Trivia Games - Russia

  • Russia
  • The Trivia Games market in Russia is expected to see a significant increase in total revenue.
  • According to projections, the market is set to reach US$0.96m in 2022.
  • This revenue is projected to grow at an annual rate of 8.23% from 2022 to 2027, resulting in a market volume of US$1.80m by the end of the forecast period.
  • When examining the revenue sources within the Trivia Games market, in-app purchases (IAP) are expected to contribute significantly.
  • It is projected that in 2022, the revenue from in-app purchases will reach US$325.80k.
  • Additionally, paid app revenue is estimated to reach US$210.50k, while advertising revenue is projected to reach US$421.20k in the same year.
  • Furthermore, the number of downloads is expected to reach 52.68m downloads in 2022.
  • This substantial number of downloads contributes to the overall revenue of the Trivia Games market.
  • Currently, the average revenue per download is expected to be US$0.02.
  • In a global comparison, it is worth noting that in the United States generates the highest revenue in the Trivia Games market.
  • In 2022, it is projected to reach US$74.15m.
  • These numbers and projections demonstrate the potential and growth opportunities within the Trivia Games market in Russia.
  • With a steady increase in revenue and a significant number of downloads, the market is poised for further expansion and success.

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