Games - South America

  • South America
  • The Games market in South America is poised for significant growth in the coming years.
  • According to projections, the total revenue in this market is expected to reach €1,604.00m by 2022.
  • This is a substantial figure that highlights the potential of the gaming industry in the region.
  • Furthermore, it is anticipated that the Games market will continue to show strong growth with an annual growth rate (CAGR 2022-2027) of 8.27%.
  • This growth trajectory is expected to result in a projected market volume of €2,386.00m by 2027.
  • These numbers indicate a promising future for the Games market in South America.
  • When looking at specific revenue streams within the Games market, in-app purchase (IAP) revenue is projected to reach €638.00m in 2022.
  • This demonstrates the popularity of in-app purchases among gamers in South America.
  • Additionally, paid app revenue is expected to reach €38.74m in 2022.
  • This indicates that consumers in the region are willing to invest in paid gaming applications.
  • Advertising revenue is also projected to play a significant role in the Games market, with a projected revenue of €927.50m in 2022.
  • This highlights the effectiveness of advertising as a monetization strategy within the gaming industry.
  • In terms of user engagement, the number of downloads in the Games market is projected to reach 10.32bn downloads in 2022.
  • This showcases the popularity of gaming among South_American consumers.
  • Furthermore, the average revenue per download is expected to amount to €0.16.
  • This figure gives insight into the revenue generated per individual download, providing a valuable metric for industry analysis.
  • When comparing the Games market globally, it is evident that in China leads the way in terms of revenue generation.
  • In 2022, in China is projected to generate a staggering €59.65bn in gaming revenue.
  • This demonstrates the dominance of the Chinese market and its significant contribution to the global gaming industry.
  • In conclusion, the Games market in South America is experiencing substantial growth and offers immense potential for revenue generation.
  • The projected figures highlight the positive trajectory of the industry in the region, making it an appealing market for gaming companies and investors alike.

Key regions: Europe, India, United States, South Korea, 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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