Puzzle Games - Australia

  • Australia
  • The Puzzle Games market in Australia is anticipated to see significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach US$164.00m.
  • This projection takes into account various factors such as market trends, consumer behavior, and technological advancements.
  • Looking ahead, the Puzzle Games market is expected to experience an annual growth rate of 8.50% from 2022 to 2027, resulting in a projected market volume of US$254.80m by 2027.
  • This growth can be attributed to the increasing popularity of mobile gaming and the rising demand for interactive and engaging puzzle games.
  • When it comes to revenue streams within the Puzzle Games market, in-app purchases (IAP) are projected to contribute significantly.
  • In 2022, the revenue generated from in-app purchases is expected to reach US$65.34m.
  • This highlights the willingness of consumers to invest in additional features and enhancements within the game.
  • Paid app revenue is also expected to play a significant role in the Puzzle Games market.
  • By 2022, the revenue generated from paid apps is projected to reach US$1.50m.
  • This indicates that a portion of consumers prefer to pay upfront for a premium gaming experience.
  • Advertising revenue is another important aspect of the Puzzle Games market.
  • By 2022, advertising revenue is projected to reach US$97.14m.
  • This revenue stream is driven by the placement of advertisements within the game, allowing developers to monetize their product while offering free gameplay to users.
  • In terms of user engagement, the number of downloads in the Puzzle Games market is projected to reach 51.48m downloads in 2022.
  • This indicates the popularity and wide reach of puzzle games among consumers.
  • Furthermore, the average revenue per download is expected to amount to US$3.19.
  • This metric provides insights into the value generated per user, indicating the monetization potential of puzzle games in the market.
  • When comparing the Puzzle 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 total revenue of US$5,517.00m.
  • This can be attributed to factors such as a large population, high smartphone penetration, and a strong gaming culture.
  • In conclusion, the Puzzle Games market in Australia is poised for growth, with projected increases in total revenue, in-app purchases, paid app revenue, advertising revenue, and the number of downloads.
  • These projections highlight the potential for developers and businesses to tap into this market segment and cater to the growing demand for engaging and interactive puzzle games.

Key regions: Germany, China, United States, Europe, Asia

 
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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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