Casino Games - Denmark

  • Denmark
  • The projected total revenue in the Casino Games market in Denmark is expected to reach US$5.80m in 2022.
  • This signifies a positive growth trend in the market.
  • Moreover, it is anticipated that the market will continue to expand at a Compound Annual Growth Rate (CAGR) of 7.93% from 2022 to 2027.
  • This growth trajectory is projected to result in a market volume of US$9.04m by 2027.
  • Within the Casino Games market, the revenue generated from in-app purchases (IAP) is estimated to reach US$3.50m in 2022.
  • Additionally, the revenue from paid app purchases is expected to reach US$0.09m in the same year.
  • Furthermore, advertising revenue in the Casino Games market is projected to amount to US$2.21m in 2022.
  • The number of downloads in the Casino Games market in Denmark is forecasted to reach 1.49m downloads in 2022.
  • This indicates a significant user base for these types of games.
  • Currently, the average revenue per download is expected to be US$3.89, suggesting a favorable monetization potential for developers and publishers.
  • When comparing the global landscape, it is noteworthy that in the United States generates the highest revenue in the Casino Games market.
  • In 2022, the projected revenue from in the United States is expected to reach a staggering US$3,358.00m.
  • This highlights the significant market presence and financial impact of the United States in the global Casino Games market industry.

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