Education - Southeast Asia

  • Southeast Asia
  • The Education market in Southeast Asia is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$43.96m by 2022.
  • Furthermore, it is anticipated that the market will continue to expand with a compound annual growth rate (CAGR) of 10.99% between 2022 and 2027, resulting in a projected market volume of US$73.92m by 2027.
  • Within the Education market, in-app purchase (IAP) revenue is projected to reach US$22.45m in 2022.
  • Additionally, paid app revenue is expected to reach US$2.40m in the same year.
  • Furthermore, advertising revenue in this market is set to reach US$19.10m by 2022.
  • In terms of user engagement, the number of downloads within the Education market is projected to reach 262.60m downloads in 2022.
  • Currently, the average revenue per download stands at US$0.17.
  • When comparing the Education market globally, it is worth noting that in the United States leads the way in revenue generation, with an estimated revenue of US$2,681.00m in 2022.
  • This indicates the dominance of the United States in the Education market sector.
  • These figures highlight the immense potential and lucrative opportunities present in the Education market in Southeast Asia.
  • As the region continues to invest in education and technology, it is expected to witness substantial growth and attract further investments in the coming years.

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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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