Download Games - Russia

  • Russia
  • Revenue in the Download Games market is projected to reach US$190.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.19%, resulting in a projected market volume of US$233.40m by 2029.
  • In the Download Games market, the number of users is expected to amount to 25.2m users by 2029.
  • User penetration will be 17.1% in 2024 and is expected to hit 17.8% 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$7.70 in 2024.

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

 
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Analyst Opinion

The Download Games market in Russia has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Russian consumers have shown a growing interest in downloading games instead of purchasing physical copies. This shift can be attributed to several factors. Firstly, downloading games offers convenience, as consumers can access their favorite games instantly without having to visit a physical store. Secondly, downloading games allows for easy updates and patches, ensuring that players have the latest version of the game. Finally, the increasing popularity of online multiplayer games has also contributed to the growth of the download games market, as players can connect with others from around the world without leaving their homes.

Trends in the market:
One major trend in the Russian download games market is the rise of mobile gaming. With the increasing penetration of smartphones and affordable data plans, more Russians are turning to mobile devices for gaming. This trend is driven by the convenience of playing games on the go and the availability of a wide range of mobile games. As a result, mobile game downloads have seen significant growth in recent years. Another trend in the market is the popularity of free-to-play games with in-app purchases. This business model allows players to download games for free but offers additional content or features that can be purchased within the game. This model has gained traction in Russia, as it allows players to try out games without any upfront cost and then decide whether to invest in additional content or features.

Local special circumstances:
One of the unique factors influencing the download games market in Russia is the prevalence of piracy. Historically, Russia has had a high rate of software piracy, including games. However, in recent years, the government has taken steps to combat piracy, leading to an increase in legal downloads. This crackdown on piracy has created a more favorable environment for game developers and publishers, encouraging them to release their games in the Russian market.

Underlying macroeconomic factors:
The growth of the download games market in Russia is also influenced by macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income. This has allowed more Russians to afford gaming devices and invest in downloadable games. Additionally, the devaluation of the Russian ruble in 2014 has made imported physical games more expensive, further driving consumers towards the download games market. In conclusion, the Download Games market in Russia has seen significant growth due to changing customer preferences, such as the shift towards mobile gaming and the popularity of free-to-play games. Local special circumstances, including the crackdown on piracy, have also contributed to the market's development. Furthermore, underlying macroeconomic factors, such as steady economic growth and the devaluation of the ruble, have played a role in driving the growth of the download games market in Russia.

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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