Online Games - Lithuania

  • Lithuania
  • Revenue in the Online Games market market in Lithuania is forecasted to reach US$1.11m in 2024.
  • The market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.77%, leading to a projected market volume of US$1.69m by 2029.
  • By 2029, the number of users in the Online Games market market in Lithuania is anticipated to reach 0.5m users.
  • User penetration is forecasted to be 17.8% in 2024 and is projected to increase to 19.3% by 2029.
  • When compared globally, in China is expected to generate the highest revenue in the Online Games market market with US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Lithuania is estimated to be US$2.32 in 2024.
  • Lithuania's online gaming market is rapidly expanding, with a growing demand for interactive media content and immersive gaming experiences.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The Online Games market in Lithuania has been experiencing significant growth in recent years, driven by changing customer preferences and favorable local special circumstances.

Customer preferences:
Lithuanian customers have shown a growing interest in online games, with a particular focus on multiplayer games that allow for social interaction and competition. This preference for multiplayer games can be attributed to the desire for social engagement and the opportunity to connect with friends and players from around the world. Additionally, customers in Lithuania are increasingly attracted to games that offer immersive experiences, realistic graphics, and captivating storylines. The demand for mobile games has also been on the rise, as customers seek convenient and portable gaming options.

Trends in the market:
One of the key trends in the Lithuanian online games market is the shift towards free-to-play games with in-app purchases. This business model allows customers to access the game for free, but offers additional features or virtual items for purchase within the game. This trend has proven to be successful in attracting a large player base and generating revenue through microtransactions. Moreover, the rise of e-sports has had a significant impact on the online games market in Lithuania. The competitive nature of e-sports has attracted a dedicated fan base and has created opportunities for professional gamers and teams to compete at both national and international levels.

Local special circumstances:
Lithuania benefits from a strong internet infrastructure and high internet penetration rate, which provides a solid foundation for the growth of the online games market. The country also has a well-established gaming community and a supportive government that encourages the development of the gaming industry. Furthermore, the relatively low cost of living in Lithuania compared to other European countries has attracted game developers and studios to set up operations in the country, leading to the creation of a vibrant gaming ecosystem.

Underlying macroeconomic factors:
The growth of the online games market in Lithuania can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable income levels and allowed more customers to participate in the online games market. Additionally, the high rate of digitalization in Lithuania has contributed to the popularity of online games, as customers are increasingly comfortable with digital platforms and online transactions. The availability of affordable smartphones and internet access has also played a role in driving the growth of the online games market. In conclusion, the Online Games market in Lithuania is experiencing significant growth due to changing customer preferences, favorable local special circumstances, and underlying macroeconomic factors. The shift towards multiplayer and mobile games, the rise of free-to-play models and e-sports, as well as the strong internet infrastructure and supportive government policies, have all contributed to the expansion of the market. With the continued development of the gaming industry and the increasing popularity of online games, the market 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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Kisara Mizuno
Kisara Mizuno
Senior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)