Sports - GCC

  • GCC
  • The Sports market in the GCC is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$2.29m in 2022.
  • This figure is expected to grow at an annual rate of 12.22% from 2022 to 2027, resulting in a projected market volume of US$4.24m by the end of this period.
  • Within the Sports market, in-app purchases (IAP) are expected to contribute substantially to the revenue.
  • In 2022, IAP revenue is projected to reach US$0.78m, while paid app revenue is estimated to reach US$0.51m.
  • Additionally, advertising revenue in the Sports market is forecasted to reach US$1.00m in the same year.
  • The popularity of sports-related apps is also reflected in the projected number of downloads.
  • In 2022, the number of downloads in the Sports market is expected to reach 6.42m downloads.
  • Furthermore, the average revenue per download is currently expected to amount to US$0.36.
  • When comparing the Sports market revenue globally, it is evident that in China leads the way.
  • In 2022, [globalrevenue_currentlayer_yeartoday_maxcountrynameprep] is projected to generate a staggering US$1,100.00m in revenue, surpassing other countries in this market segment.
  • These projections indicate a promising future for the Sports market in the GCC, with substantial revenue growth and a strong presence in the app industry.

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