Online Games - Hungary

  • Hungary
  • Revenue in the Online Games market is projected to reach US$3.91m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.10%, resulting in a projected market volume of US$4.13m by 2029.
  • In the Online Games market, the number of users is expected to amount to 1.2m users by 2029.
  • User penetration will be 11.8% in 2024 and is expected to hit 12.9% by 2029.
  • In global comparison, most revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in the Online Games market is projected to amount to US$3.31 in 2024.

Key regions: United States, Europe, France, India, Asia

 
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Analyst Opinion

The Online Games market in Hungary has experienced significant growth in recent years, driven by changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Hungarian customers have shown a growing interest in online games, with a preference for both casual and competitive gaming experiences. The convenience of playing games online, the availability of a wide variety of game genres, and the ability to connect and compete with players from around the world have contributed to the popularity of online games in Hungary. Additionally, the increasing penetration of smartphones and the widespread availability of high-speed internet connections have made online gaming more accessible to a larger audience.

Trends in the market:
One of the key trends in the Hungarian online games market is the rise of mobile gaming. With the increasing popularity of smartphones and the growing number of mobile game releases, more and more Hungarian gamers are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of high-quality games on app stores. Another trend in the market is the growing popularity of esports. Esports tournaments and events are gaining traction in Hungary, with a rising number of players and spectators. This trend is fueled by the increasing recognition of esports as a legitimate form of competition, as well as the growing investment in infrastructure and marketing by game developers and sponsors.

Local special circumstances:
Hungary has a vibrant gaming culture, with a strong community of gamers and game developers. The country has a number of successful game development studios, which have contributed to the growth of the online games market. The presence of local game developers has not only led to the creation of high-quality games but has also fostered a sense of pride and support for the local gaming industry among Hungarian gamers.

Underlying macroeconomic factors:
The growth of the online games market in Hungary is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income. This has allowed more individuals to afford gaming devices and invest in online games. Furthermore, the government has implemented favorable policies to support the growth of the digital economy, including the gaming sector. These policies have attracted foreign investment and encouraged the development of the online games market in Hungary. In conclusion, the Online Games market in Hungary is experiencing significant growth due to changing customer preferences, emerging trends such as mobile gaming and esports, local special circumstances such as a vibrant gaming culture, and underlying macroeconomic factors including economic growth and supportive government policies. As these factors continue to evolve, the online games market in Hungary is expected to further expand and thrive 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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