Adventure Games - Worldwide

  • Worldwide
  • Total revenue in the Adventure Games market is projected to reach €11.89bn in 2022.
  • Total revenue is expected to show an annual growth rate (CAGR 2022-2029) of 6.10%, resulting in a projected market volume of €17.65bn by 2029.
  • In-app purchase (IAP) revenue in the Adventure Games market is projected to reach €8.46bn in 2022.
  • Paid app revenue in the Adventure Games market is projected to reach €0.17bn in 2022.
  • Advertising revenue in the Adventure Games market is projected to reach €3.26bn in 2022.
  • The number of downloads in the Adventure Games market is projected to reach 12.78bn downloads in 2022.
  • The average revenue per download currently is expected to amount to €0.93.
  • A global comparison reveals that most revenue is generated in China (€4,397.00m in 2022).
 
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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.

Visión general

  • Revenue
  • Downloads
  • Global Comparison
  • Methodology
  • Key Market Indicators
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