Download Games - Hungary

  • Hungary
  • Revenue in the Download Games market is projected to reach US$32.85m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.76%, resulting in a projected market volume of US$41.45m by 2029.
  • In the Download Games market, the number of users is expected to amount to 1.6m users by 2029.
  • User penetration will be 15.7% in 2024 and is expected to hit 16.5% by 2029.
  • In global comparison, most revenue will be generated in the United States (US$5,054.00m in 2024).
  • The average revenue per user (ARPU) in the Download Games market is projected to amount to US$20.89 in 2024.

Key regions: Japan, France, Asia, United Kingdom, India

 
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Analyst Opinion

The Download Games market in Hungary has been experiencing significant growth in recent years.

Customer preferences:
Hungarian consumers have shown a strong preference for downloading games rather than purchasing physical copies. This can be attributed to several factors, including the convenience of downloading games directly to their devices and the ability to access a wide variety of games from different genres. Additionally, the increasing popularity of mobile gaming has contributed to the growth of the download games market in Hungary, as consumers can easily download games onto their smartphones and tablets.

Trends in the market:
One of the key trends in the download games market in Hungary is the rise of free-to-play games. These games are available for free download, but offer in-app purchases or advertising to generate revenue. This business model has gained popularity among both developers and consumers, as it allows for wider accessibility to games and encourages ongoing engagement. Another trend in the market is the increasing demand for multiplayer online games, which provide opportunities for social interaction and competition among players. This trend is driven by the growing popularity of online gaming communities and the desire for a more immersive gaming experience.

Local special circumstances:
Hungary has a strong gaming culture, with a significant number of gamers and game developers in the country. The local gaming industry has been actively promoting the download games market through various events and initiatives, which has helped to create awareness and generate interest among consumers. Additionally, the availability of high-speed internet and the widespread use of smartphones and other mobile devices have made it easier for Hungarian consumers to access and download games.

Underlying macroeconomic factors:
The growth of the download games market in Hungary can also be attributed to favorable macroeconomic factors. The country has experienced steady economic growth in recent years, which has increased disposable incomes and consumer spending power. This has allowed consumers to allocate more of their budget towards entertainment and leisure activities, including gaming. Furthermore, the relatively low cost of downloading games compared to purchasing physical copies has made gaming more affordable and accessible to a wider audience. In conclusion, the Download Games market in Hungary is experiencing significant growth due to customer preferences for convenience and variety, as well as the rise of free-to-play and multiplayer online games. The local gaming culture and favorable macroeconomic factors have also contributed to the growth of the market. As the popularity of gaming continues to increase and technology advances, it is expected that the download games market in Hungary will continue to expand in the coming years.

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., 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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