Online Games - Greece

  • Greece
  • The Online Games market market in Greece is forecasted to achieve a revenue of US$20.45m by 2024.
  • This sector is anticipated to display an annual growth rate (CAGR 2024-2029) of 9.26%, leading to an estimated market volume of US$31.84m by 2029.
  • By 2029, the number of users in the Online Games market market in Greece is expected to reach 1.2m users.
  • User penetration is projected to be 10.7% in 2024 and is set to increase to 11.6% by 2029.
  • When compared globally, the majority of revenue will be generated in China, amounting to US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Greece is projected to be US$18.49 in 2024.
  • In Greece, the Online Games market is experiencing a surge in demand, with a growing number of players engaging in immersive gaming experiences.

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

 
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Analyst Opinion

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

Customer preferences:
Greek consumers have shown a strong preference for online games, with a growing number of people engaging in gaming activities. This can be attributed to several factors, including the increasing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, the younger generation in Greece has grown up with technology and is more inclined to participate in online gaming activities.

Trends in the market:
One of the key trends in the Greek online games market is the rise of mobile gaming. With the increasing penetration of smartphones, more and more consumers are accessing games on their mobile devices. This has led to a shift in the gaming landscape, with traditional gaming platforms such as consoles and PCs facing stiff competition from mobile games. As a result, game developers and publishers are focusing on creating mobile-friendly games to cater to the growing demand. Another trend in the market is the popularity of multiplayer online games. Greek gamers are increasingly seeking social interactions and immersive experiences in their gaming activities. Multiplayer online games provide a platform for players to connect with friends and other gamers, creating a sense of community and competition. This trend has led to the rise of eSports in Greece, with professional gaming tournaments and leagues gaining popularity among both players and spectators.

Local special circumstances:
One of the unique aspects of the Greek online games market is the influence of Greek mythology and history. Greek gamers have a strong affinity for games that incorporate elements of their cultural heritage, such as mythological creatures and ancient Greek settings. Game developers have recognized this preference and have been creating games that cater to the local market, providing a unique and immersive gaming experience.

Underlying macroeconomic factors:
The growth of the online games market in Greece can also be attributed to underlying macroeconomic factors. The country has experienced economic challenges in recent years, with high unemployment rates and limited job opportunities. As a result, many individuals have turned to online gaming as a form of entertainment and escape. The relatively low cost of online games compared to other forms of entertainment also makes them an attractive option for consumers on a tight budget. Furthermore, the COVID-19 pandemic has had a significant impact on the online games market in Greece. With lockdowns and social distancing measures in place, many individuals have turned to online gaming as a way to stay entertained and connected with others. This has further fueled the growth of the market, as more people have discovered the benefits and enjoyment of online gaming. In conclusion, the Online Games market in Greece has been growing steadily due to customer preferences for mobile gaming and multiplayer online games. The influence of Greek mythology and history also plays a role in shaping the local market. Underlying macroeconomic factors, such as the economic challenges and the impact of the COVID-19 pandemic, have further contributed to the growth of the market.

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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