Online Games - Georgia

  • Georgia
  • The Online Games market market in Georgia is forecasted to reach US$2.87m in 2024.
  • It is expected to experience a CAGR of 5.94% from 2024 to 2029, leading to a market volume of US$3.83m by 2029.
  • By 2029, the number of users in the Online Games market market in Georgia is projected to reach 0.4m users.
  • User penetration is anticipated to be 11.0% in 2024 and is forecasted to increase to 12.0% by 2029.
  • When compared globally, in China is expected to generate the highest revenue in the Online Games market market, amounting to US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Georgia is projected to be US$6.99 in 2024.
  • In Georgia, the online gaming market is rapidly expanding, driven by a young tech-savvy population and increasing internet penetration.

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

 
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Analyst Opinion

The Online Games market in Georgia has been experiencing significant growth in recent years, driven by several factors.

Customer preferences:
Customers in Georgia have shown a strong preference for online games, with a growing number of people engaging in gaming activities. This can be attributed to the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, the younger population in Georgia has a strong interest in gaming, and this demographic has been a key driver of the market's growth.

Trends in the market:
One of the key trends in the online games market in Georgia is the rise of mobile gaming. With the increasing penetration of smartphones, more people are accessing games through their mobile devices. This has led to a shift in the gaming landscape, with mobile games becoming increasingly popular and generating significant revenue for game developers and publishers. Additionally, the rise of mobile gaming has also led to an increase in the number of indie game developers in Georgia, further fueling the growth of the market. Another trend in the market is the growing popularity of multiplayer online games. These games allow players to interact with each other in real-time, creating a social gaming experience. This trend has been driven by the desire for social interaction and the growing popularity of esports. As a result, there has been an increase in the number of online gaming communities and tournaments in Georgia, further driving the growth of the market.

Local special circumstances:
One of the key factors contributing to the growth of the online games market in Georgia is the relatively low cost of game development. Compared to other countries, the cost of developing games in Georgia is relatively low, making it an attractive destination for game developers and publishers. Additionally, the government has also been supportive of the gaming industry, providing incentives and support for game development companies.

Underlying macroeconomic factors:
The growth of the online games market in Georgia can also be attributed to the overall economic development of the country. Georgia has experienced strong economic growth in recent years, which has led to an increase in disposable income and consumer spending. This has resulted in a greater willingness among consumers to spend on leisure activities, including online gaming. Furthermore, the increasing internet penetration and the availability of high-speed internet connections have also played a significant role in the growth of the market. With more people having access to the internet, there has been a greater opportunity for game developers and publishers to reach a larger audience. In conclusion, the online games market in Georgia is experiencing significant growth, driven by customer preferences for mobile gaming and multiplayer online games. The relatively low cost of game development and the supportive government policies have also contributed to the market's growth. Additionally, the overall economic development of the country and the increasing internet penetration have created favorable conditions for the market's expansion.

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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