Video Games - Montenegro

  • Montenegro
  • The Video Games market in Montenegro is projected to reach a revenue of US$7.94m by 2024.
  • It is expected to show an annual growth rate (CAGR 2024-2027) of 6.50%, resulting in a projected market volume of US$9.59m by 2027.
  • By that time, the number of users in Montenegro is expected to reach 66.0k users with a user penetration of 9.5% in 2024, which is expected to increase to 10.5% by 2027.
  • The largest market segment in Montenegro is Mobile Games, with a market volume of US$2.84m in 2024.
  • In comparison to other countries, China is projected to generate the highest revenue, amounting to US$94,490.00m in 2024.
  • Furthermore, the average revenue per user (ARPU) in the Video Games market in Montenegro is projected to amount to US$132.80 in 2024.
  • Montenegro's video game market is booming, driven by a growing number of local game developers and an increasing demand for immersive gaming experiences.

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

 
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Analyst Opinion

While all other Digital Media market markets have already gone through small revolutions caused by new business models like subscription-based services, the Video Games market is only at the beginning of this development. New offers like Ubisoft’s Uplay+ gaming flat rate or technical innovations like Google Stadia’s game streaming platform might attract even more casual gamers and revolutionize the way consumers play video games in general.

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.

Overview

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