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Games - Russia

Russia
  • In Russia, revenue in the Games market is projected to reach US$4.84bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.83%, leading to a projected market volume of US$8.09bn by 2029.
  • When compared globally, the majority of revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • In the context of the Games market in Russia, the number of users is expected to amount to 44.8m users by 2029.
  • User penetration in Russia will be 26.8% in 2024 and is expected to rise to 31.6% by 2029.
  • Additionally, the average revenue per user (ARPU) in Russia is projected to amount to US$760.30.
  • In Russia, the Games in the Media market is witnessing a surge in interest as local developers increasingly focus on culturally relevant content and innovative gameplay mechanics.

Definition:

The games market refers to the entire industry involved in the creation, development, publishing, distribution, and monetization of video games. This market encompasses a wide range of products, including console games, PC games, mobile games, and online games. It also includes hardware and accessories such as gaming consoles, controllers, and virtual reality headsets. The games market is a rapidly growing industry, with millions of people worldwide playing video games and billions of dollars in revenue generated each year.

Structure:

The games market contains out of several different markets, such as Physically Sold Video Games, Mobile Games or Cloud Gaming. Information on all the other markets can be found on the relevant page.

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 download games, mobile games, online games and gaming networks can also be found in the digital market insights in the video games market. Key players in the market are companies like Activision (Call of Duty), PUBG Mobile or GeForce Now. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Games Live Streaming, such as Twitch
  • Download Games, such as downloading from Steam
  • Cloud Gaming, such as GeForce Now
  • Mobile Games, such as PUBG Mobile
  • online and offline sales, such as from physical stores or online shops

Out-Of-Scope

  • Demo/Trial versions of video games
  • Free-to-play gaming apps
Games: market data & analysis - Cover

Market Insights report

Games: market data & analysis

Study Details

    Revenue

    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

    Analyst Opinion

    The Games market in Russia has been experiencing significant growth in recent years. Customer preferences have shifted towards mobile gaming, with a strong demand for multiplayer online games. Additionally, local special circumstances and underlying macroeconomic factors have contributed to the development of the market. Customer preferences in the Games market in Russia have evolved to favor mobile gaming. The widespread use of smartphones has made gaming more accessible to a larger audience. Mobile games offer convenience and portability, allowing users to play anytime and anywhere. This has led to a surge in demand for mobile games, particularly those with multiplayer online features. Russian gamers enjoy the social aspect of online gaming, where they can connect and interact with other players. This preference for multiplayer online games has driven the growth of the market. Trends in the Games market in Russia also reflect global trends in the gaming industry. The rise of esports has gained popularity in Russia, with competitive gaming tournaments attracting a large following. Esports events are often broadcasted online, allowing fans to watch their favorite players and teams compete. The growing esports scene has created opportunities for game developers and publishers to capitalize on this trend. They have been developing games specifically tailored for esports competitions, attracting both professional players and casual gamers. Local special circumstances in Russia have contributed to the growth of the Games market. The country has a large population, providing a significant consumer base for the gaming industry. Additionally, Russia has a strong gaming culture, with a history of successful game development studios and a passionate community of gamers. This has created a favorable environment for the industry to thrive. Underlying macroeconomic factors have also played a role in the development of the Games market in Russia. The country's economy has been steadily recovering from a recession, leading to increased consumer spending. As disposable income rises, more individuals are able to invest in gaming and entertainment. This has fueled the demand for games and gaming-related products. Furthermore, the government has shown support for the industry, providing incentives for game developers and fostering innovation in the sector. In conclusion, the Games market in Russia has experienced growth due to customer preferences for mobile gaming and multiplayer online games. The rise of esports and favorable local circumstances have also contributed to the development of the market. Additionally, underlying macroeconomic factors such as economic recovery and government support have played a role in driving the growth of the industry.

    Users

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Demographics

    Most recent update: Mar 2024

    Sources: Statista Market Insights, Statista Consumer Insights Global

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    Global Comparison

    Most recent update: Nov 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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