Adventure Games - Norway

  • Norway
  • The Adventure Games market in Norway is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €23.58m in 2022.
  • This revenue is anticipated to exhibit a compound annual growth rate (CAGR) of 8.73% from 2022 to 2027, resulting in a projected market volume of €39.30m by 2027.
  • When examining the sources of revenue within the Adventure Games market, it is projected that in-app purchases (IAP) will contribute a significant portion.
  • In 2022, IAP revenue is expected to reach €18.87m.
  • Additionally, revenue from paid apps is projected to reach €1.24m, while advertising revenue is estimated to reach €3.46m in the same year.
  • In terms of user engagement, the number of downloads within the Adventure Games market is projected to reach 5.06m downloads in 2022.
  • Currently, the average revenue per download is expected to amount to €4.66.
  • When comparing the Adventure Games market to other countries, it is noteworthy that in China generates the highest revenue.
  • In 2022 alone, in China is projected to generate a revenue of €4,356.00m.
  • These figures demonstrate the potential for growth and profitability within the Adventure Games market in Norway.

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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