Card Games - BRICS

  • BRICS
  • The Card Games market is set to witness substantial growth in the coming years.
  • According to projections, the total revenue in this market is expected to reach a staggering US$1.80bn in 2022.
  • This growth is primarily driven by an annual growth rate (CAGR 2022-2027) of 7.72%, which is expected to propel the market volume to US$2.95bn by 2027.
  • When it comes to revenue distribution within the Card Games market, different sources contribute to its overall growth.
  • In-app purchases (IAP) revenue is projected to reach US$1,103.00m in 2022, signifying the significant role played by these purchases in driving revenue.
  • Additionally, paid app revenue is also expected to contribute to the market's growth, with a projection of US$2.56m in 2022.
  • Furthermore, advertising revenue is projected to reach US$692.90m in the same year.
  • Moreover, the number of downloads in the Card Games market is expected to rise, reaching 0.99bn downloads in 2022.
  • This surge in downloads is indicative of the market's popularity and its increasing user base.
  • Currently, the average revenue per download stands at US$1.81.
  • In a global comparison, in the United States stands out as the leading revenue generator in the Card Games market, with a projected revenue of US$5,188.00m in 2022.
  • This highlights the country's dominant position within this market segment.
  • It is worth noting that these projections are based on market trends and historical data.
  • The forecasted growth reflects the market's potential and the increasing demand for card games in the BRICS countries, which include Brazil, Russia, India, China, and South_Africa.

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
  • Downloads
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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