Games - Russia

  • Russia
  • Revenue in the Games market is projected to reach US$4,919.00m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.97%, resulting in a projected market volume of US$8,278.00m by 2029.
  • In global comparison, most revenue will be generated in China (US$128.90bn in 2024).
  • In the Games market, the number of users is expected to amount to 44.8m users by 2029.
  • User penetration will be 26.8% in 2024 and is expected to hit 31.6% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$760.30.

Key regions: Europe, China, India, Japan, United States

 
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Analyst Opinion

The Games market in Russia has been experiencing significant growth in recent years. Customer preferences have shifted towards mobile gaming, with a strong demand for multiplayer online games.

Additionally, local special circumstances and underlying macroeconomic factors have contributed to the development of the market. Customer preferences in the Games market in Russia have evolved to favor mobile gaming. The widespread use of smartphones has made gaming more accessible to a larger audience.

Mobile games offer convenience and portability, allowing users to play anytime and anywhere. This has led to a surge in demand for mobile games, particularly those with multiplayer online features. Russian gamers enjoy the social aspect of online gaming, where they can connect and interact with other players.

This preference for multiplayer online games has driven the growth of the market. Trends in the Games market in Russia also reflect global trends in the gaming industry. The rise of esports has gained popularity in Russia, with competitive gaming tournaments attracting a large following.

Esports events are often broadcasted online, allowing fans to watch their favorite players and teams compete. The growing esports scene has created opportunities for game developers and publishers to capitalize on this trend. They have been developing games specifically tailored for esports competitions, attracting both professional players and casual gamers.

Local special circumstances in Russia have contributed to the growth of the Games market. The country has a large population, providing a significant consumer base for the gaming industry. Additionally, Russia has a strong gaming culture, with a history of successful game development studios and a passionate community of gamers.

This has created a favorable environment for the industry to thrive. Underlying macroeconomic factors have also played a role in the development of the Games market in Russia. The country's economy has been steadily recovering from a recession, leading to increased consumer spending.

As disposable income rises, more individuals are able to invest in gaming and entertainment. This has fueled the demand for games and gaming-related products. Furthermore, the government has shown support for the industry, providing incentives for game developers and fostering innovation in the sector.

In conclusion, the Games market in Russia has experienced growth due to customer preferences for mobile gaming and multiplayer online games. The rise of esports and favorable local circumstances have also contributed to the development of the market. Additionally, underlying macroeconomic factors such as economic recovery and government support have played a role in driving the growth of the industry.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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