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

Worldwide
  • The Simulation Games market is expected to experience significant growth in the coming years.
  • In 2022, the total revenue in this market is projected to reach a staggering US$11.54bn worldwide.
  • This indicates a promising future for the industry.
  • Furthermore, the market is predicted to maintain a steady annual growth rate (CAGR 2022-2027) of 7.46%.
  • As a result, the market volume is expected to reach US$17.43bn by 2027.
  • This demonstrates the strong potential and increasing popularity of Simulation Games market across the globe.
  • When examining specific revenue streams within the Simulation Games market, in-app purchase (IAP) revenue is projected to reach US$5.40bn in 2022.
  • This highlights the significant role that in-app purchases play in driving revenue within the industry.
  • Additionally, paid app revenue is expected to reach US$244.60m in 2022.
  • This indicates that there is still a considerable market for paid apps in the Simulation Games market.
  • Furthermore, advertising revenue within the Simulation Games market is projected to reach US$5.90bn in 2022.
  • This suggests that advertising plays a vital role in monetizing these games and generating revenue for developers.
  • In terms of user engagement, the number of downloads in the Simulation Games market is expected to reach a remarkable 12.94bn downloads in 2022.
  • This demonstrates the immense popularity and demand for these games among consumers worldwide.
  • Moreover, the average revenue per download currently stands at US$0.89.
  • This metric provides insights into the profitability and monetization potential of Simulation Games market.
  • When comparing revenue generated across different countries, United States takes the lead, with projected revenue of US$4.60bn in 2022.
  • This indicates the dominance of the US market in terms of revenue generation within the Simulation Games market.
  • Overall, the Simulation Games market is poised for significant growth and offers lucrative opportunities for developers and investors worldwide.
  • With increasing revenue and a growing user base, this market segment continues to thrive and captivate gamers across the globe.

Definition:

Simulation game apps are designed to closely simulate aspects of reality. The category has been defined by titles (produced by the video game developer Maxis) such as SimCity, which involves building and designing an urban city from scratch, and The Sims, which simulates suburban family and social life with human relationships, home improvement, and the pursuit of happiness. Various flight simulators also offer highly realistic simulations of flying commercial airplanes, with aerodynamics, weather changes, and traffic control in airports.

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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