Card Games - Australia & Oceania

  • Australia & Oceania
  • The Card Games market in Australia & Oceania is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$301.20m by 2022.
  • This positive trend is expected to continue, with an annual growth rate (CAGR 2022-2027) of 10.81%.
  • As a result, the market volume is projected to reach US$558.60m by 2027.
  • In terms of revenue sources, in-app purchases (IAP) are expected to contribute significantly to the Card Games market, with projected revenue of US$76.92m in 2022.
  • Additionally, paid app revenue is projected to reach US$0.69m in the same year.
  • Furthermore, advertising revenue in this market is expected to reach US$223.60m in 2022.
  • The popularity of Card Games market is also reflected in the number of downloads.
  • The projected number of downloads in the Card Games market is set to reach 13.02m downloads in 2022.
  • Currently, the average revenue per download is expected to amount to US$23.13.
  • When comparing the Card Games market globally, it is worth noting that in the United States generates the highest revenue in this segment.
  • In 2022, the projected revenue in the United States is estimated to be US$5,188.00m.
  • These figures highlight the prosperous outlook for the Card Games market in Australia & Oceania, with substantial revenue growth expected in the coming years.

Key regions: China, Europe, Asia, Germany, India

 
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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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