Puzzle Games - Belgium

  • Belgium
  • The Puzzle Games market in Belgium is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is predicted to reach US$15.61m by 2022.
  • This represents a substantial increase in revenue for the country's Puzzle Games market.
  • Furthermore, the Puzzle Games market is anticipated to maintain a steady annual growth rate of 8.33% from 2022 to 2027, resulting in a projected market volume of US$25.59m by the end of this period.
  • This growth trend highlights the increasing popularity and demand for Puzzle Games market in Belgium.
  • When considering the revenue breakdown within the Puzzle Games market, in-app purchases (IAP) are projected to contribute significantly.
  • It is estimated that IAP revenue in Belgium will reach US$11.69m in 2022.
  • This reflects the willingness of consumers to make in-app purchases to enhance their gaming experience.
  • Paid app revenue is also expected to play a role in the Puzzle Games market, with a projected revenue of US$0.35m in 2022.
  • This indicates that there is still a market for paid Puzzle Games market in Belgium, despite the prevalence of free-to-play options.
  • Additionally, advertising revenue within the Puzzle Games market is projected to reach US$3.56m in 2022.
  • This suggests that advertisers recognize the value of reaching Puzzle Games market players in Belgium and are willing to invest in advertising within these games.
  • In terms of user engagement, the number of downloads in the Puzzle Games market is expected to reach 26.65m downloads in 2022.
  • This signifies a substantial user base that engages with Puzzle Games market in Belgium.
  • Lastly, the average revenue per download is currently estimated to be US$0.59.
  • This metric provides insight into the monetization potential of the Puzzle Games market in Belgium, indicating the average revenue generated per individual download.
  • When comparing Puzzle Games market revenue on a global scale, it is noteworthy that in the United States generates the highest revenue in this market.
  • In 2022, in the United States is projected to generate a staggering US$5,517.00m in Puzzle Games market revenue.
  • This demonstrates the dominance of the US market and the immense revenue potential within the Puzzle Games market industry.
  • Overall, the Puzzle Games market in Belgium is expected to experience significant growth, both in terms of revenue and user engagement.
  • These projections highlight the country's enthusiasm for Puzzle Games market and the potential for continued expansion within this market segment.

Key regions: Germany, China, United States, Europe, 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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