Casino Games - Baltics

  • Baltics
  • The Casino Games market in the Baltics is expected to see a significant increase in total revenue.
  • According to projections, the market is set to reach a total revenue of US$0.40m in 2022.
  • Furthermore, the market is anticipated to experience steady growth with an annual growth rate (CAGR 2022-2027) of 9.89%.
  • This growth is expected to result in a projected market volume of US$0.69m by 2027.
  • In the Baltics, the Casino Games market is comprised of various revenue streams.
  • In-app purchase (IAP) revenue is projected to reach US$199.40k in 2022, indicating a significant portion of the market's revenue.
  • Additionally, paid app revenue is expected to contribute US$3.31k in 2022.
  • Advertising revenue, on the other hand, is projected to reach US$199.40k in the same year.
  • The popularity of Casino Games market in the Baltics is also reflected in the number of downloads.
  • It is projected that the number of downloads in the market will reach 0.43m downloads in 2022.
  • Currently, the average revenue per download is estimated to be US$0.93.
  • This indicates that on average, each download contributes to this revenue figure.
  • When comparing the Casino Games market globally, it becomes evident that in the United States generates the highest revenue.
  • In 2022, it is projected that in the United States will generate a staggering US$3,358.00m in revenue, solidifying its position as the leading market in this segment.
  • Overall, the Casino Games market in the Baltics is poised for growth and presents a significant opportunity for businesses in this sector.

Key regions: Asia, United States, Europe, South Korea, 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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