Word Games - Italy

  • Italy
  • The projected total revenue in the Word Games market in Italy is expected to reach US$6.86m in 2022.
  • This forecast takes into account various factors and trends within the market.
  • Furthermore, the total revenue is expected to demonstrate an annual growth rate of 9.24% from 2022 to 2027, resulting in a projected market volume of US$11.16m by 2027.
  • This growth is indicative of the increasing popularity and demand for Word Games market in Italy.
  • In-app purchase (IAP) revenue in the Word Games market is also projected to increase and reach US$0.87m in 2022.
  • This revenue stream is driven by users making purchases within the game to enhance their gaming experience.
  • Additionally, paid app revenue in the Word Games market is projected to reach US$0.09m in 2022.
  • This revenue is generated through users purchasing the Word Games market app itself.
  • Advertising revenue in the Word Games market is also expected to contribute significantly, reaching US$5.91m in 2022.
  • This revenue stream is generated through advertisements displayed within the Word Games market apps.
  • The number of downloads in the Word Games market is projected to reach 26.74m downloads in 2022.
  • This indicates the high level of engagement and interest in Word Games market among users in Italy.
  • The average revenue per download currently stands at US$0.26.
  • This figure represents the average amount of revenue generated per download in the Word Games market in Italy.
  • A global comparison reveals 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 highlights the significant market potential and profitability of Word Games market in the United States compared to other countries.

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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