Sport Games - United States

  • United States
  • The Sport Games market in the United States is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €2.76bn in 2022.
  • This impressive figure is expected to increase at an annual growth rate of 12.58% (CAGR 2022-2027), resulting in a projected market volume of €5.65bn by 2027.
  • When examining the revenue sources within the Sport Games market, it is anticipated that in-app purchases (IAP) will contribute greatly.
  • In 2022, the projected revenue from in-app purchases is expected to reach €412.60m.
  • Additionally, paid app revenue is projected to reach €10.78m in the same year.
  • On the other hand, advertising revenue is expected to generate €2,332.00m in 2022.
  • In terms of user engagement, the number of downloads in the Sport Games market is projected to reach 0.39bn downloads in 2022.
  • This substantial figure indicates the popularity of sport games among consumers.
  • Furthermore, it is worth noting that the average revenue per download is currently expected to amount to €6.99, showcasing the market's potential for monetization.
  • In a global comparison, it is evident that in the United States is the leading revenue generator in the Sport Games market.
  • In 2022, in the United States is projected to generate €2.76bn in revenue, solidifying its position as the dominant player in this market segment.

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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