Adventure Games - United Kingdom

  • United Kingdom
  • The Adventure Games market in the United Kingdom is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €173.20m in 2022.
  • This figure is expected to increase at an annual growth rate of 7.87%, resulting in a projected market volume of €261.70m by 2027.
  • When examining the revenue sources within the Adventure Games market, it is anticipated that in-app purchases (IAP) will contribute significantly.
  • In 2022, IAP revenue is projected to reach €98.00m.
  • Additionally, paid app revenue is expected to reach €8.15m, while advertising revenue is estimated to reach €67.09m in the same year.
  • Considering the popularity of Adventure Games market, the number of downloads is forecasted to reach 87.54m downloads in 2022.
  • As for the average revenue per download, it is currently expected to amount to €1.98.
  • In a global context, it is interesting to note that in China leads in generating revenue within the Adventure Games market.
  • In 2022, in China is projected to generate €4,356.00m in revenue, surpassing other countries.
  • These statistics demonstrate the potential and growth of the Adventure Games market in the United Kingdom, making it an exciting and profitable industry.

Key regions: Europe, India, Japan, Germany, 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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