Entertainment - Pakistan

  • Pakistan
  • The Entertainment market in Pakistan is expected to see significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$8.20m by 2022.
  • This represents a substantial increase in revenue for the country's entertainment sector.
  • Furthermore, it is anticipated that the market will continue to expand at an annual growth rate of 12.62% from 2022 to 2027.
  • As a result, the projected market volume is expected to reach US$14.87m by 2027.
  • This indicates a promising outlook for the Entertainment market industry in Pakistan.
  • When examining the revenue breakdown within the Entertainment market, in-app purchases (IAP) are projected to generate US$3.35m in 2022.
  • This revenue stream is expected to contribute significantly to the overall revenue of the industry.
  • Paid app revenue is also expected to play a role in the market's growth, with projections indicating it will reach US$0.19m in 2022.
  • This suggests that consumers in Pakistan are willing to invest in paid entertainment applications.
  • Additionally, advertising revenue is projected to reach US$4.67m in 2022.
  • This demonstrates the importance of advertising as a revenue source within the Entertainment market.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 78.18m downloads in 2022.
  • This highlights the popularity of digital entertainment platforms in Pakistan.
  • When considering the average revenue per download, it is currently expected to amount to US$0.10.
  • This metric provides insights into the profitability of each download within the Entertainment market.
  • It is worth noting that when compared globally, in China generates the highest revenue in the Entertainment market, with projections indicating it will reach US$12,140.00m in 2022.
  • This showcases the immense scale of the Chinese entertainment industry.
  • In conclusion, the Entertainment market in Pakistan is poised for growth, with projected revenue figures indicating a positive trajectory.
  • This presents significant opportunities for businesses operating within the entertainment sector in the country.

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
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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