| Product Code: ETC5427100 | Publication Date: Nov 2023 | Updated Date: Oct 2025 | Product Type: Market Research Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 60 | No. of Figures: 30 | No. of Tables: 5 |
Latvia`s market for mobile, PC, console gaming, and animation imports saw a decline in 2024, with a negative CAGR of -6.43% from 2020 to 2024. The top exporting countries to Latvia in 2024 were Austria, Romania, Czechia, Netherlands, and the UK. Despite the downturn, the Herfindahl-Hirschman Index (HHI) remained at low concentration levels, indicating a diverse import market. However, the growth rate from 2023 to 2024 saw a significant decrease of -18.26%, highlighting challenges in the industry that may require strategic adjustments to stimulate future growth.
pc & console gaming & animation ( entertainment
2d
3d
visual effects
tv
direct-to-dvd and content) market
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Overview |
3.1 Latvia Country Macro Economic Indicators |
3.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, 2021 & 2031F |
3.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Industry Life Cycle |
3.4 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Porter's Five Forces |
3.5 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Entertainment, 2021 & 2031F |
3.6 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share, By Animation Segments, 2021 & 2031F |
3.7 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume Share Segmentations, 2021 & 2031F |
4 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing demand for immersive entertainment experiences |
4.2.2 Technological advancements in gaming and animation industry |
4.2.3 Growing popularity of mobile gaming and streaming platforms |
4.3 Market Restraints |
4.3.1 High development costs for creating high-quality gaming and animation content |
4.3.2 Limited access to skilled talent in the gaming and animation sector |
4.3.3 Regulatory challenges and copyright issues impacting content creation |
5 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Trends |
6 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Segmentations |
6.1 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Entertainment |
6.1.1 Overview and Analysis |
6.1.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 2D, 2021-2031F |
6.1.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By 3D, 2021-2031F |
6.1.4 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Visual Effects, 2021-2031F |
6.1.5 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By TV, 2021-2031F |
6.1.6 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Direct-to-DVD and Content, 2021-2031F |
6.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market, By Animation Segments |
6.2.1 Overview and Analysis |
6.2.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By E-Education, 2021-2031F |
6.2.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Web designing, 2021-2031F |
6.2.4 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Animation entertainment, 2021-2031F |
6.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Segmentations |
6.3.1 Overview and Analysis |
6.3.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By PC games, 2021-2031F |
6.3.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Mobile games, 2021-2031F |
6.3.4 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Console games, 2021-2031F |
6.3.5 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenues & Volume, By Online games, 2021-2031F |
7 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Import-Export Trade Statistics |
7.1 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Export to Major Countries |
7.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Imports from Major Countries |
8 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Key Performance Indicators |
8.1 Average session duration on gaming and animation platforms |
8.2 User engagement metrics like daily active users (DAU) and monthly active users (MAU) |
8.3 Number of new game or animation releases |
8.4 Adoption rate of new gaming technologies and platforms |
8.5 Quality ratings and reviews of gaming and animation content |
9 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Opportunity Assessment |
9.1 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Entertainment, 2021 & 2031F |
9.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment, By Animation Segments, 2021 & 2031F |
9.3 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Opportunity Assessment Segmentations, 2021 & 2031F |
10 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market - Competitive Landscape |
10.1 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Revenue Share, By Companies, 2024 |
10.2 Latvia Mobile, PC & Console Gaming & Animation ( Entertainment, 2D, 3D, Visual Effects, TV, Direct-to-DVD and Content) Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations | 13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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