Trivia Games - Morocco

  • Morocco
  • The Trivia Games market in Morocco is expected to see a substantial increase in total revenue, reaching US$178.40k in 2022.
  • This projection indicates a positive growth trend in the market.
  • Moreover, the market is anticipated to showcase a Compound Annual Growth Rate (CAGR) of 11.35% between 2022 and 2027, resulting in a projected market volume of US$314.50k by 2027.
  • This demonstrates the potential for continued expansion in the Trivia Games market.
  • In terms of revenue distribution within the market, it is projected that in-app purchases (IAP) will contribute significantly, reaching US$51.12k in 2022.
  • However, paid app revenue is expected to be negligible, amounting to US$0.00k in the same year.
  • On the other hand, advertising revenue is projected to reach US$127.30k in 2022, indicating the importance of advertising as a revenue stream in the Trivia Games market.
  • The number of downloads in the Trivia Games market is expected to reach 12.32m downloads in 2022, showcasing the popularity of this form of entertainment among consumers.
  • Furthermore, the average revenue per download is currently estimated to be US$0.01, highlighting the potential for monetization in this market segment.
  • When comparing the Trivia Games market globally, it is noteworthy that in the United States generates the highest revenue, with an estimated amount of US$74.15m in 2022.
  • This further emphasizes the significance of the Trivia Games market on a global scale.

Key regions: Asia, China, Germany, Japan, South Korea

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