Trivia Games - Worldwide

  • Worldwide
  • The Trivia Games market is set to experience substantial growth worldwide.
  • According to projections, the market's total revenue is expected to reach €150.30m in 2022.
  • This figure is expected to rise steadily with an annual growth rate of 7.89%, resulting in a projected market volume of €226.30m by 2027.
  • When examining the revenue breakdown within the Trivia Games market, it is estimated that in-app purchases (IAP) will generate €58.80m in 2022.
  • Additionally, revenue from paid apps is projected to reach €15.68m in the same year.
  • Advertising revenue is also expected to play a significant role, with projections indicating it will reach €75.85m in 2022.
  • In terms of user engagement, the Trivia Games market is anticipated to see a significant increase in the number of downloads, reaching 1.30bn downloads in 2022.
  • Despite the high number of downloads, the average revenue per download is expected to amount to €0.12.
  • When comparing revenue generated across different countries, in the United States stands out as the leader in the Trivia Games market.
  • Projections indicate that in the United States will generate €70.36m in revenue in 2022.
  • This demonstrates the dominant position in the United States holds within the global Trivia Games market.

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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