Puzzle Games - Netherlands

  • Netherlands
  • The Puzzle Games market in the Netherlands is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €52.15m in 2022.
  • This represents a substantial increase in revenue compared to previous years.
  • Furthermore, the Puzzle Games market is projected to experience a steady annual growth rate (CAGR 2022-2027) of 8.87%.
  • This growth rate is expected to result in a market volume of €83.64m by 2027.
  • This indicates a positive trend and a promising future for the Puzzle Games market industry in the Netherlands.
  • Breaking down the revenue streams within the market, it is estimated that in-app purchases (IAPs) will contribute €18.10m to the total revenue in 2022.
  • This highlights the significance of in-app purchases as a revenue generator in the Puzzle Games market.
  • Paid app revenue is also expected to play a role in the market, with projections indicating that it will reach €0.71m in 2022.
  • Although this may seem relatively small compared to other revenue streams, it still demonstrates the potential for profitability in this segment of the market.
  • Advertising revenue is another significant contributor to the Puzzle Games market, with projections suggesting it will reach €33.34m in 2022.
  • This highlights the importance of advertising strategies and partnerships within the industry.
  • The number of downloads in the Puzzle Games market is expected to reach 40.93m downloads in 2022.
  • This indicates a strong demand for puzzle games among consumers in the Netherlands.
  • Currently, the average revenue per download is estimated to be €1.27.
  • This figure demonstrates the potential for generating revenue from each download and emphasizes the importance of attracting a large user base.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Puzzle Games market, with a projected revenue of €5,235.00m in 2022.
  • This showcases the dominance of the US market in terms of Puzzle Games market revenue.

Key regions: Germany, China, United States, Europe, 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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