Games - Czechia

  • Czechia
  • In Czechia, revenue in the Games market is projected to reach €682.60m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.77%, leading to a projected market volume of €992.40m by 2029.
  • In a global context, the majority of revenue will be generated United States, which is anticipated to reach €117,600.00m in 2024.
  • In the Games market withCzechia, the number of users is expected to amount to 2.5m users by 2029.
  • User penetration will be 21.0% in 2024 and is anticipated to increase to 23.8% by 2029.
  • The average revenue per user (ARPU) in Czechia is projected to be €910.60.
  • Czechia's gaming market is experiencing a surge in indie game development, reflecting a growing appetite for diverse narratives and innovative gameplay experiences.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Czechia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Games market have shifted towards digital gaming, with a growing demand for online multiplayer games and mobile gaming. This trend can be attributed to the increasing availability of high-speed internet connections and the widespread adoption of smartphones in Czechia. Furthermore, the younger population in the country is more inclined towards digital entertainment, leading to a surge in the popularity of e-sports and competitive gaming events. Trends in the market also indicate a rise in the consumption of virtual reality (VR) and augmented reality (AR) games. The immersive experiences offered by these technologies have captured the interest of Czech gamers, resulting in a growing demand for VR and AR gaming devices and content. Additionally, the Games market in Czechia has witnessed an increase in the popularity of indie games, which are developed by smaller studios and offer unique and innovative gameplay experiences. Local special circumstances, such as the presence of a strong gaming culture and a supportive government, have contributed to the growth of the Games market in Czechia. The country has a long history of game development, with several successful game studios based in Czechia. This has fostered a vibrant gaming community and a favorable environment for game developers. Furthermore, the government has introduced initiatives to promote the Games industry, including tax incentives for game development companies and the establishment of game development hubs. These factors have attracted both local and international game developers to invest in Czechia, leading to the expansion of the Games market. Underlying macroeconomic factors have also played a role in the development of the Games market in Czechia. The country has experienced steady economic growth in recent years, resulting in higher disposable incomes and increased consumer spending. This has allowed Czech gamers to allocate more of their income towards gaming, driving the demand for games and gaming-related products. Additionally, the favorable business environment and access to skilled talent have attracted foreign game companies to establish their presence in Czechia, further contributing to the growth of the Games market. In conclusion, the Games market in Czechia is witnessing significant growth due to changing customer preferences towards digital gaming, the rise of VR and AR games, the presence of a strong gaming culture and supportive government initiatives, and underlying macroeconomic factors. These factors have created a favorable environment for the development and expansion of the Games market in Czechia.

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.

Visión general

  • Revenue
  • Analyst Opinion
  • Users
  • Demographics
  • Global Comparison
  • Methodology
  • Key Market Indicators
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