Video games benefitted from COVID-19. Unlike traditional toys and games, the weakening economy did not affect consumers’ demand.
Valve Corp remained the leader in video games, despite losing value share in 2020. Its overall leadership is due to the success of DOTA and Counter Strike in online games and digital computer games respectively.
Static consoles registered the highest value growth rate thanks to the launch of PlayStation 5 in 2020. In fact, electronics and appliance specialist retailers were not able to meet the demand.
Video games is expected to continue to register healthy constant value growth over the forecast period and continue to gain value share over traditional games and puzzles, as society becomes more and more digital. The age range of gamers will widen and the consumer base will continue to grow.
E-commerce accounts for the vast majority of value sales and this is set to continue over the forecast period, especially as gaming moves to the cloud and to mobile and downloadable formats. There is a much larger and affordable product range available online.
While sales of static consoles recorded high growth in 2020, as hardcore gamers snapped up the latest generation of PlayStation 5, sales are projected to decline as gamers gravitate towards mobile gaming and cloud gaming over the forecast period. Mobile games will perform strongly in video games software due to the increasing penetration of smartphones and the development of mobile internet in the country.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Ukraine with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
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Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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