Card Games - United Kingdom

  • United Kingdom
  • The Card Games market in the United Kingdom is expected to reach a total revenue of €212.90m in 2022.
  • This represents a significant growth potential for the market.
  • It is projected that the market will continue to grow at an annual rate of 14.64%, resulting in a market volume of €478.90m by 2027.
  • In terms of revenue streams, in-app purchases (IAP) are expected to contribute significantly to the market, with a projected revenue of €31.84m in 2022.
  • Additionally, paid app revenue is also projected to reach €1.13m in 2022.
  • Advertising revenue is another substantial revenue source, with a projected amount of €179.90m in 2022.
  • The number of downloads in the Card Games market is expected to reach 26.77m downloads in 2022.
  • This indicates a strong interest and demand for card games among consumers.
  • Currently, the average revenue per download is expected to amount to €7.95, demonstrating the revenue potential for each individual download.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Card Games market, with a projected amount of €4,923.00m in 2022.
  • This highlights the significant market dominance of the United States in this particular segment.
  • Overall, the Card Games market in the United Kingdom is poised for growth and presents numerous opportunities for revenue generation.
  • With the increasing popularity of in-app purchases, paid apps, and advertising, it is expected that the market will continue to thrive in the coming years.

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

 
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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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