市场调查报告书
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1287536
应用内购买市场:2023-2028年全球行业趋势、份额、规模、增长、机会和预测In-App Purchase Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年,全球应用内购买市场规模达到1241亿美元。展望未来,IMARC集团预计,到2028年,市场规模将达到3470亿美元,在2023-2028年期间呈现16.55%的增长率(CAGR)。
应用内购买是指在电脑、平板电脑和智能手机上购买应用程序的额外服务和功能或特性。它提供了直接在应用内获得额外内容和功能的机会,包括订阅、数字商品和优质内容。应用内购买通常有可补充的、自动续订的、不可补充的和基于订阅的变体。它使应用程序开发人员能够免费提供基本内容,并使产品的专门功能货币化。它还提供了获得促销的机会,并有助于提高品牌知名度和下载率。因此,应用内购买被广泛用于健康和健身、游戏、教育和学习、娱乐和音乐、旅游和酒店应用。
全球范围内对智能手机需求的增加是推动市场增长的关键因素之一。应用内购买主要是通过基于智能手机的应用来获得优质内容和应用功能。此外,由于大众健康意识的提高,健康和健身应用中产品的广泛采用,有利于市场的增长。用户可以通过应用内购买获得教练、定制饮食计划、定期健康检查和折扣产品。此外,应用内购买的数字钱包的整合正在为市场增长提供推动力。这些在线支付解决方案非常方便、安全,有助于使支付过程更加顺畅和快速。与此相呼应,游戏应用中对购买速度升级、提示和角色的额外化妆品的产品需求不断增加,对市场增长产生了积极的影响。其他因素,包括高速互联网普及率的提高,以及消费者支出能力的增加,预计将推动市场的增长。
The global in-app purchase market size reached US$ 124.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 347.0 Billion by 2028, exhibiting a growth rate (CAGR) of 16.55% during 2023-2028.
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.
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.
IMARC Group provides an analysis of the key trends in each sub-segment of the global in-app purchase market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on type, operating system and app category.
Consumable
Non-Consumable
Subscription
Android
iOS
Others
Gaming
Entertainment and Music
Health and Fitness
Travel and Hospitality
Retail and E-Commerce
Education and Learning
Others
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
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
1. What was the size of the global in-app purchase market in 2022?
2. What is the expected growth rate of the global in-app purchase market during 2023-2028?
3. What has been the impact of COVID-19 on the global in-app purchase market?
4. What are the key factors driving the global in-app purchase market?
5. What is the breakup of the global in-app purchase market based on the type?
6. What is the breakup of the global in-app purchase market based on the operating system?
7. What is the breakup of the global in-app purchase market based on the app category?
8. What are the key regions in the global in-app purchase market?
9. Who are the key players/companies in the global in-app purchase market?