Word Games - GCC

  • GCC
  • The Word Games market in the GCC is set to achieve a significant milestone with projected total revenue of US$0.87m by 2022.
  • This impressive figure indicates the growing popularity and demand for word games in the region.
  • Moreover, this market segment is expected to witness a steady annual growth rate of 10.24% (CAGR 2022-2027), leading to a projected market volume of US$1.38m by 2027.
  • Within the Word Games market, in-app purchase (IAP) revenue is projected to reach US$294.60k in 2022.
  • This indicates the willingness of users to enhance their gaming experience through purchasing additional features or content within the app.
  • Additionally, paid app revenue is expected to contribute significantly, projected to reach US$50.79k in 2022.
  • This highlights the willingness of users to invest in premium word game applications.
  • Advertising revenue also plays a substantial role in the Word Games market, with a projected revenue of US$521.90k in 2022.
  • This indicates the value advertisers see in targeting word game users, as they provide a captive and engaged audience.
  • Furthermore, the number of downloads in the Word Games market is projected to reach an impressive 9.96m downloads in 2022.
  • This signifies the widespread popularity and appeal of word games among users in the GCC.
  • The average revenue per download currently stands at US$0.09, showcasing the financial value each download brings to the market.
  • This metric is crucial for developers and stakeholders to assess the profitability and viability of their word game applications.
  • In a global context, in the United States leads the way in revenue generation within the Word Games market.
  • With a projected revenue of US$1,735.00m in 2022, it demonstrates the significant market size and potential in the US.
  • This global comparison emphasizes the importance of the Word Games market as a lucrative segment within the gaming industry.
  • Overall, the Word Games market in the GCC is poised for substantial growth, driven by increasing revenue, downloads, and user engagement.
  • Developers and stakeholders should leverage these opportunities to capitalize on the growing demand for word games in the region.

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

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