Sports - Australia & Oceania

  • Australia & Oceania
  • The Sports market in Australia & Oceania is expected to achieve a significant milestone in 2022, with projected total revenue reaching US$77.23m.
  • This figure indicates a positive growth trajectory for the market, with an anticipated annual growth rate (CAGR 2022-2027) of 9.71%.
  • By 2027, the Sports market is projected to expand further, reaching a market volume of US$115.20m.
  • Within the Sports market, in-app purchases (IAP) are expected to play a prominent role, with projected revenue of US$59.31m in 2022.
  • Additionally, paid app revenue is estimated to reach US$1.28m, while advertising revenue is projected to amount to US$16.64m in the same year.
  • Considering the scale of engagement, the number of downloads is expected to reach 10.22m downloads in 2022.
  • This indicates a significant user base actively participating in the Sports market.
  • Furthermore, the average revenue per download is projected to be US$7.55, highlighting the monetization potential within this market segment.
  • When comparing the Sports market globally, it is noteworthy that in China leads the way in revenue generation, with an estimated US$1,100.00m in 2022.
  • This statistic highlights the dominant position of the United States within the global Sports market.
  • Overall, these projections demonstrate the promising growth and revenue potential within the Sports market in Australia & Oceania.

Key regions: Japan, Germany, Asia, Europe, China

 
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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
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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