Trivia Games - Japan

  • Japan
  • The Trivia Games market in Japan is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach €1.11m in 2022.
  • This indicates a positive trend and demonstrates the market's potential for expansion.
  • Furthermore, it is anticipated that the Trivia Games market will continue to grow at an annual rate of 7.56% between 2022 and 2027.
  • This steady growth will contribute to a projected market volume of €1.63m by 2027.
  • These figures highlight the increasing popularity and demand for trivia games among consumers in Japan.
  • When examining the revenue sources within the Trivia Games market, it is projected that in-app purchases (IAP) will account for a significant portion.
  • In 2022, IAP revenue is estimated to reach €0.55m, showcasing the lucrative nature of this segment.
  • Additionally, paid app revenue is expected to play a notable role in the market, projected to reach €0.50m in 2022.
  • This demonstrates that consumers are willing to invest in trivia games through upfront payments.
  • Moreover, advertising revenue is projected to contribute to the overall revenue of the Trivia Games market in Japan.
  • In 2022, it is estimated that advertising revenue will reach €0.06m.
  • In terms of user engagement, the number of downloads in the Trivia Games market is projected to reach 14.23m downloads in 2022.
  • This indicates a strong interest in trivia games among Japanese consumers.
  • Currently, the average revenue per download in this market is expected to amount to €0.08.
  • This metric provides insights into the monetization potential of trivia games, as it represents the average revenue generated per individual download.
  • When comparing the Trivia Games market globally, it is worth noting that in the United States generates the highest revenue.
  • In 2022, in the United States is projected to generate €70.36m in revenue, showcasing its dominance in this segment.
  • Overall, the Trivia Games market in Japan presents promising opportunities for growth, with steady revenue projections and a strong user base.
  • As the market continues to evolve, it will be interesting to observe how these projections materialize and shape the industry.

Key regions: Asia, China, Germany, Japan, South Korea

 
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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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