Online Games - Eastern Europe

  • Eastern Europe
  • In Eastern Europe, revenue in the Online Games market market is projected to reach US$0.79bn in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.83%, culminating in a projected market volume of US$1.00bn by 2029.
  • Within the Online Games market market in Eastern Europe, the number of users is anticipated to amount to 24.8m users by 2029.
  • User penetration will be at 9.7% in 2024 and is expected to increase to 10.5% by 2029.
  • In a global context, 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 Eastern Europe is projected to be US$34.46 in 2024.
  • In Eastern Europe, the online gaming market is witnessing a surge in user engagement driven by innovative game design and localized content.

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

 
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Analyst Opinion

The Online Games market in Eastern Europe has been experiencing significant growth in recent years. Customer preferences in the region have played a key role in driving this growth. Eastern European gamers have shown a strong preference for online multiplayer games, which allow them to connect and compete with players from around the world. This preference for social interaction and competition has fueled the popularity of games such as League of Legends and Counter-Strike: Global Offensive in the region. Additionally, Eastern European gamers have also shown a preference for free-to-play games, which allow them to access and enjoy the game without the need for upfront payment. This has led to the rise of in-game purchases and microtransactions as a monetization model in the region. One of the key trends in the Online Games market in Eastern Europe is the increasing adoption of mobile gaming. With the widespread availability of smartphones and affordable data plans, more and more Eastern European gamers are turning to mobile devices as their primary gaming platform. This shift towards mobile gaming has opened up new opportunities for game developers and publishers to reach a larger audience in the region. As a result, we have seen a surge in the development and release of mobile games specifically tailored for the Eastern European market. Another trend in the market is the growing popularity of esports in Eastern Europe. Esports tournaments and events have gained significant traction in the region, attracting both professional players and passionate fans. This has led to increased investment in esports infrastructure, such as dedicated gaming arenas and training facilities. The rise of esports has not only boosted the Online Games market in Eastern Europe but has also created new opportunities for sponsorship and advertising. Local special circumstances in Eastern Europe have also contributed to the growth of the Online Games market. The region has a large and growing population of young gamers who are enthusiastic about gaming and have disposable income to spend on games. Additionally, Eastern European countries have seen improvements in internet connectivity and infrastructure, making it easier for gamers to access online games and participate in multiplayer experiences. Underlying macroeconomic factors have also played a role in the growth of the Online Games market in Eastern Europe. The region has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending. This has allowed gamers in Eastern Europe to invest more in gaming hardware, accessories, and in-game purchases. In conclusion, the Online Games market in Eastern Europe is experiencing significant growth due to customer preferences for online multiplayer and free-to-play games, the increasing adoption of mobile gaming, the growing popularity of esports, local special circumstances such as a young and enthusiastic gaming population, and underlying macroeconomic factors such as economic growth and increased disposable income.

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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