Trivia Games - Lithuania

  • Lithuania
  • The Trivia Games market in Lithuania is expected to see a significant increase in total revenue, reaching €31.58k in 2022.
  • This projection indicates a promising future for the market segment in the country.
  • Additionally, the market is anticipated to display a steady annual growth rate (CAGR 2022-2027) of 8.35%, leading to a projected market volume of €48.73k by 2027.
  • These figures highlight the potential for continued expansion and development within the Trivia Games market in Lithuania.
  • Within the Trivia Games market, specific revenue categories are also projected to experience notable growth.
  • In-app purchase (IAP) revenue is estimated to reach €10.38k in 2022, demonstrating the popularity of this revenue stream among consumers.
  • Furthermore, paid app revenue is projected to reach €5.01k in 2022, indicating a demand for premium Trivia Games market applications.
  • Advertising revenue within the Trivia Games market is also expected to increase, reaching €16.19k in 2022.
  • These figures illustrate the diverse revenue streams within the market segment and the opportunities they present for developers and advertisers.
  • In terms of user engagement, the number of downloads within the Trivia Games market is projected to reach 0.79m downloads in 2022.
  • This significant number highlights the popularity and widespread appeal of Trivia Games market among consumers in Lithuania.
  • Furthermore, the average revenue per download is currently expected to amount to €0.04, indicating the potential profitability of each user acquisition.
  • A global comparison reveals that in the United States generates the highest revenue within the Trivia Games market, with an estimated revenue of €70.36m in 2022.
  • This statistic emphasizes the size and financial significance of the market in the United States, while also providing context for the revenue figures in Lithuania.
  • Overall, the projected revenue and market volume growth in the Trivia Games market in Lithuania indicate a promising future for the industry.
  • With the increasing popularity of in-app purchases, paid apps, and advertising, as well as a growing number of downloads, the Trivia Games market in Lithuania is poised for continued success and expansion.

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
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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