Casual Games - Eastern Europe

  • Eastern Europe
  • The Casual Games market in Eastern Europe is expected to witness substantial growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$54.68m in 2022.
  • This signifies a promising future for the region's gaming industry.
  • Furthermore, industry experts anticipate a steady annual growth rate (CAGR 2022-2027) of 9.22%, resulting in a projected market volume of US$110.20m by 2027.
  • This growth trajectory highlights the increasing popularity and demand for Casual Games market in Eastern Europe.
  • When examining the revenue sources within the Casual Games market, in-app purchases (IAP) are expected to contribute significantly.
  • Projections indicate that IAP revenue will reach US$23.72m in 2022.
  • This revenue stream exemplifies the growing trend of players purchasing additional features or content within games.
  • Paid app revenue is also expected to make a notable contribution, with projections suggesting it will reach US$2.80m in 2022.
  • This indicates that players in Eastern Europe are willing to invest in premium games, further fueling the growth of the market.
  • Advertising revenue is another crucial component of the Casual Games market, projected to reach US$28.16m in 2022.
  • This revenue stream demonstrates the effectiveness and appeal of advertising within casual gaming experiences.
  • In terms of user engagement, the number of downloads in the Casual Games market is projected to reach 0.55bn downloads in 2022.
  • This signifies the high level of interest and participation in gaming activities withEastern_Europe.
  • Currently, the average revenue per download is expected to amount to US$0.10.
  • This metric showcases the financial viability and profitability of the Casual Games market in Eastern Europe.
  • When comparing the global landscape, it is worth noting that in the United States generates the highest revenue in the Casual Games market.
  • Projections suggest that the US will generate US$5,463.00m in 2022, underscoring its dominance within the industry.
  • In conclusion, the Casual Games market in Eastern Europe is poised for significant growth, with projections indicating a promising future.
  • Factors such as in-app purchases, paid app revenue, advertising revenue, and high user engagement contribute to the region's thriving gaming industry.
  • While in the United States leads in terms of revenue generation, in Eastern Europe showcases its potential to emerge as a key player in the global Casual Games market.

Key regions: India, United States, Europe, Japan, Asia

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, 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/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

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 case market dynamics change.

Overview

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