Sport Games - Indonesia

  • Indonesia
  • The Sport Games market in Indonesia is expected to see a significant increase in total revenue, reaching €24.24m in 2022.
  • This projection indicates a promising future for the market segment.
  • Additionally, it is anticipated that the market will experience steady growth with an annual growth rate of 11.43% (CAGR 2022-2027), resulting in a projected market volume of €45.00m by 2027.
  • When looking specifically at in-app purchases (IAP), it is projected that the revenue in the Sport Games market will reach €9.32m in 2022.
  • This indicates a strong potential for revenue generation through in-app purchases within the market.
  • Paid app revenue in the Sport Games market is also expected to contribute to the overall revenue, projected to reach €0.15m in 2022.
  • This suggests that there is a demand for paid apps in the Sport Games market in Indonesia.
  • Advertising revenue is another significant factor in the Sport Games market, with a projected revenue of €14.77m in 2022.
  • This highlights the importance of advertising strategies and partnerships within the market segment.
  • In terms of user engagement, the number of downloads in the Sport Games market is projected to reach 161.70m downloads in 2022.
  • This indicates a high level of interest and popularity among consumers in Indonesia.
  • The average revenue per download is currently estimated to be €0.15.
  • This metric provides insights into the monetization potential of the Sport Games market, indicating the amount of revenue generated per download.
  • When comparing the revenue generated globally, it is evident that in the United States leads in terms of revenue generation, with a projected revenue of €2,756.00m in 2022.
  • This comparison underscores the potential for growth and development in the Indonesian Sport Games market, as it continues to expand and capture a larger share of the global market.

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

 
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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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