Card Games - Spain

  • Spain
  • The Card Games market in Spain is expected to see significant growth in the coming years.
  • In 2022, the total revenue in this market is projected to reach €23.32m.
  • This is a promising figure that indicates a positive outlook for the industry.
  • Furthermore, the market is anticipated to experience a steady annual growth rate of 16.55% from 2022 to 2027.
  • This growth rate, also known as the Compound Annual Growth Rate (CAGR), is a key indicator of the market's potential.
  • By 2027, the projected market volume is estimated to reach €58.76m.
  • When examining the different revenue streams within the Card Games market, in-app purchases (IAP) are expected to play a significant role.
  • In 2022, IAP revenue is projected to reach €5.50m.
  • This highlights the increasing popularity of in-app purchases among players.
  • Paid app revenue is also expected to contribute to the overall revenue in the Card Games market.
  • In 2022, paid app revenue is projected to reach €0.14m.
  • This demonstrates that there is still a market for paid apps in the industry.
  • Additionally, advertising revenue is expected to play a significant role in the Card Games market.
  • In 2022, advertising revenue is projected to reach €17.67m.
  • This indicates that advertisers recognize the value of reaching the audience within the Card Games market.
  • The number of downloads in the Card Games market is also expected to see substantial growth.
  • In 2022, the projected number of downloads is estimated to reach 14.85m downloads.
  • This highlights the popularity of Card Games market among consumers.
  • Moreover, the average revenue per download is currently expected to amount to €1.57.
  • This figure represents the average revenue generated from each download in the market.
  • It serves as an essential metric for understanding the profitability of the industry.
  • A global comparison reveals that in the United States generates the most revenue in the Card Games market.
  • In 2022, the projected revenue in the United States is estimated to reach €4,923.00m.
  • This demonstrates the dominant position of the United States in the global Card Games market.
  • In conclusion, the Card Games market in Spain shows promising growth potential.
  • With steady revenue projections and a growing number of downloads, this market presents opportunities for both developers and advertisers.

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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