Card Games - Asia

  • Asia
  • In 2022, the projected total revenue in the Card Games market is set to reach a staggering €2.60bn.
  • This market is expected to experience a steady annual growth rate of 7.65% from 2022 to 2027, resulting in a projected market volume of €3.93bn by 2027.
  • Within the Card Games market, the revenue generated from in-app purchases (IAP) is projected to reach €1,661.00m in 2022.
  • Additionally, the revenue generated from paid app downloads is projected to reach €4.17m in the same year.
  • Advertising revenue in this market is also expected to see significant growth, reaching €932.20m in 2022.
  • Furthermore, the number of downloads in the Card Games market is projected to reach 1.04bn downloads in 2022.
  • Currently, the average revenue per download is estimated to be €2.50.
  • When comparing the Card Games market globally, it is worth noting that in the United States generates the highest revenue, with a projected revenue of €4,923.00m in 2022.
  • These figures demonstrate the impressive growth and potential of the Card Games market, both globally and specifically in Asia, where it holds a significant market segment.

Key regions: China, Europe, Asia, Germany, India

 
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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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