Puzzle Games - Europe

  • Europe
  • The Puzzle Games market in Europe is expected to experience significant growth in the coming years.
  • According to projections, the total revenue for this market is estimated to reach US$1.33bn in 2022.
  • This upward trend is expected to continue, with a projected annual growth rate (CAGR 2022-2027) of 10.37%.
  • By 2027, the market volume is projected to reach US$2.42bn.
  • In terms of revenue sources, in-app purchases (IAP) are expected to contribute significantly, with projected revenue of US$553.30m in 2022.
  • Paid app revenue is also expected to play a role, projected to reach US$15.48m in the same year.
  • Advertising revenue is projected to reach US$757.20m in 2022.
  • The Puzzle Games market is not only anticipated to generate substantial revenue but also attract a large number of downloads.
  • In 2022, the number of downloads in this market is projected to reach 1.76bn downloads.
  • Currently, the average revenue per download is estimated to be US$0.75.
  • When comparing Puzzle Games market revenue globally, in the United States takes the lead with projected revenue of US$5,517.00m in 2022.
  • This indicates the significant market potential in the United States compared to other regions.
  • Overall, the Puzzle Games market in Europe is expected to thrive, driven by factors such as increasing consumer demand and advancements in technology.
  • The projected revenue and growth rates highlight the market's potential for game developers and investors operating in this segment.

Key regions: Germany, China, United States, Europe, Asia

Region comparison

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.


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.


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.


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