Online Games - Czechia

  • Czechia
  • In Czechia, revenue in the Online Games market market is projected to reach US$7.17m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.65%, resulting in a projected market volume of US$8.17m by 2029.
  • In the Online Games market market withCzechia, the number of users is expected to amount to 1.0m users by 2029.
  • User penetration will be 8.8% in 2024 and is expected to hit 9.3% by 2029.
  • In global comparison, most revenue will be generated China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market market in Czechia is projected to amount to US$7.78 in 2024.
  • Czechia's online gaming market continues to expand, driven by a growing interest in esports and mobile gaming among younger demographics.

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

 
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Analyst Opinion

The Online Games market in Czechia has been experiencing significant growth in recent years.

Customer preferences:
Czechia has a strong gaming culture, with a large number of gamers in the country. Online games have become increasingly popular among Czech gamers, who enjoy the convenience and accessibility of playing games on their computers or mobile devices. The younger generation, in particular, is driving the growth of the online games market, as they are more technologically savvy and spend more time online. Additionally, the increasing availability of high-speed internet and the proliferation of smartphones have made it easier for Czech gamers to access online games.

Trends in the market:
One of the key trends in the Czech online games market is the rise of mobile gaming. Mobile games have gained popularity due to their convenience and the ability to play on the go. This trend is expected to continue as smartphones become more affordable and accessible to a wider population. Another trend is the growing popularity of multiplayer online games. Czech gamers are increasingly looking for social gaming experiences, where they can play and interact with other players from around the world. This has led to the rise of online gaming communities and eSports events in the country.

Local special circumstances:
Czechia has a strong gaming industry, with several local game development studios and a vibrant indie game scene. This has contributed to the growth of the online games market in the country, as Czech gamers are proud to support and play locally developed games. The government has also been supportive of the gaming industry, providing funding and incentives for game development companies. This has helped create a favorable environment for the growth of the online games market in Czechia.

Underlying macroeconomic factors:
The Czech economy has been performing well in recent years, with steady GDP growth and low unemployment rates. This has resulted in increased disposable income for Czech consumers, allowing them to spend more on leisure activities such as online gaming. Additionally, the COVID-19 pandemic has further boosted the online games market, as people have been spending more time at home and looking for entertainment options. The pandemic has also accelerated the digital transformation in the country, with more people turning to online platforms for various activities, including gaming. These underlying macroeconomic factors have created a conducive environment for the growth of the online games market in Czechia.

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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