Games - Ukraine

  • Ukraine
  • In Ukraine, revenue in the Games market is projected to reach US$577.40m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.54%, resulting in a projected market volume of US$910.70m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach US$128.10bn in 2024.
  • Within the Games market, the number of users in Ukraine is expected to amount to 7.5m users by 2029.
  • User penetration is forecasted to be 16.5% in 2024 and is anticipated to increase to 19.6% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].
  • In Ukraine, the Games in the Media market is witnessing a surge in local content production, reflecting a growing demand for culturally relevant gaming experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Ukraine has been experiencing significant growth in recent years, driven by a combination of customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Ukraine have shifted towards gaming as a popular form of entertainment. With the rise of smartphones and affordable internet access, more people have access to gaming platforms and are able to engage in online multiplayer games. Additionally, the younger generation in Ukraine has shown a strong interest in gaming, with many considering it a social activity and a way to connect with friends. This has led to an increase in demand for both console and mobile games. Trends in the market have also contributed to the growth of the Games market in Ukraine. One notable trend is the rise of esports, which has gained a significant following in the country. Esports tournaments and events attract large audiences and generate revenue through ticket sales, sponsorships, and advertising. This trend has led to the development of a competitive gaming scene in Ukraine, with professional teams and players emerging in various games. Another trend in the market is the increasing popularity of free-to-play games with in-app purchases. This business model allows players to download and play games for free, but offers optional in-game purchases to enhance the gaming experience. This model has proven successful in Ukraine, as it allows players to try out games without financial commitment and provides developers with a sustainable revenue stream. Local special circumstances, such as the availability of skilled game developers and a supportive government, have also contributed to the growth of the Games market in Ukraine. The country has a strong pool of talented game developers, who have created successful games that have gained international recognition. The Ukrainian government has also provided support to the gaming industry through initiatives such as tax incentives and funding for game development studios. These factors have attracted both local and international game developers to invest in Ukraine. Underlying macroeconomic factors, such as the growth of the Ukrainian economy and increasing disposable income, have also played a role in the development of the Games market. As the economy has improved, more people have the means to spend on entertainment, including gaming. This has created a larger market for game developers and publishers, leading to increased investment and innovation in the industry. Overall, the Games market in Ukraine has experienced significant growth due to customer preferences, market trends, local special circumstances, and underlying macroeconomic factors. The increasing popularity of gaming as a form of entertainment, the rise of esports, the success of free-to-play games, the availability of skilled game developers, and the supportive government policies have all contributed to the development of a thriving Games market in Ukraine.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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