Online Games - Slovenia

  • Slovenia
  • Revenue in the Online Games market is projected to reach US$1.28m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.24%, resulting in a projected market volume of US$1.43m by 2029.
  • In the Online Games market, the number of users is expected to amount to 255.0k users by 2029.
  • User penetration will be 11.3% in 2024 and is expected to hit 12.1% 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$5.36 in 2024.

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

 
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Analyst Opinion

The Online Games market in Slovenia has been experiencing significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet connections.

Customer preferences:
Slovenian customers have shown a strong preference for online games, with a particular interest in multiplayer and role-playing games. This is in line with global trends, as online gaming has become increasingly popular worldwide. The convenience of being able to play games on various devices, such as smartphones, tablets, and computers, has also contributed to the growth of the market.

Trends in the market:
One of the key trends in the online games market in Slovenia is the rise of mobile gaming. With the increasing penetration of smartphones and the availability of high-speed internet connections, more and more people are turning to mobile devices for gaming. This trend is expected to continue in the coming years, as mobile devices become even more powerful and affordable. Another trend in the market is the growing popularity of eSports. Slovenia has seen a significant increase in the number of eSports tournaments and events, attracting both local and international players. The rise of eSports has not only created new opportunities for professional gamers but has also contributed to the overall growth of the online games market in the country.

Local special circumstances:
Slovenia's relatively small population and high internet penetration rate have created a favorable environment for the online games market. With a population of just over 2 million people, the market may be considered niche compared to larger countries. However, the high internet penetration rate of over 80% means that a significant portion of the population has access to online gaming.

Underlying macroeconomic factors:
The growth of the online games market in Slovenia can also be attributed to the country's stable economy and high disposable income levels. With a GDP per capita above the European Union average, Slovenian consumers have more disposable income to spend on leisure activities, including online gaming. In conclusion, the Online Games market in Slovenia is experiencing growth due to changing customer preferences, the rise of mobile gaming, and the increasing popularity of eSports. The country's high internet penetration rate and stable economy have also contributed to the market's development. As technology continues to advance and the online gaming industry evolves, it is expected that the market in Slovenia will continue to grow 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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