Sport Games - Norway

  • Norway
  • The Sport Games market in Norway is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is anticipated to reach €9.65m in 2022.
  • This indicates a positive outlook for the industry.
  • Furthermore, it is expected that the market will experience an annual growth rate, known as Compound Annual Growth Rate (CAGR), of 12.14% between 2022 and 2027.
  • As a result, the projected market volume is estimated to reach €18.87m by 2027.
  • In terms of revenue sources within the Sport Games market, in-app purchase (IAP) revenue is projected to reach €2.98m in 2022.
  • This indicates a strong demand for in-app purchases among users.
  • Additionally, paid app revenue is projected to reach €0.23m in 2022, demonstrating that users are willing to invest in paid apps within this market segment.
  • Moreover, advertising revenue is expected to reach €6.44m in 2022, highlighting the importance of advertising as a revenue stream for companies operating in the Sport Games market.
  • When it comes to the number of downloads, it is projected that there will be approximately 4.71m downloads downloads in the Sport Games market in 2022.
  • This indicates a high level of user engagement and interest in this market segment.
  • Furthermore, the average revenue per download is currently expected to amount to €2.05, suggesting that each download contributes a substantial amount of revenue to the overall market.
  • In a global comparison, it is worth noting that in the United States generates the highest revenue in the Sport Games market, with a projected revenue of €2,756.00m in 2022.
  • This demonstrates the dominant position of the United States in the global market, indicating its strong user base and market potential.
  • Overall, the Sport Games market in Norway is projected to experience significant growth in terms of revenue and market volume in the coming years.
  • This underscores the importance of this market segment and presents opportunities for companies operating within it to capitalize on the growing demand for sport-related gaming experiences.

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

 
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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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