Online Games - Latvia

  • Latvia
  • In Latvia, revenue in the Online Games market market is projected to reach US$0.49m in 2024.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.20%, leading to a projected market volume of US$0.52m by 2029.
  • By 2029, the number of users in the Online Games market market in Latvia is anticipated to reach 217.2k users.
  • User penetration in Latvia is expected to be 11.6% in 2024 and is projected to increase to 12.6% by 2029.
  • In a global context, the highest revenue will be generated China, which is expected to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in Latvia's Online Games market market is projected to amount to US$2.34 in 2024.
  • In Latvia, the online gaming market is experiencing a surge in popularity, driven by increasing internet accessibility and a growing youth demographic.

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

 
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Analyst Opinion

The Online Games market in Latvia has been experiencing steady growth in recent years, driven by the increasing popularity of gaming among the population.

Customer preferences:
Latvian gamers have shown a strong preference for online games, particularly multiplayer games that allow them to interact and compete with other players. This preference for online gaming can be attributed to the growing availability of high-speed internet connections and the widespread use of smartphones and other mobile devices. Additionally, Latvian gamers tend to favor games that offer immersive and engaging experiences, with high-quality graphics and realistic gameplay.

Trends in the market:
One of the key trends in the Latvian Online Games market is the rise of mobile gaming. With the increasing penetration of smartphones and the convenience of playing games on the go, mobile gaming has become a popular choice among Latvian gamers. This trend is expected to continue as mobile devices become more powerful and capable of delivering console-like gaming experiences. Another trend in the market is the growing popularity of esports. Esports refers to competitive video gaming, where professional players compete against each other in tournaments. Latvian gamers have shown a strong interest in esports, both as participants and spectators. This trend is driven by the increasing recognition of esports as a legitimate sport and the growing number of esports tournaments and events in Latvia.

Local special circumstances:
One of the unique aspects of the Latvian Online Games market is the strong presence of local game developers. Latvia has a vibrant game development industry, with many talented developers creating innovative and high-quality games. This has led to the emergence of a local gaming community and an ecosystem that supports the growth of the industry. The presence of local game developers also contributes to the cultural relevance of games in Latvia, as they often incorporate local themes and elements into their games.

Underlying macroeconomic factors:
The growth of the Online Games market in Latvia can be attributed to several underlying macroeconomic factors. Firstly, the overall economic growth in Latvia has resulted in higher disposable incomes, allowing more people to afford gaming devices and spend money on online games. Secondly, the increasing internet penetration and the availability of high-speed internet connections have made online gaming more accessible to a larger segment of the population. Finally, the cultural shift towards digital entertainment and the increasing acceptance of gaming as a mainstream form of entertainment have also contributed to the growth of the market. In conclusion, the Online Games market in Latvia is experiencing steady growth, driven by the preferences of Latvian gamers for online multiplayer games and the rising popularity of mobile gaming. The presence of local game developers and the strong interest in esports further contribute to the growth of the market. The underlying macroeconomic factors, such as economic growth, internet penetration, and changing cultural attitudes, also play a significant role in driving 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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