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Entertainment - Benelux

Benelux
  • The Entertainment market in Benelux is projected to witness a significant growth in the coming years.
  • By 2022, the total revenue in this market is estimated to reach US$261.90m.
  • This is expected to be driven by various factors such as increasing consumer demand and technological advancements.
  • Furthermore, the Entertainment market in Benelux is anticipated to exhibit a compound annual growth rate (CAGR) of 10.61% from 2022 to 2027.
  • This steady growth is likely to result in a projected market volume of US$458.60m by 2027.
  • In terms of revenue streams, the in-app purchase (IAP) segment is projected to generate US$60.19m in 2022.
  • This highlights the growing popularity of in-app purchases among consumers in the Entertainment market.
  • Additionally, the paid app revenue is expected to reach US$336.70k in 2022, indicating the willingness of consumers to pay for premium entertainment applications.
  • Moreover, advertising revenue is projected to contribute significantly to the overall revenue in the Entertainment market, with an estimated value of US$201.40m in 2022.
  • This underscores the importance of advertising as a revenue source in the industry.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 45.75m downloads in 2022.
  • This demonstrates the high demand for entertainment applications among consumers in Benelux.
  • Furthermore, the average revenue per download is expected to be US$5.72, indicating the monetization potential of the Entertainment market in Benelux.
  • When comparing the global landscape, it is noteworthy that China leads the pack in terms of revenue generation.
  • In 2022, the Entertainment market China is projected to generate an impressive US$12.14bn, showcasing its dominance in the industry.
  • Overall, the Entertainment market in Benelux is poised for growth, with various revenue streams contributing to its expansion.
  • As consumer preferences continue to evolve and technology advances, the market is expected to thrive in the coming years.

Definition:

The Entertainment market covers apps that offer a wide range of entertainment and leisure experiences. Top apps such as Netflix, HBO Max, and Disney+ provide countless hours of streaming movies and shows to subscribers, while TikTok's extremely short videos and highly versatile recommendation algorithm has made it one of the biggest social media giants. The market also features more unusual and creative apps that do not neatly fit into other categories such as Die With Me, which provides a chatroom for users with 5% battery or less on their phones, or Ghost Science M3, which allegedly helps users with their paranormal ghost hunts.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Market Insights report

App: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Key Players

    Notes: The shares above do not add up to 100%. Only top brands are shown.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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