Trivia Games - Southern Asia

  • Southern Asia
  • The Trivia Games market, a popular segment in the gaming industry, is expected to witness impressive growth in Southern Asia.
  • According to projections, the total revenue in this market is estimated to reach US$1.56m in 2022.
  • This indicates a promising future for the Trivia Games market in the region.
  • Furthermore, the market is anticipated to maintain a steady growth rate with a Compound Annual Growth Rate (CAGR) of 11.54% between 2022 and 2027.
  • As a result, the projected market volume is expected to reach US$2.90m by 2027.
  • This signifies the increasing popularity and demand for Trivia Games market among consumers in Southern Asia.
  • In terms of revenue streams within the Trivia Games market, it is projected that in-app purchases (IAP) will contribute significantly.
  • In 2022, the revenue from in-app purchases is estimated to reach US$364.00k.
  • Additionally, paid app revenue is projected to reach US$270.20k, while advertising revenue is expected to reach US$925.60k in the same year.
  • The Trivia Games market in Southern Asia is also expected to witness a substantial number of downloads.
  • By 2022, the number of downloads is projected to reach 84.58m downloads.
  • This showcases the widespread popularity and engagement of users with Trivia Games market in the region.
  • Moreover, it is worth noting that the average revenue per download in the Trivia Games market is expected to amount to US$0.02.
  • This metric indicates the revenue generated per individual download, highlighting the financial viability of the market in Southern Asia.
  • When comparing the Trivia Games market globally, it is evident that in the United States leads in terms of revenue generation.
  • In 2022, in the United States is projected to generate a substantial revenue of US$74.15m.
  • This demonstrates the dominance of the American market within the Trivia Games market industry.
  • Overall, the Trivia Games market in Southern Asia shows promising growth potential, with revenue projections, download numbers, and average revenue per download all pointing towards a thriving market segment.
  • The region's increasing interest and engagement with Trivia Games market contribute to its overall success and future prospects.

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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