Trivia Games - Norway

  • Norway
  • The Trivia Games market in Norway is projected to see a total revenue of €0.78m in 2022.
  • This represents the anticipated growth in this market segment within the country.
  • Looking ahead, it is expected that the market will continue to expand with an annual growth rate (CAGR 2022-2027) of 7.64%.
  • By 2027, the projected market volume is estimated to reach €1.16m.
  • Within the Trivia Games market, there are different sources of revenue.
  • In-app purchase (IAP) revenue is projected to reach €367.20k in 2022.
  • This indicates the amount of revenue generated through purchases made within the apps.
  • Additionally, paid app revenue is expected to reach €134.70k in 2022.
  • This revenue is generated through the purchase of paid apps in the Trivia Games market.
  • Furthermore, advertising revenue plays a significant role in the Trivia Games market.
  • It is projected to reach €273.20k in 2022.
  • Advertising within these games contributes to the overall revenue generated within this market segment.
  • In terms of user engagement, the number of downloads in the Trivia Games market is projected to reach 2.42m downloads in 2022.
  • This indicates the popularity and demand for these games among users.
  • Currently, the average revenue per download is expected to amount to €0.32, reflecting the average amount of revenue generated per download.
  • When compared globally, it is noteworthy that in the United States generates the highest revenue in the Trivia Games market.
  • In 2022, it is projected to reach €70.36m.
  • This highlights the significant market size and potential in the United States compared to other countries.
  • In summary, the Trivia Games market in Norway is projected to experience growth in revenue and market volume.
  • The different revenue sources, such as in-app purchases, paid apps, and advertising, contribute to the overall revenue generated within this market.
  • The number of downloads and the average revenue per download also provide insights into user engagement and monetization strategies.

Key regions: Asia, China, Germany, Japan, South Korea

 
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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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