Online Games - Russia

  • Russia
  • In Russia, revenue in the Online Games market market is projected to reach US$0.75bn in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.40%, leading to a projected market volume of US$0.93bn by 2029.
  • In the Online Games market market withRussia, the number of users is anticipated to reach 14.8m users by 2029.
  • User penetration in Russia will be 9.6% in 2024 and is expected to increase to 10.4% by 2029.
  • In a global context, the majority of revenue will be generated China, which is projected to reach US$6,532.00m in 2024.
  • The average revenue per user (ARPU) in the Online Games market market in Russia is projected to be US$54.11 in 2024.
  • In Russia, the online gaming market is witnessing a surge in popularity, driven by increasing internet penetration and a youthful demographic embracing digital entertainment.

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

 
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Analyst Opinion

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

Customer preferences:
Russian gamers have shown a strong preference for online games, with multiplayer games being particularly popular. This is due to the social aspect of multiplayer games, which allows players to connect and interact with friends and other gamers from around the world. Additionally, Russian gamers have a strong interest in competitive gaming, with many participating in esports tournaments and events.

Trends in the market:
One of the key trends in the Russian Online Games market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of high-speed internet connections, more and more Russians are playing games on their mobile devices. This trend is driven by the convenience and portability of mobile gaming, as well as the growing number of high-quality mobile games available in the market. Another trend in the Russian Online Games market is the rise of virtual reality (VR) gaming. VR technology has become more accessible and affordable in recent years, and Russian gamers are embracing this immersive gaming experience. VR gaming offers a new level of realism and interactivity, which appeals to Russian gamers who are always looking for new and innovative gaming experiences.

Local special circumstances:
One of the unique aspects of the Russian Online Games market is the strong presence of domestic game developers. Russian game developers have been successful in creating popular and high-quality games that cater to the preferences of Russian gamers. This has helped to fuel the growth of the Online Games market in the country and has contributed to the overall success of the industry.

Underlying macroeconomic factors:
The growth of the Online Games market in Russia can be attributed to several macroeconomic factors. Firstly, the increasing internet penetration rate in the country has made it easier for Russians to access online games. This, coupled with the growing disposable income of the population, has resulted in more Russians being able to afford gaming devices and subscriptions. Additionally, the government has been supportive of the gaming industry, providing incentives and tax breaks to game developers. This has encouraged the growth of the Online Games market and has attracted both domestic and international companies to invest in the sector. In conclusion, the Online Games market in Russia is experiencing strong growth due to the preferences of Russian gamers for online and multiplayer games, the increasing popularity of mobile and VR gaming, the presence of domestic game developers, and the supportive macroeconomic factors. With these trends and circumstances in place, the Online Games market in Russia 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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