Online Games - EAEU

  • EAEU
  • In the EAEU, revenue in the Online Games market market is projected to reach US$0.79bn in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 4.40%, resulting in a projected market volume of US$0.98bn by 2029.
  • By 2029, the number of users in the Online Games market market in the EAEU is anticipated to amount to 19.8m users.
  • User penetration in the EAEU will be 10.1% in 2024 and is expected to increase to 10.8% by 2029.
  • In a global comparison, the majority of revenue will be generated China, which is projected to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in the EAEU is projected to amount to US$42.72 in 2024.
  • The EAEU's online gaming market is witnessing a surge in popularity, driven by increasing internet accessibility and a growing youth demographic enthusiastic about digital entertainment.

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

 
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Analyst Opinion

The Online Games market in EAEU is experiencing significant growth and development. Customer preferences are shifting towards online gaming due to its convenience and accessibility. The market is also being driven by several trends, such as the increasing popularity of mobile gaming and the rise of esports. Additionally, there are local special circumstances that contribute to the growth of the market, such as the high internet penetration rate in the region. Furthermore, underlying macroeconomic factors, such as the increasing disposable income and technological advancements, are also fueling the growth of the Online Games market in EAEU.

Customer preferences:
Customers in the EAEU region are increasingly turning to online games due to their convenience and accessibility. Online gaming allows players to access a wide range of games from the comfort of their own homes, without the need for expensive gaming consoles or physical copies of games. This appeals to a wide range of customers, including casual gamers who may not have the time or resources to invest in traditional gaming setups. Additionally, the availability of multiplayer options in online games allows players to connect and compete with others from around the world, enhancing the social aspect of gaming.

Trends in the market:
One major trend in the Online Games market in EAEU is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet, mobile gaming has become a popular form of entertainment. Mobile games are easily accessible and can be played on the go, making them appealing to a wide range of customers. This trend is expected to continue as smartphone penetration rates increase and mobile technology continues to advance. Another trend driving the growth of the market is the rise of esports. Esports refers to competitive video gaming, where professional players compete against each other in organized tournaments. Esports has gained a significant following in the EAEU region, with large-scale tournaments and events attracting millions of viewers. The popularity of esports has created opportunities for game developers, as they can create games specifically designed for competitive play and capitalize on the growing esports market.

Local special circumstances:
The high internet penetration rate in the EAEU region is a significant factor contributing to the growth of the Online Games market. With a large portion of the population having access to the internet, more people are able to engage in online gaming. This has created a large potential customer base for game developers and has led to increased demand for online games.

Underlying macroeconomic factors:
The growth of the Online Games market in EAEU is also supported by underlying macroeconomic factors. The increasing disposable income in the region allows consumers to spend more on entertainment, including online games. As people have more money to spend, they are more likely to invest in gaming and related products. Additionally, technological advancements, such as faster internet speeds and improved graphics, have made online gaming more immersive and enjoyable, further driving the growth of the market. In conclusion, the Online Games market in EAEU is experiencing significant growth and development. Customer preferences are shifting towards online gaming due to its convenience and accessibility. The market is being driven by trends such as the increasing popularity of mobile gaming and the rise of esports. Local special circumstances, such as the high internet penetration rate, contribute to the growth of the market. Underlying macroeconomic factors, such as increasing disposable income and technological advancements, also play a significant role in the development of the Online Games market in EAEU.

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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