Word Games - Czechia

  • Czechia
  • The Word Games market in Czechia is expected to achieve a total revenue of €1.80m in 2022.
  • This projection indicates a significant growth potential for the market.
  • Furthermore, the market is anticipated to exhibit a Compound Annual Growth Rate (CAGR 2022-2027) of 7.06%.
  • This growth rate is expected to contribute to a projected market volume of €2.43m by 2027, demonstrating a promising outlook for the Word Games market in Czechia.
  • When examining the revenue sources within the Word Games market, it is estimated that in-app purchases (IAP) will generate a revenue of €231.00k in 2022.
  • Additionally, paid app revenue is projected to reach €32.52k in the same year.
  • Moreover, advertising revenue is expected to contribute significantly, reaching €1,541.00k in 2022.
  • In terms of downloads, it is predicted that there will be 3.27m downloads downloads in the Word Games market in Czechia during 2022.
  • Currently, the average revenue per download is estimated to be €0.55, providing insight into the revenue generated per individual download.
  • When comparing the global market, in the United States stands out as the leading revenue generator in the Word Games market.
  • It is projected to generate a substantial revenue of €1,647.00m in 2022.
  • This indicates the dominance of the United States in the global Word Games market.

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

 
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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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