Entertainment - Western Asia

  • Western Asia
  • The Entertainment market in Western 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$162.00m in 2022.
  • Moreover, it is anticipated that the market will continue to expand at an annual growth rate of 12.20% (CAGR 2022-2027), resulting in a projected market volume of US$273.70m by 2027.
  • Within the Entertainment market, the revenue generated from in-app purchases (IAP) is expected to reach US$123.80m in 2022.
  • Additionally, the revenue from paid app downloads is projected to reach US$0.09m in the same year.
  • Furthermore, advertising revenue is anticipated to reach US$38.21m in 2022.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 120.80m downloads in 2022.
  • Currently, the average revenue per download is expected to amount to US$1.34.
  • When compared globally, it is evident that in China is the leading revenue generator in the Entertainment market, with an estimated revenue of US$12,140.00m in 2022.
  • This highlights the significant market potential and opportunities available in the region.
  • These projections indicate a promising future for the Entertainment market in Western Asia, with substantial revenue growth and increasing user engagement.

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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