Entertainment - Americas

  • Americas
  • The Entertainment market in the Americas is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach US$10.12bn by 2022.
  • This growth is expected to continue at an annual rate of 10.81% (CAGR 2022-2027), resulting in a projected market volume of US$17.47bn by 2027.
  • Within the Entertainment market, revenue from in-app purchases (IAP) is projected to reach US$4,437.00m in 2022.
  • Similarly, revenue from paid apps is expected to reach US$16.33m in the same year.
  • Advertising revenue in the Entertainment market is also projected to increase, reaching US$5,667.00m in 2022.
  • In terms of user engagement, the number of downloads in the Entertainment market is expected to reach 2.45bn downloads in 2022.
  • Currently, the average revenue per download is estimated to be US$4.14.
  • It is worth noting that the country generating the highest revenue in the Entertainment market is in China, with an estimated revenue of US$12,140.00m in 2022.
  • These impressive figures highlight the tremendous potential and growth opportunities within the Entertainment market in the Americas.
  • As the industry continues to evolve and adapt to changing consumer preferences and technological advancements, it is expected to remain a lucrative sector for businesses and investors alike.

Key regions: United States, India, Germany, China, South Korea

 
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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
  • Downloads
  • Analyst Opinion
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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