Card Games - Southern Asia

  • Southern Asia
  • The Card Games market in Southern Asia is expected to experience significant growth in the coming years.
  • According to projections, the total revenue is estimated to reach US$40.24m in 2022.
  • This indicates a promising market potential for the region.
  • Furthermore, the market is anticipated to exhibit a Compound Annual Growth Rate (CAGR) of 18.75% from 2022 to 2027.
  • This growth trajectory is projected to result in a market volume of approximately US$120.60m by 2027.
  • The consistent growth rate demonstrates the increasing popularity and demand for Card Games market in Southern Asia.
  • Within the Card Games market, various revenue streams contribute to its overall success.
  • In-app purchase (IAP) revenue is expected to reach US$3.73m in 2022, while revenue from paid app downloads is projected to reach US$0.44m.
  • Additionally, advertising revenue is estimated to reach US$36.07m in the same year.
  • These figures highlight the diverse sources of revenue within the Card Games market.
  • Moreover, the number of downloads in the Card Games market is projected to reach 219.30m downloads in 2022.
  • This substantial figure demonstrates the widespread popularity of Card Games market among users in Southern Asia.
  • When examining the average revenue per download, it is expected to amount to US$0.18.
  • This metric provides insights into the profitability of each download and indicates the potential for monetization within the market segment.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Card Games market.
  • In 2022, the projected revenue from in the United States alone is estimated to reach a staggering US$5,188.00m.
  • This highlights the dominant position of the United States in the global Card Games market.
  • Overall, the Card Games market in Southern Asia is poised for substantial growth, with increasing revenue projections and a growing user base.
  • As the market continues to evolve, it presents lucrative opportunities for businesses operating within this segment.

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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