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Download Games - Turkmenistan

Turkmenistan
  • The projected revenue in the Download Games market in Turkmenistan is expected to reach US$7.62m in 2024.
  • This figure is estimated to show an annual growth rate (CAGR 2024-2027) of 11.65%, resulting in a projected market volume of US$10.61m by 2027.
  • Additionally, it is anticipated that the number of users in the Download Games market will amount to 772.7k users by 2027.
  • The user penetration rate, which indicates the percentage of the population using Download Games market, is projected to be 10.1% in 2024 and is expected to increase to 11.7% by 2027.
  • In comparison to other countries, United States is anticipated to generate the highest revenue in the Download Games market, reaching US$5.05bn in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Download Games market is projected to amount to US$11.82 in 2024.
  • Turkmenistan's download games market is experiencing a surge in demand, driven by a growing tech-savvy population.

Download Games refer to online sales of full version video games for gaming consoles or PCs/laptops via direct download of the installation file and a corresponding product key. Full version video games require an installation on a specific hardware device. Top vendors are Steam, PlayStation Store or Xbox Games Store. Physical video game sales, demo/trial versions and completely free-to-play games are not included.

In-Scope

  • Online sales of video games for gaming consoles or PCs/laptops via direct download

Out-Of-Scope

  • Physical video game sales
  • Demo/trial-versions
Video Games: market data & analysis - Cover

Market Insights report

Video 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: Mar 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: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    With rising prosperity and connection speeds in emerging and developing countries, the Download Games market will continue to grow steadily over the next few years. New offers like subscription-based game libraries (e. g., Uplay+) will power this development even further. However, upcoming technical innovations such as game streaming might have the same impact on the Download Games market as Music Streaming had on Music Downloads.

    Users

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Company Insights

    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., the Statista Global Consumer Survey), 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). GCS data is reweighted for representativeness.

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    Video Games: market data & analysis - BackgroundVideo Games: market data & analysis - Cover

    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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