Online Games - Croatia

  • Croatia
  • Croatia's Online Games market market is anticipated to reach US$5.16m in 2024.
  • The revenue is forecasted to demonstrate an annual growth rate (CAGR 2024-2029) of 3.44%, leading to a projected market volume of US$6.11m by 2029.
  • By 2029, the number of users in the Online Games market market in Croatia is expected to reach 0.5m users.
  • User penetration is projected to be 12.4% in 2024 and is anticipated to increase to 13.8% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in Croatia's Online Games market market is estimated to be US$10.41 in 2024.
  • Croatia's online gaming market is flourishing, with a surge in demand for locally developed media content and interactive storytelling experiences.

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

 
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Analyst Opinion

The Online Games market in Croatia 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:
Croatian consumers have shown a strong preference for online games, with a growing number of people opting for digital entertainment over traditional forms of gaming. This shift in preference can be attributed to several factors, including the convenience and accessibility of online games, the ability to play with friends and family remotely, and the wide variety of game genres and styles available.

Trends in the market:
One of the key trends in the Croatian online games market is the rise of mobile gaming. With the increasing popularity of smartphones and the widespread availability of high-speed internet, more and more Croatians are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, as well as the growing number of high-quality games available on mobile platforms. Another trend in the market is the growing popularity of multiplayer online games. Croatians are increasingly seeking out games that allow them to connect and play with other players from around the world. This trend is driven by the social aspect of gaming, as well as the competitive nature of multiplayer games.

Local special circumstances:
Croatia has a strong gaming culture, with a large number of dedicated gamers and gaming communities. This has created a supportive environment for the growth of the online games market, with local gamers actively promoting and engaging with new games and platforms. Additionally, the relatively low cost of internet access in Croatia has made online gaming more accessible to a wider audience.

Underlying macroeconomic factors:
The growth of the online games market in Croatia can also be attributed to underlying macroeconomic factors. Croatia has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. As a result, more Croatians are able to afford gaming devices and are willing to spend money on online games and in-game purchases. Furthermore, the COVID-19 pandemic has had a significant impact on the online games market in Croatia. With lockdowns and social distancing measures in place, many Croatians turned to online gaming as a form of entertainment and social interaction. This increased demand for online games and contributed to the overall growth of the market. In conclusion, the Online Games market in Croatia is experiencing significant growth due to customer preferences for digital entertainment, trends such as mobile gaming and multiplayer online games, local special circumstances including a strong gaming culture, and underlying macroeconomic factors such as economic growth and the impact of the COVID-19 pandemic. This growth is expected to continue in the coming years as more Croatians embrace online gaming as a form of entertainment.

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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