Simulation Games - New Zealand

  • New Zealand
  • The Simulation Games market in New Zealand is expected to generate a total revenue of NZD US$17.38m in 2022.
  • Looking ahead, the market is projected to experience steady growth with an annual growth rate (CAGR 2022-2027) of 5.84%.
  • This growth trajectory is anticipated to result in a market volume of NZD US$22.34m by 2027.
  • Within the Simulation Games market, revenue from in-app purchases (IAP) is projected to reach NZD US$9.02m in 2022, indicating the popularity of this monetization model among gamers.
  • Additionally, revenue from paid app downloads is projected to reach NZD US$0.93m in 2022.
  • This suggests that there is still a market for paid games, despite the prevalence of free-to-play options.
  • Advertising revenue in the Simulation Games market is projected to reach NZD US$7.44m in 2022, highlighting the importance of advertisements as a source of income for game developers.
  • This revenue stream is likely to be driven by the large number of downloads expected in the New Zealand market, with projections indicating a total of 12.08m downloads downloads in 2022.
  • On average, each download is expected to generate revenue of NZD US$1.44.
  • This metric provides insight into the monetization potential of the Simulation Games market in New Zealand.
  • In a global comparison, it is worth noting that in the United States leads the way in terms of revenue generation, with projections indicating a total revenue of US$4,604.00m in 2022.
  • This demonstrates the significant market size and profitability of the Simulation Games market in the United States.

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

 
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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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