Online Games - Estonia

  • Estonia
  • In Estonia, revenue in the Online Games market market is projected to reach US$0.63m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.82%, leading to a projected market volume of US$0.76m by 2029.
  • The number of users in Estonia's Online Games market market is anticipated to amount to 176.5k users by 2029.
  • User penetration in Estonia will be 12.7% in 2024, with expectations to increase to 13.6% by 2029.
  • In a global context, the majority of revenue will be generated China (US$6,532.00m in 2024).
  • Additionally, the average revenue per user (ARPU) in Estonia's Online Games market market is projected to be US$3.79 in 2024.
  • Estonia's burgeoning online gaming sector is increasingly attracting international investments, reflecting its vibrant tech ecosystem and a growing local player base.

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

 
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Analyst Opinion

The Online Games market in Estonia has been experiencing significant growth in recent years, driven by customer preferences for interactive and immersive gaming experiences.

Customer preferences:
Estonian consumers have shown a strong preference for online games that offer engaging and interactive gameplay. They are increasingly seeking out games that provide social interaction, allowing them to connect and compete with friends and other players. This preference for multiplayer games has fueled the growth of online gaming communities and platforms in Estonia.

Trends in the market:
One of the key trends in the online games market in Estonia is the rise of mobile gaming. With the widespread adoption of smartphones and the increasing availability of high-speed internet connectivity, more and more Estonians are turning to mobile devices for their gaming needs. Mobile games offer convenience and accessibility, allowing players to enjoy their favorite games anytime and anywhere. Another trend in the market is the growing popularity of esports. Estonia has a vibrant esports scene, with a number of professional teams and tournaments attracting both local and international players. This trend has not only boosted the popularity of competitive gaming in the country but has also created new opportunities for game developers and publishers to cater to the esports market.

Local special circumstances:
Estonia's small population size and high internet penetration rate have contributed to the growth of the online games market. With a tech-savvy population and a strong digital infrastructure, Estonians are well-equipped to embrace online gaming. The country's relatively high disposable income levels also allow consumers to invest in gaming hardware and in-game purchases, further driving the growth of the market.

Underlying macroeconomic factors:
Estonia's strong economic growth and stable political environment have created a favorable business environment for the online games industry. The government has been supportive of the tech sector, providing incentives and support for startups and digital businesses. This has attracted both local and international game developers to establish a presence in Estonia, contributing to the growth of the online games market. In conclusion, the Online Games market in Estonia is fueled by customer preferences for interactive and immersive gaming experiences, as well as the rise of mobile gaming and the popularity of esports. The country's small population size, high internet penetration rate, and favorable business environment have also played a significant role in driving the growth of the market. With these trends and circumstances in place, the online games market in Estonia is expected to continue its upward trajectory in the coming years.

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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