Mobile Games - Slovenia

  • Slovenia
  • Revenue in the Mobile Games market is projected to reach US$12.03m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.04%, resulting in a projected market volume of US$15.38m by 2029.
  • In the Mobile Games market, the number of users is expected to amount to 0.4m users by 2029.
  • User penetration will be 16.8% in 2024 and is expected to hit 19.7% 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$33.73 in 2024.

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

 
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Analyst Opinion

The Mobile Games market in Slovenia is experiencing significant growth and development.

Customer preferences:
Slovenian customers have shown a growing interest in mobile games, with a preference for games that offer immersive and interactive experiences. They are attracted to games that have high-quality graphics, engaging storylines, and multiplayer capabilities. Additionally, Slovenian gamers appreciate games that are easily accessible and can be played on a variety of devices, including smartphones and tablets. They also value games that offer a social aspect, allowing them to connect and compete with friends and other players.

Trends in the market:
One of the key trends in the Slovenian mobile games market is the increasing popularity of casual and hyper-casual games. These types of games are easy to pick up and play, making them appealing to a wide range of gamers. They often have simple mechanics and quick gameplay sessions, which align with the preferences of busy Slovenian consumers who are looking for entertainment during short breaks or commutes. Another trend in the market is the rise of in-app purchases and microtransactions. Slovenian gamers are willing to spend money on virtual goods and additional content within games, such as cosmetic items, power-ups, and extra levels. This trend has created new revenue streams for game developers and has led to the development of free-to-play games that monetize through in-app purchases.

Local special circumstances:
Slovenia has a relatively small population compared to other European countries, which presents both opportunities and challenges for the mobile games market. On one hand, the smaller market size allows for easier targeting and customization of games to suit Slovenian preferences. On the other hand, it means that game developers may need to consider expanding their reach beyond Slovenia to maximize their potential audience and revenue. Furthermore, Slovenia has a high smartphone penetration rate, with a large percentage of the population owning and using smartphones. This widespread access to mobile devices has contributed to the growth of the mobile games market in the country.

Underlying macroeconomic factors:
The growth of the mobile games market in Slovenia can be attributed to several macroeconomic factors. Firstly, the increasing disposable income of Slovenian consumers has allowed them to spend more on leisure activities, including gaming. As the economy continues to grow, more consumers are able to afford smartphones and data plans, which in turn drives the demand for mobile games. Secondly, advancements in technology have made mobile gaming more accessible and appealing. The availability of high-speed internet and the development of powerful smartphones have created a seamless gaming experience for Slovenian gamers. This has led to an increase in the number of mobile gamers in the country. In conclusion, the Mobile Games market in Slovenia is experiencing growth and development due to customer preferences for immersive and interactive games, the popularity of casual and hyper-casual games, the rise of in-app purchases, the high smartphone penetration rate, increasing disposable income, and advancements in technology. These factors have created a favorable environment for the mobile games industry to thrive in Slovenia.

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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