Word Games - Denmark

  • Denmark
  • The Word Games market in Denmark is expected to see significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach €4.95m.
  • This is just the beginning, as the market is expected to continue growing at an annual growth rate of 6.23%, resulting in a projected market volume of €6.39m by 2027.
  • When it comes to revenue sources, in-app purchases (IAP) are projected to play a major role, with an estimated revenue of €0.67m in 2022.
  • Additionally, paid app revenue in the Word Games market is expected to reach €0.07m in the same year.
  • Advertising revenue is also projected to contribute significantly, with an estimated revenue of €4.22m in 2022.
  • In terms of user engagement, the number of downloads in the Word Games market is projected to reach 3.10m downloads in 2022.
  • This indicates a strong interest in word games among users in Denmark.
  • Furthermore, the average revenue per download is expected to amount to €1.60, demonstrating the market's profitability.
  • When compared globally, it is interesting to note that in the United States generates the highest revenue in the Word Games market.
  • In 2022 alone, the revenue from this market in the United States is projected to reach a staggering €1,647.00m.
  • This highlights the popularity and profitability of word games in the United States.
  • Overall, the Word Games market in Denmark is expected to thrive in the coming years, with significant revenue growth and a strong user base.
  • This presents opportunities for both developers and advertisers to tap into this lucrative market segment.

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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