Entertainment - Czechia

  • Czechia
  • The Entertainment market in Czechia is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €37.22m in 2022.
  • This indicates a positive trend in the industry.
  • Furthermore, the market is anticipated to display an annual growth rate of 9.60% between 2022 and 2027, resulting in a projected market volume of €59.19m by 2027.
  • This showcases the potential for expansion and opportunities within the sector.
  • When examining specific revenue streams within the Entertainment market, it is projected that in-app purchase (IAP) revenue will reach €5.09m in 2022.
  • Additionally, paid app revenue is expected to reach €0.06m in the same year.
  • Moreover, advertising revenue is projected to reach €32.06m in 2022.
  • These figures highlight the diverse sources of income within the market.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 14.89m downloads in 2022.
  • This indicates a strong demand for entertainment-related applications and content.
  • Additionally, the average revenue per download is expected to amount to €2.50, demonstrating the potential profitability of each user interaction.
  • It is worth noting that when compared globally, in China generates the highest revenue in the Entertainment market, with an estimated total of €11,520.00m in 2022.
  • This indicates the significant market presence and dominance of in China in the industry.
  • Overall, the Entertainment market in Czechia is poised for growth, with various revenue streams and a positive market outlook.
  • These projections indicate a promising future for the industry, as it continues to evolve and cater to the evolving needs and preferences of consumers.

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

 
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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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