Education - Lithuania

  • Lithuania
  • The Education market in Lithuania is set to experience substantial growth in the coming years.
  • According to projections, the total revenue in this market is expected to reach US$1.25m in 2022.
  • Moreover, it is anticipated that the market will maintain an annual growth rate of 10.47% from 2022 to 2027, resulting in a projected market volume of US$2.13m by 2027.
  • In terms of revenue breakdown, in-app purchases (IAP) are projected to contribute significantly, with an estimated revenue of US$715.30k in 2022.
  • Additionally, paid app revenue is expected to reach US$31.46k in the same year.
  • Furthermore, advertising revenue in the Education market is projected to reach US$500.10k in 2022.
  • The Education market in Lithuania is not only witnessing growth in revenue but also in the number of downloads.
  • It is predicted that the number of downloads will reach 2.02m downloads in 2022.
  • Currently, the average revenue per download is expected to amount to US$0.62.
  • When comparing the Education market revenue on a global scale, it becomes evident that in the United States leads the way, generating a staggering US$2,681.00m in 2022.
  • This showcases the significant market potential and opportunities available in the Education market sector.
  • Overall, the Education market in Lithuania is poised for growth, with promising revenue projections and a rising number of downloads.
  • As the market continues to expand, it presents numerous possibilities for businesses and investors to capitalize on this thriving sector.

Key regions: China, Germany, Europe, South Korea, United States

 
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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.

Overview

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