Trivia Games - Asia

  • Asia
  • The Trivia Games market in Asia is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$37.77m in 2022.
  • This growth is expected to continue with an annual growth rate of 6.67%, resulting in a projected market volume of US$58.68m by 2027.
  • When looking at the revenue sources within the Trivia Games market, in-app purchases (IAP) are projected to contribute US$24.96m in 2022.
  • Paid app revenue, on the other hand, is expected to reach US$4.06m in the same year.
  • Advertising revenue is also expected to play a significant role, with a projected value of US$8.75m in 2022.
  • In terms of user engagement, the number of downloads in the Trivia Games market is projected to reach a staggering 479.20m downloads in 2022.
  • This indicates a high level of interest and demand for trivia games among users in Asia.
  • When considering the financial aspect, the average revenue per download is expected to amount to US$0.08.
  • This metric helps to gauge the profitability of the market.
  • In a global comparison, it is worth noting that in the United States leads in terms of revenue generation, with a projected revenue of US$74.15m in 2022.
  • This showcases the dominance of the US market in the Trivia Games market.
  • Overall, the Trivia Games market in Asia is poised for significant growth, driven by increasing revenue streams and a growing number of downloads.

Key regions: Asia, China, Germany, Japan, 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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