Mobile Games - Hungary

  • Hungary
  • Revenue in the Mobile Games market is projected to reach US$51.21m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.13%, resulting in a projected market volume of US$72.26m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 2.3m users by 2029.
  • User penetration will be 19.8% in 2024 and is expected to hit 23.7% by 2029.
  • In global comparison, most revenue will be generated in China (US$34,660.00m in 2024).
  • The average revenue per user (ARPU) in the Mobile Games market is projected to amount to US$25.91 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in Hungary is experiencing significant growth and development, driven by the increasing popularity of smartphones and the growing demand for mobile entertainment.

Customer preferences:
Hungarian consumers are increasingly turning to mobile games as a form of entertainment, with a particular preference for casual and puzzle games. These games offer a quick and easy way to pass the time and provide a sense of relaxation and enjoyment. Additionally, multiplayer games that allow users to connect and compete with friends and family are also gaining popularity in Hungary.

Trends in the market:
One of the key trends in the Hungarian mobile games market is the rise of in-app purchases. As more players become engaged with mobile games, developers are capitalizing on this by offering in-app purchases that enhance the gaming experience or provide additional content. This trend is driven by the desire for personalization and the willingness of players to spend money on virtual goods. Another trend in the market is the increasing integration of augmented reality (AR) and virtual reality (VR) technologies in mobile games. These technologies offer a more immersive and interactive gaming experience, allowing players to engage with the game world in a whole new way. This trend is fueled by advancements in smartphone technology and the growing interest in immersive gaming experiences.

Local special circumstances:
Hungary has a strong gaming culture, with a growing number of game developers and studios emerging in the country. This has created a vibrant and competitive market, with a wide range of local games available to Hungarian consumers. The presence of local game developers also contributes to the growth of the mobile games market, as they create games that are tailored to the preferences and interests of the local audience.

Underlying macroeconomic factors:
The growth of the mobile games market in Hungary is also influenced by underlying macroeconomic factors. The increasing affordability and availability of smartphones, coupled with the improving internet infrastructure in the country, have made mobile games more accessible to a larger population. Additionally, the rising disposable income and changing lifestyles of Hungarian consumers have contributed to the increased demand for mobile entertainment options, including mobile games. In conclusion, the Mobile Games market in Hungary is experiencing growth and development due to the increasing popularity of smartphones, the preferences of Hungarian consumers for casual and puzzle games, and the integration of technologies such as AR and VR. The presence of local game developers and the favorable macroeconomic factors in Hungary also contribute to the growth of the 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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