Adventure Games - Australia

  • Australia
  • The Adventure Games market in Australia is projected to experience significant growth in the coming years.
  • By 2022, the total revenue in this market is expected to reach AUD €77.62m.
  • This projection indicates a positive trend in the market, with an annual growth rate (CAGR 2022-2027) of 7.02%.
  • By 2027, the market is expected to expand further, reaching a projected volume of AUD €104.70m.
  • When examining the revenue breakdown within the Adventure Games market, it is projected that in-app purchases (IAP) will contribute AUD €53.91m in revenue by 2022.
  • Additionally, the revenue generated from paid app downloads is expected to reach AUD €4.44m in the same year.
  • Moreover, advertising revenue in the Adventure Games market is projected to reach AUD €19.26m in 2022.
  • The popularity of Adventure Games market in Australia can also be measured by the number of downloads.
  • It is estimated that by 2022, the number of downloads in this market will reach 24.23m downloads.
  • This figure demonstrates the significant demand for Adventure Games market among Australian consumers.
  • In terms of revenue per download, the current average stands at AUD €3.20.
  • This metric provides insights into the profitability of each download within the Adventure Games market.
  • When comparing the Adventure Games market globally, it is noteworthy to mention that in China generates the highest revenue in this segment.
  • By 2022, in China is projected to generate a staggering AUD €4,356.00m in revenue, solidifying its position as a major player in the global Adventure Games market.

Key regions: Europe, India, Japan, Germany, South Korea

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. 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 digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

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 case market dynamics change.

Vue d’ensemble

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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