Card Games

  • Australia
  • The Card Games market in Australia is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in the market is set to reach €271.10m in 2022.
  • This growth is anticipated to continue with an annual growth rate (CAGR 2022-2027) of 11.11%, resulting in a projected market volume of €496.50m by 2027.
  • In terms of revenue sources, the market is expected to see a substantial contribution from in-app purchases (IAP).
  • In 2022, the projected revenue from IAP in the Card Games market is estimated to reach €68.61m.
  • Additionally, the revenue from paid app downloads is projected to reach €0.53m in the same year.
  • Furthermore, advertising revenue is expected to play a significant role, with projections indicating a revenue of €202.00m in 2022.
  • The number of downloads in the Card Games market is projected to reach 10.63m downloads in 2022.
  • This indicates a considerable interest and engagement with card games among consumers.
  • Moreover, the average revenue per download is expected to amount to €25.51, demonstrating the value and monetization potential of this market segment.
  • When comparing the global landscape, it is evident that in the United States leads in terms of revenue generation.
  • In 2022, it is projected to generate a staggering €4,923.00m in the Card Games market.
  • This highlights the dominance and economic significance of the United States in this industry.
  • Overall, the Card Games market in Australia shows promising growth potential, with various revenue streams contributing to its success.
  • The projected figures indicate a strong market performance, driven by consumer interest, in-app purchases, paid app downloads, and advertising revenue.

Key regions: China, Europe, Asia, Germany, India

 
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Comparación de regiones
 
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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.

Visión general

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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