Definition:
Online games such as Fortnite and World of Warcraft are video games that can be played over the internet with other players from around the world. These games are designed to be immersive and engaging, allowing players to interact with each other in a virtual world. Players can create their own avatars, complete quests, battle enemies, and participate in various activities. The games are often structured as ongoing narratives, with new content regularly added to keep the experience fresh and exciting. Online games like these have become increasingly popular in recent years, creating new communities and social experiences for players. Online games can be divided into subscription-based games, such as World of Warcraft, or games that are for free, which allow in game purchases, such as Fortnite.Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through in-game purchases, consumer spending on games, and subscription fees. Additional definitions for each market can be found within the respective market pages. Market numbers for online games can also be found in the Advertising & Media Insights in the digital video games market. Key players in the market are companies like Activision (Call of Duty), Blizzard (World of Warcraft) or Epic Games (Fortnite) For more information on the data displayed, use the info button right next to the boxes.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Online Games market in Serbia has been experiencing significant growth in recent years, driven by various factors such as customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Serbia have been shifting towards online gaming, with a growing number of people opting to play games on their smartphones, tablets, or computers. This is due to the convenience and accessibility offered by online gaming platforms, allowing players to engage in gaming activities anytime and anywhere. Additionally, the increasing popularity of multiplayer online games has also contributed to the growth of the market, as players enjoy the social aspect and competition these games offer. Trends in the market indicate that the demand for online games in Serbia is expected to continue rising. This can be attributed to the growing availability of high-speed internet connections, which enables smoother gameplay and enhances the overall gaming experience. Furthermore, the emergence of virtual reality (VR) and augmented reality (AR) technologies has opened up new possibilities in the online gaming industry, attracting a wider audience and driving market growth. Local special circumstances in Serbia have also played a role in the development of the Online Games market. The country has a young population, with a high percentage of tech-savvy individuals who are enthusiastic about gaming. This demographic factor has created a favorable environment for the growth of the online gaming industry, as there is a large pool of potential customers. Underlying macroeconomic factors have also contributed to the expansion of the Online Games market in Serbia. The country has experienced steady economic growth in recent years, leading to an increase in disposable income among the population. This has allowed more people to afford gaming devices and invest in online gaming activities. Additionally, the government has implemented supportive policies and regulations that promote the development of the digital economy, including the online gaming sector. In conclusion, the Online Games market in Serbia is experiencing significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. As more people in the country embrace online gaming and technological advancements continue to enhance the gaming experience, the market is expected to further expand in the coming years.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights