Entertainment - Ireland

  • Ireland
  • The Entertainment market in Ireland is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €44.57m by 2022.
  • This is expected to be driven by an annual growth rate of 10.92% (CAGR 2022-2027), resulting in a projected market volume of €75.69m by 2027.
  • In terms of revenue sources, it is anticipated that in-app purchases (IAP) will play a significant role, with projected revenue of €20.00m in 2022.
  • Additionally, paid app revenue is expected to contribute €0.06m to the market in the same year.
  • Furthermore, advertising revenue in the Entertainment market sector is projected to reach €24.52m by 2022.
  • As for user engagement, the number of downloads in the Entertainment market is projected to reach 9.21m downloads in 2022.
  • This indicates a strong demand for entertainment-related content among the Irish population.
  • Moreover, the average revenue per download is expected to be €4.84, highlighting the potential profitability of the market.
  • When compared on a global scale, it is worth noting that in China leads in terms of revenue generation, with projected revenue of €11,520.00m in 2022.
  • However, it is important to consider the varying market dynamics and consumer behaviors across different countries.

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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