Mobile Games - Czechia

  • Czechia
  • In Czechia, revenue in the Mobile Games market market is forecasted to reach US$93.07m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.20%, leading to a projected market volume of US$125.70m by 2029.
  • By 2029, the number of users in the Mobile Games market market is expected to reach 1.7m users.
  • User penetration is set to be 14.1% in 2024 and is projected to increase to 16.4% by 2029.
  • When compared globally, in China is expected to generate the highest revenue (US$34,660.00m in 2024) in the Mobile Games market market.
  • The average revenue per user (ARPU) in the Mobile Games market market is forecasted to be US$62.97 in 2024.
  • Czechia's mobile games market is experiencing a surge in user engagement, driving increased investments in the country's media sector.

Key regions: United Kingdom, India, China, South Korea, Asia

 
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Analyst Opinion

The Mobile Games market in Czechia has experienced significant growth in recent years, driven by changing customer preferences and favorable local special circumstances. Czechia has seen a surge in mobile game downloads and revenue, reflecting the growing popularity of mobile gaming among its population.

Customer preferences:
Czechia has a tech-savvy population that embraces digital entertainment, including mobile games. The convenience and accessibility of mobile gaming have made it a preferred choice for entertainment among Czech consumers. With the increasing availability of high-speed internet and the proliferation of smartphones, more people are turning to mobile games as a form of entertainment on the go. The wide variety of game genres available, ranging from casual puzzle games to immersive multiplayer experiences, caters to diverse customer preferences.

Trends in the market:
One of the key trends in the Czech mobile games market is the rise of in-app purchases. Players are increasingly willing to spend money on in-game items, upgrades, and virtual currencies to enhance their gaming experience. This trend has contributed to the revenue growth in the market, as developers monetize their games through in-app purchases. Additionally, there has been a shift towards multiplayer and social gaming, where players can connect and compete with friends and other players online. This trend has fostered a sense of community among gamers and increased engagement with mobile games.

Local special circumstances:
Czechia benefits from a well-developed mobile infrastructure, with widespread access to high-speed internet and a high smartphone penetration rate. This has created a conducive environment for the growth of the mobile games market. Furthermore, Czechia has a strong gaming culture, with a number of successful local game developers and a thriving indie game scene. This has contributed to the availability of high-quality mobile games that cater to the preferences of Czech players.

Underlying macroeconomic factors:
The overall economic growth and increasing disposable income in Czechia have also played a role in the development of the mobile games market. As consumers have more discretionary income, they are more willing to spend on entertainment, including mobile games. The relatively low cost of mobile games compared to other forms of entertainment, such as console gaming or going to the movies, makes them an attractive option for consumers. In conclusion, the Mobile Games market in Czechia has experienced significant growth due to changing customer preferences, favorable local special circumstances, and underlying macroeconomic factors. The convenience and accessibility of mobile gaming, coupled with the rise of in-app purchases and multiplayer gaming, have contributed to the market's expansion. With a well-developed mobile infrastructure and a strong gaming culture, Czechia is well-positioned to continue its growth in the mobile games market.

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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