Highlights
Market definition
in-scope / out-of-scope
Reports special
  • Revenue in the Mobile Games segment amounts to US$118m in 2018.
  • Revenue is expected to show an annual growth rate (CAGR 2018-2022) of 6.1%, resulting in a market volume of US$149m by 2022.
  • User penetration is 25.6% in 2018 and is expected to hit 29.7% by 2022.
  • The average revenue per user (ARPU) currently amounts to US$18.59.
  • In global comparison, most revenue is generated in China (US$16,253m in 2018).
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Mobile Games are defined as gaming-applications for smart devices such as smartphones and tablets. Leading app stores like Google Play and Apple App Store offer paid app-downloads (single purchases) and freemium-games that are free to download, but normally allow in-app-purchases for various additional contents or access time. Physical games for mobile consoles/handhelds and free-to-play gaming-apps are not included.
in-scope
  • Gaming-applications for smart devices such as smartphones and tablets
  • Paid app-downloads (single purchases)
  • Freemium games that are free to download, but allow in-app-purchases
out-of-scope
  • Physical video games for mobile consoles/handhelds
Digital Media Report 2018 - Video Games

Digital Media Report 2018 - Video Games

Statista Digital Market Outlook - Segment Report
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Global Revenue Ranking (2018)
#27
Australia

Revenue Revenue Growth

in the Mobile Games market in million US$ in percent

Reading Support Revenue in the Mobile Games segment amounts to US$118m in 2018. Reading Support The Mobile Games segment is expected to show a revenue growth of 7.4% in 2019.

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  • Revenue
  • Revenue Growth
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Revenue:

The “Revenue” box shows the forecasted revenue development of the selected market (market segment, region) for each year.


Revenue Growth:

The “Revenue Growth” box shows the year-over-year revenue development of the selected market (market segment, region) in percentage terms.

A definition and detailed explanation of the displayed markets can be found here.
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User Penetration Rate

in the Mobile Games market in millions in percent

Reading Support In the Mobile Games segment, the number of users is expected to amount to 7.7m by 2022. Reading Support User penetration in the Mobile Games segment is at 25.6% in 2018.

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  • User
  • Penetration Rate
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User:

The “User” box shows the number of active paying customers (or accounts) of the selected market (market segment, region) in millions for each year.


Penetration Rate:

The “Penetration Rate” box shows the share of active paying customers (or accounts) from the total population of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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ARPU

in the Mobile Games market in US$

Reading Support The average revenue per user (ARPU) in the Mobile Games segment amounts to US$18.59 in 2018.

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ARPU:

The “ARPU” box shows the average annual revenue per paying user of the selected market (market segment, region) for each year.

A definition and detailed explanation of the displayed markets can be found here.
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Global Comparison - Revenue Global Comparison - User Penetration

in the Mobile Games market in million US$ in percent

Reading Support With a market volume of US$16,253m in 2018, most revenue is generated in China. Reading Support With a rate of 54.3%, the user penetration in the Mobile Games segment is highest in Japan.

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  • Global Comparison - Revenue
  • Global Comparison - User Penetration
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Global Comparison – Revenue:

The “Revenue” tab shows a comparison of revenues for the leading economies in the selected market (market segment, region) and year.


Global Comparison – User Penetration:

The “User Penetration” tab shows a comparison of user penetration rates for 50 of the world’s leading digital economies in the selected market (market segment, region) and year.

A definition and detailed explanation of the displayed markets can be found here.
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Key Market Indicators

The following Key Market Indicators give an overview of the demographic, economic and technological development of the selected region on the basis of general KPIs. The calculation of Statista’s Market Outlook is based on a complex market-driver logic including over 400 region-specific data sets.

2016201720182019202020212022 CAGR
(2016-2022)
Mobile Phones Volume / Capita in units
Average per capita sales of mobile phones in units | Source: Statista Analysis
x.xx x.xx x.xx x.xx x.xx x.xx x.xx
Laptops Volume / Capita in units
Average per capita sales of laptops and tablets in units. | Source: Statista Analysis
x.xx x.xx x.xx x.xx x.xx x.xx x.xx
Desktop-PCs Volume / Capita in units
Average per capita sales of Desktop-PCs in units. | Source: Statista Analysis
x.xxx x.xxx x.xxx x.xxx x.xxx x.xxx x.xxx
Mobile Phones Revenue / Capita in US$
Average revenue of mobile phones per capita | Source: Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
Laptops Revenue / Capita in US$
Average revenue of laptops and tablets per capita. | Source: Statista Analysis
xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x xxx.x
Desktop-PC Revenue / Capita in US$
Average revenue of Desktop-PCs per capita. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Social Media Penetration in %
Percentage of individuals from the total population using social media applications on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Smartphone Penetration in %
Percentage of individuals from the total population using a smartphone on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Internet Penetration in %
Percentage of individuals from the total population using the internet on a monthly basis. | Source: Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Consumer Spending / Capita in US$
Average consumer spending per capita of private households in the selected region | Source: Statista Analysis, based on UN, World Bank, IMF, Eurostat and national statistical offices
xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx
GDP / Capita in US$
Gross domestic product of the selected region in relation to the total population. | Source: IMF
xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx xx,xxx
Households in m
Total number of households in the selected region. | Source: Statista Analysis
x.x x.x x.x x.x x.x x.x xx.x
Population in m
Number of individuals (all ages) living in the selected region. | Source: World Bank, Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
0-15 years in m
Number of individuals (age 0-15) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
16-24 years in m
Number of individuals (age 16-24) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
25-34 years in m
Number of individuals (age 25-34) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
35-44 years in m
Number of individuals (age 35-44) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
45-54 years in m
Number of individuals (age 45-54) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
55+ years in m
Number of individuals (age 55 and older) living in the selected region. | Source: World Bank, Statista Analysis
x.x x.x x.x x.x x.x x.x x.x
Telecommunication
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Average Connection Speed in kbits/s
Average internet connection speed in Kbits/s. | Source: Akamai, Statista Analysis
x,xxx x,xxx x,xxx x,xxx x,xxx x,xxx x,xxx
Fixed Broadband Subscription / 100 Capita
Number of fixed broadband subscriptions per 100 inhabitants. | Source: World Bank, Statista Analysis
xx.x xx.x xx.x xx.x xx.x xx.x xx.x
Source: Statista, August 2018
Source: Statista, August 2018, based on IMF, World Bank, UN and Eurostat
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