Casual Games - Czechia

  • Czechia
  • The Casual Games market in Czechia is projected to reach a total revenue of US$27.25m in 2022.
  • This indicates a steady growth in the market segment.
  • In fact, the market is expected to experience an annual growth rate (CAGR 2022-2027) of 8.24%.
  • By 2027, the projected market volume is estimated to reach US$42.88m.
  • Within the Casual Games market, revenue from in-app purchases (IAP) is projected to reach US$11.70m in 2022.
  • This demonstrates the increasing popularity of in-app purchases among casual gamers in Czechia.
  • On the other hand, revenue from paid apps is expected to reach US$1.07m in the same year, indicating a smaller share of the market.
  • Advertising revenue in the Casual Games market is also projected to contribute significantly, reaching US$14.48m in 2022.
  • This indicates the importance of advertisements as a revenue source within the market segment.
  • The number of downloads in the Casual Games market is projected to reach 30.41m downloads in 2022, reflecting the high demand for casual gaming experiences in Czechia.
  • With an average revenue per download of US$0.90, this market segment proves to be lucrative for developers and stakeholders.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Casual Games market, reaching a staggering US$5,463.00m in 2022.
  • This highlights the strong presence and dominance of the US market in the casual gaming industry worldwide.

Key regions: India, United States, Europe, Japan, Asia

 
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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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