Board Games - G7

  • G7
  • The Board Games market, a popular segment in the entertainment industry, is expected to witness impressive growth in the coming years.
  • In 2022, the total revenue in this market is projected to reach a staggering US$1.37bn.
  • This growth is anticipated to continue at a steady pace, with an annual growth rate (CAGR 2022-2027) of 8.88%.
  • By 2027, the Board Games market is expected to expand even further, reaching a projected market volume of US$2.22bn.
  • This growth can be attributed to various factors, including the increasing popularity of in-app purchases (IAP) and paid apps, as well as the rising revenue from advertising within the market.
  • In 2022, the revenue from in-app purchases (IAP) in the Board Games market is projected to reach US$529.50m.
  • This significant revenue stream reflects the willingness of consumers to spend on additional features and content within their favorite board games.
  • Additionally, the revenue from paid apps in the Board Games market is expected to reach US$34.51m in 2022.
  • This revenue stream highlights the demand for premium board game experiences that users are willing to pay for upfront.
  • Furthermore, advertising revenue in the Board Games market is projected to reach US$808.20m in 2022.
  • This revenue stream is a result of board game developers partnering with advertisers to display targeted ads within their games, generating revenue through ad impressions and clicks.
  • The number of downloads in the Board Games market is also expected to increase significantly, reaching 0.57bn downloads in 2022.
  • This growth in downloads reflects the growing interest and engagement of consumers with board games on digital platforms.
  • Currently, the average revenue per download in the Board Games market is estimated to be US$2.39.
  • This figure represents the average amount of revenue generated per download, highlighting the profitability of the market for developers and publishers.
  • In a global comparison, it is interesting to note that in the United States leads the way in generating revenue in the Board Games market.
  • In 2022, it is projected that in the United States will generate a substantial revenue of US$1,149.00m.
  • This dominance can be attributed to the strong presence of board game enthusiasts and a thriving gaming culture within the country.
  • Overall, the Board Games market presents a promising opportunity for growth and profitability, with various revenue streams and a strong market outlook.
  • The projected revenue figures and growth rates demonstrate the potential for success in this market segment, both globally and within the G7 country.

Key regions: Europe, South Korea, United States, Germany, Japan

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