in CIS countries. In conclusion, the Online Games market in CIS is developing rapidly due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The demand for immersive gaming experiences, the rise of mobile gaming, the emergence of eSports, affordable internet access, and economic stability have all contributed to the growth of the market. As these factors continue to evolve, the Online Games market in CIS is expected to further expand 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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    Games: market data & analysis - BackgroundGames: market data & analysis - Cover

    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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