Adventure Games - Worldwide

  • Worldwide
  • The Adventure Games market is expected to witness significant growth in the coming years.
  • In 2022, the total revenue in this market is projected to reach a staggering €9.71bn worldwide.
  • This projection indicates a promising future for the Adventure Games market.
  • Furthermore, the market is anticipated to experience a steady annual growth rate (CAGR 2022-2027) of 8.31%.
  • This growth trajectory is expected to propel the market volume to approximately €15.17bn by 2027.
  • These numbers highlight the potential opportunities that lie ahead for the Adventure Games market on a global scale.
  • When examining the revenue breakdown within the Adventure Games market, it is noteworthy to mention the various sources contributing to its overall success.
  • In 2022, the projected in-app purchase (IAP) revenue is estimated to reach €6.27bn.
  • This revenue stream demonstrates the increasing popularity of in-app purchases among Adventure Games market consumers.
  • Additionally, paid app revenue is expected to reach €0.18bn in 2022.
  • This figure emphasizes the revenue generated from consumers directly purchasing Adventure Games market apps.
  • Advertising revenue is also a significant contributor to the Adventure Games market.
  • In 2022, the projected advertising revenue is estimated to reach €3.26bn.
  • This revenue stream showcases the potential for marketers and advertisers to target the Adventure Games market audience effectively.
  • Moreover, the number of downloads in the Adventure Games market is projected to reach an impressive 12.78bn downloads in 2022.
  • This high number of downloads signifies the strong demand and popularity of Adventure Games market among consumers worldwide.
  • When assessing the average revenue per download, it is currently expected to amount to €0.76.
  • This figure represents the average revenue generated from each individual download, providing insight into the monetization potential of Adventure Games market.
  • In a global comparison, it is worth noting that in China generates the highest revenue within the Adventure Games market.
  • In 2022, in China's projected revenue is estimated to reach an impressive €4,356.00m.
  • This statistic underscores the robust market presence and revenue-generating capabilities of in China within the Adventure Games market.
  • Overall, the Adventure Games market is poised for growth and presents numerous opportunities for developers, marketers, and investors worldwide.
  • With the projected revenue figures and growth rates, this market segment holds great potential for future success.

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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