Games - Slovenia

  • Slovenia
  • Revenue in the Games market is projected to reach US$95.11m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.14%, resulting in a projected market volume of US$122.20m 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 507.6k users by 2029.
  • User penetration will be 22.1% in 2024 and is expected to hit 24.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to [arpu_firstmarket_yeartoday].

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

 
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Analyst Opinion

The Games market in Slovenia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Slovenian customers have shown a strong preference for video games, with a particular interest in online multiplayer games and mobile gaming. This can be attributed to the increasing popularity of smartphones and high-speed internet connectivity, which has made gaming more accessible to a wider audience. Additionally, the rise of esports has also contributed to the growing interest in gaming, as Slovenian gamers are increasingly participating in competitive gaming tournaments and events.

Trends in the market:
One of the key trends in the Slovenian Games market is the shift towards digital distribution. With the increasing availability of high-speed internet and the convenience of online platforms, more customers are opting to purchase and download games digitally rather than buying physical copies. This trend has been further accelerated by the COVID-19 pandemic, as people spent more time at home and turned to gaming as a form of entertainment. Another trend in the market is the growing popularity of virtual reality (VR) gaming. Slovenian gamers are embracing the immersive experience offered by VR technology, with an increasing number of VR gaming arcades and dedicated VR gaming spaces opening up across the country. This trend is expected to continue as the technology becomes more advanced and affordable.

Local special circumstances:
Slovenia has a strong gaming community and a growing number of local game developers. This has led to the emergence of a vibrant indie game scene, with Slovenian developers creating unique and innovative games that cater to both local and international audiences. The government has also been supportive of the gaming industry, providing funding and incentives for game development companies.

Underlying macroeconomic factors:
The growing Games market in Slovenia can be attributed to several underlying macroeconomic factors. The country has a high level of internet penetration and a strong IT infrastructure, which has facilitated the growth of the online gaming industry. Additionally, Slovenia has a relatively high disposable income and a tech-savvy population, which has contributed to the increasing demand for gaming products and services. In conclusion, the Games market in Slovenia is experiencing significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing popularity of online multiplayer games, mobile gaming, and virtual reality gaming are driving the market forward. Additionally, the presence of a strong gaming community and government support for the industry have further fueled the growth of the market. With the continued advancement of technology and the increasing interest in gaming, the Games market in Slovenia is expected to continue its upward trajectory.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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