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Link to original content: http://www.statista.com/outlook/dmo/app/games/role-playing-games/worldwide
Role Playing Games - Worldwide | Statista Market ForecastSkip to main content
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Role Playing Games - Worldwide

Worldwide
  • The Role Playing Games market is anticipated to witness substantial growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach a staggering US$44.95bn worldwide.
  • This upward trajectory is expected to continue, with an annual growth rate (CAGR 2022-2027) of 7.91%.
  • As a result, the market volume is estimated to reach US$70.73bn by 2027.
  • When examining the revenue sources within the Role Playing Games market, it is predicted that in-app purchases (IAP) will play a significant role.
  • In 2022, the revenue generated from in-app purchases is projected to reach US$22.40bn.
  • Additionally, paid app revenue is expected to reach US$132.80m in the same year.
  • Furthermore, advertising revenue is estimated to reach US$22.42bn in 2022.
  • In terms of user engagement, the number of downloads in the Role Playing Games market is projected to reach approximately 8.76bn downloads in 2022.
  • This indicates the popularity and widespread appeal of these games among gamers worldwide.
  • Currently, the average revenue per download is expected to amount to US$5.13.
  • When examining the global landscape, it becomes evident that China leads the way in terms of revenue generation within the Role Playing Games market.
  • In 2022, China is projected to generate a substantial revenue of US$25.04bn.
  • This highlights the significant role that the Chinese market plays in the global gaming industry.

Definition:

The Role-Playing Game (RPG) market allows the player to assume the role of a character in order to solve quests, defeat enemies, and become stronger by gaining various skills and equipment. RPGs are dominated by the medieval fantasy theme, although there are also modern and science-fiction RPGs. When it comes to apps, the RPG category accounts for the largest revenue worldwide: approximately 30% of all gaming app revenue. Established in the 1980s, Final Fantasy is a massive RPG franchise that has several app versions. Massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, in which hundreds of players from around the world interact in a fantasy universe, also generate large amounts of revenue from subscriptions and the selling of upgrades and in-game items.

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: The shares above do not add up to 100%. Only top brands are shown.

    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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