Online Games - Slovakia

  • Slovakia
  • Revenue in Slovakia's Online Games market market is forecasted to reach US$3.70m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 1.92%, leading to a projected market volume of US$4.07m by 2029.
  • By 2029, the number of users in the Online Games market market in Slovakia is expected to reach 0.7m users.
  • User penetration is set to be 11.7% in 2024 and is projected to increase to 12.7% by 2029.
  • When compared globally, in China is expected to generate the most revenue (US$6,532.00m in 2024) in the Online Games market market.
  • The average revenue per user (ARPU) in Slovakia's Online Games market market is forecasted to be US$5.57 in 2024.
  • Slovakia's online gaming market is experiencing a surge in virtual reality game development, captivating a tech-savvy audience with immersive experiences.

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

 
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Analyst Opinion

The Online Games market in Slovakia has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet.

Customer preferences:
Slovakian consumers have shown a growing interest in online gaming, with a particular focus on multiplayer and role-playing games. This can be attributed to the social nature of these games, as well as the ability to connect with friends and other players from around the world. Additionally, the rise of mobile gaming has made it easier for consumers to access online games on the go, further fueling the market's growth.

Trends in the market:
One notable trend in the Slovakian online games market is the increasing popularity of eSports. Competitive gaming has gained a significant following in recent years, with organized tournaments and professional teams attracting both players and spectators. This trend has led to the development of specialized gaming platforms and the emergence of professional eSports leagues in Slovakia. Another trend in the market is the rise of virtual reality (VR) gaming. With the advancements in technology, VR gaming has become more accessible and affordable for consumers. This immersive gaming experience has captured the interest of many Slovakian gamers, who are eager to explore new and innovative ways to play.

Local special circumstances:
Slovakia's relatively small population and geographical size have created a close-knit gaming community. This sense of community has fostered the growth of local game development studios, who are able to cater to the specific preferences and interests of Slovakian gamers. These studios often create games that incorporate local culture and references, further resonating with the local audience.

Underlying macroeconomic factors:
The growth of the Slovakian online games market can also be attributed to the country's strong economy and high internet penetration rate. As disposable incomes increase, consumers have more money to spend on leisure activities such as gaming. Additionally, the widespread availability of high-speed internet has made it easier for consumers to access online games and connect with other players. In conclusion, the Online Games market in Slovakia has experienced significant growth due to changing customer preferences, including a growing interest in multiplayer and role-playing games, as well as the increasing availability of high-speed internet. The rise of eSports and virtual reality gaming have also contributed to the market's development. Local special circumstances, such as the close-knit gaming community and the presence of local game development studios, have further fueled the market's growth. Overall, the underlying macroeconomic factors, including a strong economy and high internet penetration rate, have created a favorable environment for the online games market in Slovakia.

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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