Entertainment - Germany

  • Germany
  • In 2022, the Entertainment market in Germany is projected to generate a total revenue of US$0.75bn.
  • This represents the expected financial performance of the industry within the country.
  • Looking ahead, the market is predicted to experience an annual growth rate (CAGR 2022-2027) of 11.81%.
  • This growth trajectory is expected to contribute to a projected market volume of US$1.37bn by 2027.
  • Within the Entertainment market, specific segments are anticipated to contribute to the overall revenue.
  • In-app purchase (IAP) revenue is projected to reach US$151.50m in 2022, indicating the monetary value generated through in-app transactions.
  • Similarly, paid app revenue is expected to reach US$0.90m in 2022, reflecting the revenue generated from paid applications.
  • Furthermore, advertising revenue is projected to reach US$592.50m in 2022, highlighting the financial contributions from advertising within the Entertainment market.
  • The market's performance is not solely measured by revenue, but also by the number of downloads.
  • In 2022, the number of downloads in the Entertainment market in Germany is projected to reach 131.00m downloads.
  • This metric provides insights into the popularity and engagement of the market's offerings.
  • To assess the profitability of the Entertainment market, it is crucial to consider the average revenue per download.
  • Currently, the average revenue per download is expected to amount to US$5.69.
  • This figure indicates the average financial return generated per individual download.
  • When comparing the Entertainment market in Germany to the global landscape, it is worth noting that in China generates the highest revenue.
  • In 2022, in China's Entertainment market is projected to generate US$12,140.00m in revenue.
  • This demonstrates the significant economic impact of the industry within the Chinese market.
  • Overall, the Entertainment market in Germany presents promising growth potential, with revenue projections and market volume indicating a positive trajectory.
  • This industry plays a vital role in the country's economy, providing entertainment offerings that captivate consumers and contribute to its overall market landscape.

Key regions: United States, India, Germany, China, 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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