Entertainment - Australia & Oceania

  • Australia & Oceania
  • The projected total revenue in the Entertainment market in Australia & Oceania is set to reach a staggering US$0.77bn in 2022.
  • This impressive figure is expected to experience an annual growth rate, known as the Compound Annual Growth Rate (CAGR), of 10.06% from 2022 to 2027.
  • As a result, the market volume is projected to reach an impressive US$1.28bn by 2027.
  • Within the Entertainment market, the revenue generated from in-app purchases (IAP) is projected to reach US$236.50m in 2022.
  • Similarly, the revenue from paid app purchases is expected to reach US$1.01m in the same year.
  • Additionally, the revenue generated from advertising in the Entertainment market is projected to reach US$535.20m in 2022.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 50.21m downloads in 2022.
  • Interestingly, the average revenue per download is currently expected to amount to US$15.39.
  • When comparing these figures globally, it is worth noting that the majority of revenue in the Entertainment market is generated in China.
  • In 2022, [globalrevenue_currentlayer_yeartoday_maxcountrynameprep] is projected to generate a remarkable US$12,140.00m in revenue.
  • These numbers highlight the significant growth and potential within the Entertainment market in Australia & Oceania.
  • With the continuous advancement of technology and increasing consumer demand, the future looks bright for this thriving industry.

Key regions: United States, India, Germany, China, 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.

Overview

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