Sport Games - Sweden

  • Sweden
  • In 2022, the projected total revenue in the Sport Games market in Sweden is expected to reach €33.68m.
  • This represents a significant figure for the market segment, demonstrating its economic importance.
  • Looking ahead, the market is anticipated to show steady growth with an annual growth rate (CAGR 2022-2027) of 12.19%.
  • This growth trajectory is projected to result in a market volume of €62.76m by 2027.
  • Within the Sport Games market, in-app purchase (IAP) revenue is projected to reach €5.51m in 2022.
  • This revenue stream is driven by the increasing popularity of in-app purchases among consumers.
  • Additionally, paid app revenue is expected to reach €0.22m in 2022, indicating that there is still a demand for paid applications within the market.
  • Advertising revenue also plays a significant role in the Sport Games market, with projected revenue reaching €27.95m in 2022.
  • This demonstrates the importance of advertising as a revenue source for game developers and publishers in the industry.
  • The projected number of downloads in the Sport Games market for 2022 is 10.47m downloads.
  • This figure highlights the high level of engagement and interest from consumers in Sweden for sport-related games.
  • When considering the average revenue per download, it is currently expected to amount to €3.22.
  • This metric provides insight into the revenue generated per individual download, showcasing the potential profitability of the market segment.
  • In a global context, it is interesting to note that in the United States generates the highest revenue in the Sport Games market, projected to reach €2,756.00m in 2022.
  • This comparison emphasizes the scale and competitiveness of the industry on an international level, with in the United States leading in terms of revenue generation.

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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