Sport Games - Worldwide

  • Worldwide
  • The Sport Games market is set to witness substantial growth worldwide.
  • According to projections, the total revenue in this market is expected to reach a staggering €7.13bn by 2022.
  • Moreover, the market is anticipated to exhibit a robust compound annual growth rate (CAGR 2022-2027) of 10.71%, resulting in a projected market volume of €12.89bn by 2027.
  • When examining the revenue sources within the Sport Games market, in-app purchases (IAP) are projected to contribute significantly.
  • In 2022, IAP revenue is estimated to reach €1.96bn.
  • Additionally, paid app revenue is expected to reach €0.03bn in the same year.
  • Advertising revenue is also anticipated to play a substantial role, projected to reach €5.14bn.
  • In terms of user engagement, the number of downloads is projected to reach a remarkable 5.17bn downloads in 2022.
  • Notably, the current average revenue per download is expected to amount to €1.38.
  • When considering a global comparison, in the United States emerges as the frontrunner in revenue generation within the Sport Games market.
  • In 2022, in the United States is projected to generate revenue of €2,756.00m, solidifying its position as the market leader.
  • These figures indicate the significant potential and growth opportunities that lie within the Sport Games market worldwide.
  • As the market continues to evolve, it will be intriguing to observe how these projections unfold and the impact they have on the gaming industry.

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

Comparación de regiones

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.


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.


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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