Entertainment - Caribbean

  • Caribbean
  • The Entertainment market in the Caribbean is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €13.17m in 2022.
  • This figure is expected to exhibit an annual growth rate of 12.77%, resulting in a projected market volume of €23.85m by 2027.
  • When examining the revenue sources within the Entertainment market, it is anticipated that in-app purchases (IAP) will contribute €3,366.00k in 2022.
  • Furthermore, paid app revenue is projected to reach €8.42k, while advertising revenue is estimated to amount to €9,795.00k in the same year.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 19.25m downloads in 2022.
  • Currently, the average revenue per download is expected to be €0.68.
  • A global comparison reveals that in China generates the highest revenue in the Entertainment market, with an estimated €11,520.00m in 2022.
  • This showcases in China's dominance in the industry.
  • Overall, the Entertainment market in the Caribbean is poised for growth, with significant revenue potential across various segments.

Key regions: United States, India, Germany, China, South Korea

 
Mercado
 
Región
 
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
  • Downloads
  • Analyst Opinion
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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