Word Games - Europe

  • Europe
  • The Word Games market in Europe is expected to generate a total revenue of US$229.70m in 2022.
  • This indicates a positive outlook for the market segment.
  • Furthermore, it is projected to experience a compound annual growth rate (CAGR) of 9.01% from 2022 to 2027, resulting in a market volume of US$361.20m by 2027.
  • Within the Word Games market, in-app purchase (IAP) revenue is anticipated to reach US$23.26m in 2022.
  • This highlights the significant revenue potential of in-app purchases within the market.
  • Additionally, paid app revenue is projected to reach US$2.37m in 2022, indicating a smaller yet notable revenue stream.
  • Advertising revenue is also expected to play a crucial role in the Word Games market, with a projected revenue of US$204.00m in 2022.
  • This showcases the importance of advertising as a revenue source within the market.
  • The number of downloads in the Word Games market is forecasted to reach approximately 379.10m downloads in 2022.
  • This high number illustrates the popularity and widespread usage of word games among consumers.
  • Currently, the average revenue per download in the Word Games market is expected to amount to US$0.61.
  • This metric provides insights into the revenue generated per individual download, highlighting the market's potential for monetization.
  • In a global comparison, it is noteworthy that in the United States generates the highest revenue in the Word Games market, with a projected revenue of US$1,735.00m in 2022.
  • This indicates the strong market presence and profitability of word games in the United States.
  • Overall, the Word Games market in Europe shows promising growth potential and revenue opportunities, with various revenue streams contributing to its success.

Key regions: South Korea, India, Asia, Japan, Germany

 
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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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