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Link to original content: http://www.statista.com/outlook/dmo/app/games/puzzle-games/worldwide?currency=USD
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Puzzle Games - Worldwide

Worldwide
  • The Puzzle Games market is expected to witness significant growth in the coming years.
  • In 2022, the total revenue in this market worldwide is projected to reach a staggering US$13.45bn units of currency.
  • This growth is driven by various factors, including the increasing popularity of puzzle games among consumers.
  • Looking ahead, the market is expected to continue its upward trajectory, with an annual growth rate (CAGR 2022-2027) of 9.04%.
  • By 2027, the projected market volume is estimated to reach an impressive US$22.51bn units of currency.
  • This indicates a strong demand for puzzle games and a lucrative market for developers and publishers.
  • When it comes to revenue sources within the Puzzle Games market, in-app purchases (IAP) play a significant role.
  • In 2022, the projected revenue from in-app purchases is expected to reach US$5.96bn units of currency.
  • This revenue stream is driven by the increasing number of players who make in-app purchases to enhance their gaming experience.
  • Additionally, paid app revenue is another important aspect of the Puzzle Games market.
  • In 2022, the projected revenue from paid apps is estimated to reach US$51.00m units of currency.
  • This revenue is generated through the sale of puzzle games as standalone apps.
  • Furthermore, advertising revenue is a crucial component of the Puzzle Games market.
  • In 2022, the projected revenue from advertising is expected to reach US$7.44bn units of currency.
  • This revenue is generated through in-game advertisements that are displayed to players during their gaming sessions.
  • The number of downloads in the Puzzle Games market is also expected to increase significantly.
  • In 2022, the projected number of downloads is estimated to reach 12.60bn downloads.
  • This indicates a high level of interest and engagement from players worldwide.
  • Currently, the average revenue per download in the Puzzle Games market is estimated to be US$1.07 units of currency.
  • This metric provides insights into the monetization potential of puzzle games and reflects the revenue generated per individual download.
  • When comparing revenue generated across different countries, United States stands out as the leader in the Puzzle Games market.
  • In 2022, the projected revenue generated United States alone is estimated to reach a substantial US$5.52bn units of currency.
  • This highlights the strong presence and market demand for puzzle games United States.
  • Overall, the Puzzle Games market is poised for significant growth in the coming years, driven by factors such as increasing consumer demand, advancements in technology, and innovative game offerings.
  • Developers and publishers operating in this market have a lucrative opportunity to capitalize on the growing popularity of puzzle games worldwide.

Definition:

Puzzle game apps require users to solve puzzles by moving and connecting different pieces or to navigate complex situations such as mazes. In the 1980s, the game Tetris revolutionized the genre and its app versions remain popular today. Meanwhile, Monument Valley has achieved acclaim as a puzzle/maze game with surreal graphics and settings.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Users

    Most recent update: Mar 2024

    Source: adjoe

    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.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Digital

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    App: market data & analysis - BackgroundApp: market data & analysis - Cover

    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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