Adventure Games - Northern Europe

  • Northern Europe
  • The Adventure Games market in Northern Europe is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$79.05m by 2022.
  • This revenue is expected to continue growing at a compound annual growth rate (CAGR) of 7.83% from 2022 to 2027, resulting in a projected market volume of US$126.50m by 2027.
  • In terms of revenue sources within the Adventure Games market, in-app purchases (IAP) are projected to contribute significantly.
  • In 2022, IAP revenue is expected to reach US$57.07m, demonstrating the popularity of this monetization model among players.
  • Additionally, paid app revenue is projected to reach US$5.14m in 2022, reflecting the willingness of gamers to invest in premium gaming experiences.
  • Furthermore, advertising revenue in the Adventure Games market is expected to reach US$16.84m in 2022, highlighting the importance of advertising partnerships within the industry.
  • The popularity of Adventure Games market is also evident in the number of downloads.
  • In 2022, it is projected that there will be approximately 30.72m downloads downloads in the Adventure Games market in Northern Europe.
  • This high download volume indicates a strong demand for these types of games in the region.
  • When examining the average revenue per download, it is currently estimated to be US$2.57.
  • This figure provides insight into the financial performance of the Adventure Games market, indicating the revenue generated per individual download.
  • It is important to note that in a global comparison, in China stands out as the market generating the highest revenue in the Adventure Games market.
  • In 2022, in China is projected to generate an impressive US$4,591.00m in revenue, underscoring the significant market potential in this region.
  • Overall, the Adventure Games market in Northern Europe is poised for growth, with various revenue streams contributing to its success.
  • The projected revenue figures and download numbers highlight the strong demand for these games and the potential for further expansion in the coming years.

Key regions: Europe, India, Japan, Germany, 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
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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