The global in-app purchase market reached a value of US$ 103.2 Billion in 2021. Looking forward, the publisher expects the market to reach a value of US$ 323.7 Billion by 2027 exhibiting a CAGR of 20.20% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.
In-app purchase refers to the purchase of additional services and features or functions in an application on computers, tablets and smartphones. It offer access to additional content and features, including subscriptions, digital goods and premium content, directly within the application. In-app purchases are commonly available in replenishable, auto-renewing subscription, non-replenishable and subscription-based variants. It enables the application developers to provide basic content free of charge and monetize specialized features of the product. It also provides access to promotions and aids in enhancing brand awareness and download rates. As a result, in-app purchases are widely used across health and fitness, gaming, education and learning, entertainment and music, travel and hospitality applications.
In-app purchase refers to the purchase of additional services and features or functions in an application on computers, tablets and smartphones. It offer access to additional content and features, including subscriptions, digital goods and premium content, directly within the application. In-app purchases are commonly available in replenishable, auto-renewing subscription, non-replenishable and subscription-based variants. It enables the application developers to provide basic content free of charge and monetize specialized features of the product. It also provides access to promotions and aids in enhancing brand awareness and download rates. As a result, in-app purchases are widely used across health and fitness, gaming, education and learning, entertainment and music, travel and hospitality applications.
In-App Purchase Market Trends:
The increasing demand for smartphones across the globe is one of the key factors driving the growth of the market. In-app purchases are primarily made through smartphone-based applications to gain access to premium content and application features. Additionally, the widespread product adoption in health and fitness applications due to the rising health consciousness among the masses is favoring the market growth. The users can purchase access to trainers, customized diet plans, regular health checks and discounted products through in-app purchases. Moreover, the integration of digital wallets for in-app purchases is providing a thrust to the market growth. These online payment solutions are highly convenient, secure and aid in making the payment process smoother and faster. In line with this, the increasing product demand in gaming applications for purchasing speed upgrades, hints and additional cosmetic items for characters is positively impacting the market growth. Other factors, including the increasing penetration of high-speed internet, along with the increasing expenditure capacities of the consumers, are anticipated to drive the market toward growth.Key Market Segmentation:
The publisher provides an analysis of the key trends in each sub-segment of the global in-app purchase market, along with forecasts at the global, regional and country level from 2022-2027. Our report has categorized the market based on type, operating system and app category.Breakup by Type:
- Consumable
- Non-Consumable
- Subscription
Breakup by Operating System:
- Android
- iOS
- Others
Breakup by App Category:
- Gaming
- Entertainment and Music
- Health and Fitness
- Travel and Hospitality
- Retail and E-Commerce
- Education and Learning
- Others
Breakup by Region:
- North America
- United States
- Canada
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Indonesia
- Others
- Europe
- Germany
- France
- United Kingdom
- Italy
- Spain
- Russia
- Others
- Latin America
- Brazil
- Mexico
- Others
- Middle East and Africa
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Apple Inc, Epic Games Inc., Google LLC (Alphabet Inc.), King.com Limited (Activision Blizzard Inc.), Netflix Inc, Rakuten Group Inc., Sony Corporation, Spotify Technology S.A., Tencent Holdings Ltd., The Walt Disney Company and Tinder (Match Group Inc.).Key Questions Answered in this Report:
- How has the global in-app purchase market performed so far and how will it perform in the coming years?
- What has been the impact of COVID-19 on the global in-app purchase market?
- What are the key regional markets?
- What is the breakup of the market based on the type?
- What is the breakup of the market based on the operating system?
- What is the breakup of the market based on the app category?
- What are the various stages in the value chain of the industry?
- What are the key driving factors and challenges in the industry?
- What is the structure of the global in-app purchase market and who are the key players?
- What is the degree of competition in the industry?
Frequently Asked Questions about the Global In-App Purchase Market
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Report Attribute | Details |
---|---|
No. of Pages | 143 |
Published | February 2022 |
Forecast Period | 2021 - 2027 |
Estimated Market Value ( USD | $ 103.2 Billion |
Forecasted Market Value ( USD | $ 323.7 Billion |
Compound Annual Growth Rate | 21.0% |
Regions Covered | Global |
No. of Companies Mentioned | 11 |
Table of Contents
1 Preface3 Executive Summary11 Value Chain Analysis13 Price Analysis
2 Scope and Methodology
4 Introduction
5 Global In-App Purchase Market
6 Market Breakup by Type
7 Market Breakup by Operating System
8 Market Breakup by App Category
9 Market Breakup by Region
10 SWOT Analysis
12 Porters Five Forces Analysis
14 Competitive Landscape
List of Figures
List of Tables
Companies Mentioned
- Apple Inc
- Epic Games Inc.
- Google LLC (Alphabet Inc.)
- King.com Limited (Activision Blizzard Inc.)
- Netflix Inc
- Rakuten Group Inc.
- Sony Corporation
- Spotify Technology S.A.
- Tencent Holdings Ltd.
- The Walt Disney Company
- Tinder (Match Group Inc.).
Methodology
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