Adventure Games - Denmark

  • Denmark
  • The Adventure Games market in Denmark is expected to see a significant increase in revenue.
  • In 2022, the total revenue is projected to reach €14.14m.
  • This represents a substantial growth potential for the industry.
  • Looking ahead, the market is expected to continue its upward trajectory with an annual growth rate of 7.49% from 2022 to 2027.
  • By 2027, the projected market volume is estimated to reach €21.65m.
  • Among the revenue sources in the Adventure Games market, in-app purchases (IAP) are expected to contribute significantly.
  • In 2022, IAP revenue is projected to reach €10.01m.
  • This demonstrates the importance of in-app purchases as a revenue stream for game developers.
  • Paid app revenue is also expected to play a role in the Adventure Games market.
  • In 2022, the projected revenue from paid apps is €1.53m.
  • This indicates that some players in the market still prefer the traditional model of purchasing games upfront.
  • In addition to in-app purchases and paid apps, advertising revenue is also projected to contribute to the overall revenue in the Adventure Games market.
  • In 2022, advertising revenue is expected to reach €2.60m.
  • This highlights the potential for game developers to generate revenue through advertisements within their games.
  • The number of downloads in the Adventure Games market is projected to reach 4.39m downloads in 2022.
  • This signifies the popularity and demand for adventure games among consumers.
  • Furthermore, the average revenue per download is expected to amount to €3.22, indicating the revenue potential for each download.
  • When compared globally, it is noteworthy that in China generates the highest revenue in the Adventure Games market.
  • In 2022, in China's revenue is projected to reach €4,356.00m.
  • This highlights the strong market presence and opportunity for growth in in China's gaming industry.
  • In conclusion, the Adventure Games market in Denmark is poised for growth, with projected increases in total revenue, in-app purchases, paid app revenue, advertising revenue, and downloads.
  • These numbers demonstrate the potential for developers and investors to tap into this thriving market segment.

Key regions: Europe, India, Japan, Germany, 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.

Vue d’ensemble

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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