Casual Games - Denmark

  • Denmark
  • The Casual Games market in Denmark is expected to see substantial growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach €27.03m.
  • This is an impressive figure that demonstrates the popularity and profitability of casual games in the country.
  • Moreover, the market is expected to continue expanding at an annual growth rate of 7.94% from 2022 to 2027.
  • This steady growth is anticipated to result in a projected market volume of €40.42m by 2027.
  • These numbers indicate a promising future for the casual games industry in Denmark.
  • Within the Casual Games market, in-app purchase (IAP) revenue is projected to reach €12.00m in 2022.
  • This revenue stream is driven by the increasing trend of players making in-app purchases to enhance their gaming experience.
  • Paid app revenue in the Casual Games market is also expected to contribute to the overall revenue.
  • It is projected to reach €1.00m in 2022.
  • This revenue is generated from users who opt to pay upfront for access to a premium gaming experience.
  • Advertising revenue is another significant source of income within the Casual Games market.
  • It is projected to reach €14.04m in 2022.
  • Advertisements integrated into casual games offer companies a platform to reach a wide audience, resulting in substantial revenue generation.
  • Furthermore, the number of downloads in the Casual Games market is projected to reach 17.57m downloads in 2022.
  • This high number of downloads signifies the popularity and widespread adoption of casual games among Danish consumers.
  • It is worth noting that the average revenue per download is expected to amount to €1.54.
  • This metric demonstrates the average amount of revenue generated from each download.
  • It serves as a key indicator of the market's revenue potential on a per-user basis.
  • In a global comparison, it is evident that in the United States generates the most revenue within the Casual Games market.
  • In 2022, the revenue in the United States is projected to reach a staggering €5,184.00m.
  • This highlights the dominance of the US market and its significant contribution to the overall revenue in the casual games industry.
  • In conclusion, the Casual Games market in Denmark is poised for substantial growth in the coming years.
  • With consistent revenue projections and a strong user base, this market segment offers promising opportunities for businesses and investors.

Key regions: India, United States, Europe, Japan, Asia

 
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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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