Board Games - Peru

  • Peru
  • In 2022, the Board Games market in Peru is expected to generate a total revenue of €1.54m.
  • This represents a significant growth compared to previous years.
  • Looking ahead, the market is projected to continue expanding with an annual growth rate (CAGR 2022-2027) of 9.09%.
  • By 2027, the market volume is forecasted to reach €2.35m, indicating a positive trend for the industry.
  • Within the Board Games market, different revenue streams contribute to the overall financial performance.
  • In-app purchases (IAP) are projected to generate a revenue of €989.50k in 2022.
  • This demonstrates the increasing popularity of digital transactions within the sector.
  • Additionally, paid app revenue is expected to reach €164.10k in the same year, showcasing the willingness of consumers to invest in premium gaming experiences.
  • Furthermore, advertising revenue is projected to reach €384.60k in 2022, reflecting the potential for marketing and promotional activities in the Board Games market.
  • An important metric to consider is the number of downloads, which serves as an indicator of the market's reach and popularity.
  • In 2022, the number of downloads in the Board Games market is projected to reach 35.34m downloads.
  • This highlights the strong demand for board game applications among consumers in Peru.
  • When analyzing the financial performance of the Board Games market, it is crucial to examine the average revenue per download.
  • Currently, this metric is expected to amount to €0.04.
  • This figure illustrates the revenue generated from each individual download, providing insights into the profitability of the market.
  • In a global perspective, in the United States stands out as the country generating the highest revenue within the Board Games market.
  • In 2022, in the United States is projected to generate a total revenue of €1,090.00m.
  • This demonstrates the dominance of the United States in the industry and highlights its market leadership position.
  • Overall, the Board Games market in Peru shows promising growth prospects, with increasing revenue and a positive market outlook.
  • As consumers continue to embrace digital gaming experiences, the industry is expected to flourish in the coming years.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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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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