Game Consoles - Montenegro

  • Montenegro
  • The Game Consoles market in Montenegro is projected to generate a revenue of €313.0k in 2024.
  • It is anticipated that this market will experience an annual growth rate of -4.30% (CAGR 2024-2029).
  • When comparing this revenue to other countries globally, it is noteworthy that in the United States leads with a revenue of €7,203.0m in 2024.
  • Moreover, in terms of per capita figures, each person in Montenegro is expected to contribute €0.50 in revenue in 2024.
  • Looking ahead, the volume of the Game Consoles market in Montenegro is estimated to reach 0.75k pieces by 2029.
  • However, there is a slight decline predicted for 2025, with a volume growth rate of -3.1%.
  • On an individual level, the average volume per person in the Game Consoles market is projected to be 0.000pieces in 2024.
  • Despite its small size, Montenegro has seen a surge in the demand for game consoles, with a growing number of gamers embracing the immersive gaming experience.

Key regions: India, United States, Brazil, Canada, China

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

Additional notes:

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). GCS data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Volume
  • Price
  • Sales Channels
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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