Board Games - Europe

  • Europe
  • The Board Games market in Europe is expected to witness a substantial growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$195.50m by 2022.
  • This revenue is anticipated to exhibit an annual growth rate of 8.89% from 2022 to 2027, resulting in a projected market volume of US$321.00m by 2027.
  • When we delve into the revenue sources within the Board Games market, it is projected that in-app purchase (IAP) revenue will amount to US$77.50m in 2022.
  • Additionally, paid app revenue is projected to reach US$14.79m, while advertising revenue is expected to reach US$103.20m in the same year.
  • Furthermore, the number of downloads in the Board Games market is estimated to reach 0.45bn downloads in 2022.
  • This suggests a considerable user base for this market segment.
  • The average revenue per download is currently expected to be US$0.43.
  • In a global context, it is interesting to note that in the United States generates the highest revenue in the Board Games market, projected to reach US$1,149.00m in 2022.
  • This demonstrates the significant market presence and potential of the United States in this industry.

Key regions: Europe, South Korea, United States, Germany, Japan

 
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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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