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Action Games - G7

G7
  • The Action Games market, a highly popular segment in the gaming industry, is projected to witness significant growth in the coming years.
  • According to forecasts, the total revenue in this market is estimated to reach a staggering US$6.93bn in 2022.
  • This growth is expected to continue at an annual rate of 6.80% from 2022 to 2027, resulting in a projected market volume of US$9.60bn by 2027.
  • When examining the various revenue streams within the Action Games market, it is anticipated that in-app purchases (IAP) will contribute significantly.
  • In 2022, IAP revenue is projected to reach US$4.46bn.
  • Additionally, paid app revenue is expected to reach US$71.88m, while advertising revenue is estimated to reach US$2.39bn in the same year.
  • Furthermore, the number of downloads in the Action Games market is expected to reach a substantial figure of 2.19bn downloads in 2022.
  • This highlights the immense popularity of these games among users worldwide.
  • Currently, the average revenue per download is projected to be US$3.15.
  • When comparing revenue across different countries, China emerges as the leader in the Action Games market.
  • In 2022 alone, China is expected to generate a noteworthy revenue of US$7.32bn.
  • This underscores the country's significant presence and influence within the global gaming landscape.
  • As we analyze these figures, it becomes evident that the Action Games market presents a lucrative opportunity for developers and investors alike.
  • With its impressive revenue growth and immense popularity, this market continues to captivate players and drive innovation.
  • The G7 countries, including [country name], are crucial players in shaping the future of the Action Games market and are positioned to benefit from its continued success.

Definition:

Action game apps provide thrilling, fast-paced challenges and often require a high degree of hand-eye coordination. This category includes platformers such as Super Mario, in which characters walk, run, and jump within a 2D world to complete a level; fighting games such as Street Fighter, in which two characters participate in a martial arts tournament; and shooting games such as PUBG and Call of Duty, in which players engage in cooperative and competitive online gameplay with one another.

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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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

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    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.

    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.

    Digital

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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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