Racing Games - Australia & Oceania

  • Australia & Oceania
  • The Racing Games market in Australia & Oceania is expected to achieve a total revenue of US$21.98m in 2022.
  • This projection indicates an annual growth rate of 6.60% (CAGR 2022-2027), leading to a projected market volume of US$30.22m by 2027.
  • In terms of revenue breakdown, the Racing Games market is estimated to generate US$11.38m from in-app purchases (IAP) and US$1.01m from paid app downloads in 2022.
  • Additionally, advertising revenue in the Racing Games market is projected to reach US$9.59m in the same year.
  • Furthermore, the number of downloads in the Racing Games market is expected to reach 27.28m downloads in 2022.
  • With an average revenue per download of US$0.81, this indicates the amount of revenue generated per individual download.
  • It is worth noting that in a global comparison, in China stands out as the market with the highest revenue in Racing Games market, projected to reach an impressive US$726.10m in 2022.

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

 
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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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