Sport Games - Germany

  • Germany
  • The Sport Games market in Germany is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €131.70m by 2022.
  • This growth is anticipated to continue, with an annual growth rate (CAGR 2022-2027) of 11.59%.
  • As a result, the projected market volume is expected to reach €243.30m by 2027.
  • Within the Sport Games market, in-app purchases (IAP) are expected to contribute significantly to revenue.
  • It is projected that in-app purchase revenue will reach €34.62m in 2022.
  • Additionally, paid app revenue is estimated to reach €0.65m in the same year.
  • Furthermore, advertising revenue in the Sport Games market is projected to reach €96.40m in 2022.
  • The number of downloads in the Sport Games market is expected to increase as well, reaching a total of 60.78m downloads in 2022.
  • Currently, the average revenue per download is estimated to be €2.17.
  • In a global comparison, it is evident that in the United States generates the highest revenue in the Sport Games market.
  • In 2022, the projected revenue in the United States is estimated to be €2,756.00m.
  • This highlights the dominance of the US market in this segment.
  • Overall, the Sport Games market in Germany is poised for growth, with various revenue streams contributing to its success.

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

 
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Comparaison de régions
 
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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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