Casual Games - Chile

  • Chile
  • The Casual Games market in Chile is expected to see a significant increase in revenue in the coming years.
  • According to projections, the total revenue in this market is set to reach €20.75m in 2022.
  • This indicates a positive growth trend, with an annual growth rate (CAGR 2022-2027) of 9.63%.
  • As a result, the market volume is projected to reach €33.27m by 2027.
  • Within the Casual Games market, in-app purchase (IAP) revenue is anticipated to reach €11.39m in 2022.
  • Additionally, paid app revenue is projected to reach €1.31m, while advertising revenue is expected to reach €8.05m in the same year.
  • These figures indicate the various revenue streams within the market.
  • Furthermore, the number of downloads in the Casual Games market in Chile is projected to reach 116.60m downloads in 2022.
  • This highlights the popularity and widespread usage of casual games among consumers in the country.
  • Currently, the average revenue per download in the Casual Games market stands at €0.18.
  • This metric provides insight into the financial performance of the market and the revenue generated per individual download.
  • In a global comparison, it is worth noting that in the United States generates the highest revenue in the Casual Games market, with projected earnings of €5,184.00m in 2022.
  • This showcases the dominance of the US market in terms of revenue generation.
  • Overall, the Casual Games market in Chile is poised for growth, with increasing revenue and a substantial number of downloads.
  • This market segment offers significant opportunities for both developers and investors in the country.

Key regions: India, United States, Europe, Japan, Asia

 
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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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