Card Games - South America

  • South America
  • The revenue generated in the Card Games market in South America is projected to reach €72.51m in 2022.
  • This represents the total revenue expected to be generated within this market segment.
  • It is anticipated that there will be an annual growth rate of 13.23% from 2022 to 2027 (CAGR 2022-2027), resulting in a projected market volume of €156.20m by 2027.
  • Within the Card Games market, in-app purchase (IAP) revenue is projected to reach €10.93m in 2022.
  • This revenue is generated through in-app purchases made by consumers within card games.
  • Additionally, paid app revenue is projected to reach €0.57m in 2022.
  • This revenue is generated through the purchase of paid card game applications.
  • Advertising revenue within the Card Games market is projected to reach €61.01m in 2022.
  • This revenue is generated through advertisements displayed within card games.
  • Furthermore, the number of downloads within the Card Games market is projected to reach 123.40m downloads in 2022.
  • This represents the total number of times card game applications are downloaded by users.
  • Currently, the average revenue per download within this market segment is expected to amount to €0.59.
  • This figure indicates the average revenue generated per download of a card game application.
  • In a global comparison, it is evident that in the United States generates the highest revenue within the Card Games market, with a projected revenue of €4,923.00m in 2022.

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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