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Role Playing Games - Benelux

Benelux
  • The Role Playing Games market in Benelux is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$106.90m by 2022.
  • This is expected to be driven by various factors, including the increasing popularity of Role Playing Games market and the rising number of gamers in the region.
  • Furthermore, the market is anticipated to exhibit a compound annual growth rate (CAGR) of 8.69% from 2022 to 2027.
  • This steady growth is expected to result in a projected market volume of US$180.50m by 2027.
  • This indicates a promising future for the Role Playing Games market in Benelux.
  • In terms of revenue sources, in-app purchases (IAP) are projected to contribute significantly to the market.
  • It is estimated that IAP revenue in the Role Playing Games market will reach US$62.15m in 2022.
  • This highlights the increasing trend of gamers making in-app purchases to enhance their gaming experience.
  • Paid app revenue is also expected to play a role in the market's growth, with projections indicating that it will reach US$1.48m in 2022.
  • This suggests that there is still a market for paid Role Playing Games market in Benelux, despite the popularity of free-to-play games.
  • Additionally, advertising revenue is projected to reach US$43.27m in 2022.
  • This indicates that advertising within Role Playing Games market is a lucrative avenue for revenue generation in Benelux.
  • Moreover, the number of downloads in the Role Playing Games market is expected to reach 25.70m downloads in 2022.
  • This signifies the high demand for these games among gamers in Benelux.
  • Furthermore, the average revenue per download is currently expected to amount to US$4.16.
  • This metric provides insights into the monetization potential of each download in the Role Playing Games market.
  • When compared globally, it is interesting to note that China generates the highest revenue in the Role Playing Games market.
  • In 2022, China is projected to generate a staggering US$25.04bn in revenue.
  • This highlights the significant market size and potential of the Chinese gaming industry.
  • Overall, the Role Playing Games market in Benelux is poised for growth, with various revenue streams contributing to its expansion.
  • The projected numbers indicate a promising future for this market, driven by the increasing popularity of Role Playing Games market and the rising number of gamers in the region.

Definition:

The Role-Playing Game (RPG) market allows the player to assume the role of a character in order to solve quests, defeat enemies, and become stronger by gaining various skills and equipment. RPGs are dominated by the medieval fantasy theme, although there are also modern and science-fiction RPGs. When it comes to apps, the RPG category accounts for the largest revenue worldwide: approximately 30% of all gaming app revenue. Established in the 1980s, Final Fantasy is a massive RPG franchise that has several app versions. Massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, in which hundreds of players from around the world interact in a fantasy universe, also generate large amounts of revenue from subscriptions and the selling of upgrades and in-game items.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Digital

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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