封面
市场调查报告书
商品编码
1603769

到 2030 年应用程式内收费市场预测:按类型、作业系统、应用程式和地区进行的全球分析

In-App Purchase Market Forecasts to 2030 - Global Analysis By Type (Consumable, Non-consumable, Auto Renewable Subscription, Non-Renewing Subscriptions and Other Types), Operating System, Application and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3个工作天内

价格

根据 Stratistics MRC 的数据,2024 年全球应用内收费(IAP)市场规模为 2,202.7 亿美元,预计到 2030 年将达到 5,068.5 亿美元,预测期内复合年增长率预计为 14.9%。

应用程式内收费(IAP) 是在行动应用程式或数位服务中发生的交易,用户可以在其中购买附加功能、内容或服务。 IAP 包括虚拟产品、高级功能、订阅、可解锁内容等,以增强使用者体验。这些购买通常透过 Apple App Store 或 Google Play 等应用程式商店进行处理。 IAP 是免费游戏、行动应用程式和服务的常见收益模式,允许开发者透过其应用程式收益,而无需用户支付前期费用。

行动和游戏应用程式的成长

随着行动和游戏应用程式越来越受欢迎,开发人员已开始使用 IAP 作为主要收益模式,为用户提供购买虚拟产品、订阅和扩展的能力。这种向高级模式的转变,允许用户免费下载应用程序,同时仍在应用程式内内容上花钱,正在重振整个市场。游戏产业的不断创新,包括新的关卡、皮肤、角色和能力提升,创造了对应用程式内收费的持续需求。此外,社交和多人手机游戏的兴起鼓励用户花更多的钱来改善他们的游戏体验和状态。

消费者对微交易的抵制

许多用户认为微交易具有剥削性或令人沮丧。这种抵制会导致负面评论、应用程式评分降低、用户保留率降低,并最终限制您的潜在客户群。此外,缺乏透明度或误导性的定价模式可能会损害消费者的信任。由于担心隐藏成本或过度使用,一些消费者可能希望避免使用具有高 IAP 的应用程式。因此,开发人员可能需要重新考虑其货币化策略,以维持用户满意度并推动长期成长,这可能会阻碍市场成长。

非游戏应用程式的采用率提高

应用程式内收费(IAP) 越来越多地被社交媒体、健身和生产力应用程式采用,这些应用程式正在整合 IAP 以提供高级功能、订阅和独家内容。这一趋势使应用程式开发人员能够透过提供客製化选项和扩充功能来获取新的收益来源并改善用户体验。基于订阅的模式的兴起,特别是在娱乐、新闻和串流媒体服务领域,一直是这一成长的关键驱动力。此外,IAP 允许非游戏应用程式更长时间地吸引用户,从而提高客户维繫和收益。这种转变进一步推动了市场扩张,因为消费者越来越愿意为增量福利而不是前期成本付费。

使用者疲劳和倦怠

用户疲劳和倦怠可能会导致用户完全离开应用程序,因为不断的推播通知和激进的应用程式内收费提示不知所措。这会导致用户保留率降低,直接影响开发人员的产生收入。随着时间的推移,重复的购买请求会导致用户感到沮丧,导致用户放弃该应用程式并寻求提供较少侵入性体验的替代方案。此外,精疲力尽的用户可能会避开需要持续财务投资的应用程序,从而减少潜在的市场规模。

COVID-19 的影响

COVID-19 的疫情对应用程式内收费(IAP) 市场产生了重大影响,随着人们在封锁期间转向数位娱乐、学习和服务,行动应用的使用量激增。这导致应用程式内支出增加,特别是在游戏、健身和娱乐应用程式中。向线上服务和虚拟体验的转变促进了订阅、高级功能和虚拟商品的销售。然而,经济不确定性也影响了可自由支配支出,导致不同消费群体和地区的应用程式内购趋势有所不同。

Android 市场预计将在预测期内成为最大的市场

在预测期内,安卓市场由于其在全球不同市场的庞大用户群,可能会占据最大的市场占有率。由于Android是开放原始码的,因此它对许多依赖IAP进行收益的应用程式有广泛的支持,包括游戏、社交应用程式和公共事业工具。 Google Play 商店可轻鬆整合 IAP 系统,让开发者更轻鬆地实现收益功能。此外,Android 在新兴国家的普及将增加行动应用程式的可用性和使用量,进一步推动 IAP 成长。透过 Android 装置瞄准广大受众的能力,再加上无缝付款集成,为市场扩张做出了重大贡献。

健康与健身应用程式产业预计在预测期内实现最高复合年增长率

在预测期内,健康和健身应用程式领域预计将透过提供个人化运动计画、营养追踪和获得专家建议等优质功能而呈现出最高的成长率。这些应用程式通常提供基于订阅的服务,透过定期应用程式内购买产生稳定的收益流。随着消费者更加关注健康和保健,用户越来越愿意投资这些应用程式以增强功能并获得更好的结果。此外,奖励和成就等游戏化元素鼓励应用程式内收费,以提高用户动机。智慧型装置和穿戴式科技的普及也支持了对健康和健身应用程式的持续需求,进一步加速了市场成长。

比最大的地区

在预测期内,由于中国、印度和日本等国家的智慧型手机普及率不断提高以及行动网路使用率较高,亚太地区预计将占据最大的市场占有率。该地区精通技术的消费者正在游戏、娱乐、健康和教育等领域迅速采用行动应用程序,透过 IAP 带来可观的收益。此外,不断增长的中阶的可支配收入和不断变化的消费行为也有助于市场扩张。

复合年增长率最高的地区:

预计北美地区在预测期内的复合年增长率最高。北美用户在行动游戏、娱乐和生活应用程式上的支出尤其活跃,这些应用程式占 IAP收益的很大一部分。苹果、谷歌和亚马逊等大型科技公司的强大存在进一步支撑了市场,这些公司为应用程式内交易提供了无缝平台。该地区先进的基础设施和尖端行动技术使其成为希望透过应用程式内购买 (IAP) 实现应用程式收益的开发者和企业的主要市场。此外,娱乐、健身和生产力应用程式中基于订阅的服务日益普及,正在扩大北美市场应用内收费的范围。

提供免费客製化:

订阅此报告的客户可以存取以下免费自订选项之一:

  • 公司简介
    • 其他市场公司的综合分析(最多 3 家公司)
    • 主要企业SWOT分析(最多3家企业)
  • 区域分割
    • 根据客户兴趣对主要国家的市场估计、预测和复合年增长率(註:基于可行性检查)
  • 竞争标基准化分析
    • 根据产品系列、地理分布和策略联盟对主要企业基准化分析

目录

第一章执行摘要

第二章 前言

  • 概述
  • 相关利益者
  • 调查范围
  • 调查方法
    • 资料探勘
    • 资料分析
    • 资料检验
    • 研究途径
  • 研究资讯来源
    • 主要研究资讯来源
    • 二次研究资讯来源
    • 先决条件

第三章市场趋势分析

  • 促进因素
  • 抑制因素
  • 机会
  • 威胁
  • 应用分析
  • 新兴市场
  • COVID-19 的影响

第4章波特五力分析

  • 供应商的议价能力
  • 买方议价能力
  • 替代品的威胁
  • 新进入者的威胁
  • 竞争公司之间的敌对关係

第五章全球应用程式内收费市场:按类型

  • 消耗品
  • 非消耗品
  • 自动续订订阅
  • 不续订的订阅
  • 其他类型

第六章 全球应用程式内收费市场:依作业系统划分

  • iOS
  • 安卓
  • 其他作业系统

第七章 全球应用程式内收费市场:依应用分类

  • 游戏
  • 娱乐和媒体应用
  • 健康和健身应用程式
  • 教育/学习应用程式
  • 生产力应用程式
  • 电子商务应用程式
  • 旅行/导航应用
  • 其他应用

第八章 全球应用程式内收费市场:按地区

  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 德国
    • 英国
    • 义大利
    • 法国
    • 西班牙
    • 其他欧洲国家
  • 亚太地区
    • 日本
    • 中国
    • 印度
    • 澳洲
    • 纽西兰
    • 韩国
    • 其他亚太地区
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地区
  • 中东/非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 卡达
    • 南非
    • 其他中东和非洲

第九章 主要进展

  • 合约、伙伴关係、合作和合资企业
  • 收购和合併
  • 新产品发布
  • 业务拓展
  • 其他关键策略

第 10 章 公司概况

  • Apple Inc.
  • Google LLC
  • Amazon.com, Inc.
  • Tencent Holdings Ltd.
  • Epic Games, Inc.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Roblox Corporation
  • Zynga Inc.
  • Unity Technologies
  • Niantic, Inc.
  • Baidu, Inc.
  • Supercell Oy
  • ByteDance Ltd.
  • Snap Inc.
  • Glu Mobile Inc.
  • Square Enix Holdings Co., Ltd.
  • BIGO Technology
Product Code: SMRC27791

According to Stratistics MRC, the Global In-App Purchase Market is accounted for $220.27 billion in 2024 and is expected to reach $506.85 billion by 2030 growing at a CAGR of 14.9% during the forecast period. In-App Purchase (IAP) is a transaction made within a mobile application or digital service, where users buy additional features, content, or services. IAPs can include virtual goods, premium features, subscriptions, or unlock-able content, enhancing the user experience. These purchases are typically processed through app stores like Apple's App Store or Google Play. IAPs are a common revenue model for free-to-play games, mobile apps, and services, allowing developers to monetize their apps without upfront costs for users.

Market Dynamics:

Driver:

Growth of mobile and gaming apps

The growth of mobile and gaming apps became more popular, developers use IAPs as a primary revenue model, offering users the ability to buy virtual goods, subscriptions, or enhanced features. This shift toward premium models allows users to download apps for free but spend money on in-app content, which boosts the overall market. The gaming industry's continuous innovation, with new levels, skins, characters, and power-ups, creates ongoing demand for in-app purchases. Additionally, the rise of social and multiplayer mobile games encourages more spending, as users seek to improve their in-game experience or status.

Restraint:

Consumer resistance to micro-transactions

Many users view micro-transactions as exploitative or frustrating, especially when they feel pressured to make purchases to progress in a game or app. This resistance can result in negative reviews, decreased app ratings, and reduced user retention, ultimately limiting the potential customer base. Furthermore, a lack of transparency or misleading pricing models can lead to a loss of consumer trust. Some consumers prefer to avoid apps with frequent IAPs due to concerns about hidden costs or overspending. As a result, developers may need to rethink their monetization strategies to maintain user satisfaction and drive long-term growth, thereby hampering the growth of the market.

Opportunity:

Increasing adoption in non-gaming apps

The increasing adoption of in-app purchases (IAPs), such as social media, fitness, and productivity apps, are integrating IAPs to offer premium features, subscriptions, or exclusive content. This trend allows app developers to tap into new revenue streams and enhance user experience by offering customization options or enhanced functionality. The rise in subscription-based models, particularly in entertainment, news, and streaming services, is a significant factor contributing to this growth. Moreover, IAPs enable non-gaming apps to engage users for longer periods, improving customer retention and monetization. As consumers increasingly prefer paying for incremental benefits rather than upfront costs, this shift is further fuelling the market's expansion.

Threat:

User fatigue and burnout

User fatigue and burnout had become overwhelmed by constant push notifications or aggressive in-app purchase prompts, they may disengage from apps entirely. This leads to lower user retention rates, which directly impacts revenue generation for developers. Over time, the repetition of purchase requests can cause frustration, prompting users to abandon apps for alternatives that offer a less intrusive experience. Additionally, users experiencing burnout may avoid apps that require constant monetary investment, diminishing the potential market size.

Covid-19 Impact

The COVID-19 pandemic significantly impacted the In-App Purchase (IAP) market, driving a surge in mobile app usage as people turned to digital entertainment, learning, and services during lockdowns. This led to increased in-app spending, particularly in gaming, fitness, and entertainment apps. The shift to online services and virtual experiences boosted subscriptions, premium features, and virtual goods sales. However, the economic uncertainty also affected discretionary spending, leading to varying IAP trends across different consumer segments and regions.

The android segment is expected to be the largest during the forecast period

Over the estimation period, the android segment is likely to capture the largest market share, due to its large user base across diverse global markets. With Android's open-source nature, it supports a wide range of applications, many of which rely on IAPs for monetization, including games, social apps, and utility tools. The Google Play Store offers easy integration of IAP systems, making it accessible for developers to implement revenue-generating features. Furthermore, Android's growing adoption in emerging economies increases the availability and usage of mobile apps, further boosts IAP growth. The ability to target a broad audience through Android devices, coupled with seamless payment integration, contributes significantly to the market's expansion.

The health & fitness apps segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the health & fitness apps segment is predicted to witness the highest growth rate, by offering premium features such as personalized workout plans, nutrition tracking, and access to expert advice. These apps often provide subscription-based services, creating a steady stream of revenue through recurring IAPs. With the growing consumer focus on health and wellness, users are increasingly willing to invest in these apps for enhanced functionality and better outcomes. Additionally, gamification elements, such as rewards and achievements, encourage users to make in-app purchases for added motivation. The widespread adoption of smart devices and wearable tech also supports the continued demand for health and fitness apps, further fuelling market growth.

Region with largest share:

Over the forecast period, the Asia Pacific region is anticipated to hold the largest market share due to the increased smartphone penetration and high mobile internet usage across countries like China, India, and Japan. With a large, tech-savvy population, consumers in the region are rapidly adopting mobile apps in sectors like gaming, entertainment, health, and education, driving significant revenue through IAPs. Additionally, a growing middle class with disposable income and changing consumer behaviours are contributing to the market's expansion.

Region with highest CAGR:

During the forecast period, the North America region is anticipated to register the highest CAGR, owing to pay for premium digital experiences. North American users are particularly active in spending on mobile games, entertainment, and lifestyle apps, which make up a significant portion of IAP revenue. The market is further supported by the strong presence of major tech companies like Apple, Google, and Amazon, providing seamless platforms for in-app transactions. The region's advanced infrastructure and access to cutting-edge mobile technologies make it a key market for developers and businesses seeking to monetize apps through IAPs. Additionally, the increasing popularity of subscription-based services in entertainment, fitness, and productivity apps has expanded the scope for in-app purchases in the North American market.

Key players in the market

Some of the key players profiled in the In-App Purchase Market include Apple Inc., Google LLC, Amazon.com, Inc., Tencent Holdings Ltd., Epic Games, Inc., Microsoft Corporation, Electronic Arts Inc., Activision Blizzard, Inc., Roblox Corporation, Zynga Inc., Unity Technologies, Niantic, Inc., Baidu, Inc., Supercell Oy, ByteDance Ltd., Snap Inc., Glu Mobile Inc., Square Enix Holdings Co., Ltd. and BIGO Technology.

Key Developments:

In October 2024, Google LLC has been actively expanding its involvement in the in-app purchase market through strategic partnerships and product developments with Vodafone, where they extended their partnership to include AI-powered services and enhanced TV experiences. This collaboration leverages Google's Gemini models and Google Cloud to improve Vodafone's services, offering new AI-based features.

In April 2024, Microsoft announced a $1.5 billion investment in G42, an AI technology firm based in Abu Dhabi. The partnership will focus on advancing AI technologies in key regions such as the UAE, Central Asia, and Africa, with a strong emphasis on cloud services and secure AI deployment.

In January 2024, Microsoft entered into a decade-long partnership with Vodafone, valued at $1.5 billion, to enhance digital services and customer experiences across Europe and Africa. This collaboration also includes leveraging Microsoft's AI and cloud platforms, which could boost in-app purchase capabilities through enhanced customer personalization and transaction services.

Types Covered:

  • Consumable
  • Non-consumable
  • Auto Renewable Subscription
  • Non-Renewing Subscriptions
  • Other Types

Operating Systems Covered:

  • iOS
  • Android
  • Other Operating Systems

Applications Covered:

  • Gaming
  • Entertainment & Media Apps
  • Health & Fitness Apps
  • Education & Learning Apps
  • Productivity Apps
  • E-Commerce Apps
  • Travel & Navigation Apps
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2022, 2023, 2024, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global In-App Purchase Market, By Type

  • 5.1 Introduction
  • 5.2 Consumable
  • 5.3 Non-consumable
  • 5.4 Auto Renewable Subscription
  • 5.5 Non-Renewing Subscriptions
  • 5.6 Other Types

6 Global In-App Purchase Market, By Operating System

  • 6.1 Introduction
  • 6.2 iOS
  • 6.3 Android
  • 6.4 Other Operating Systems

7 Global In-App Purchase Market, By Application

  • 7.1 Introduction
  • 7.2 Gaming
  • 7.3 Entertainment & Media Apps
  • 7.4 Health & Fitness Apps
  • 7.5 Education & Learning Apps
  • 7.6 Productivity Apps
  • 7.7 E-Commerce Apps
  • 7.8 Travel & Navigation Apps
  • 7.9 Other Applications

8 Global In-App Purchase Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Apple Inc.
  • 10.2 Google LLC
  • 10.3 Amazon.com, Inc.
  • 10.4 Tencent Holdings Ltd.
  • 10.5 Epic Games, Inc.
  • 10.6 Microsoft Corporation
  • 10.7 Electronic Arts Inc.
  • 10.8 Activision Blizzard, Inc.
  • 10.9 Roblox Corporation
  • 10.10 Zynga Inc.
  • 10.11 Unity Technologies
  • 10.12 Niantic, Inc.
  • 10.13 Baidu, Inc.
  • 10.14 Supercell Oy
  • 10.15 ByteDance Ltd.
  • 10.16 Snap Inc.
  • 10.17 Glu Mobile Inc.
  • 10.18 Square Enix Holdings Co., Ltd.
  • 10.19 BIGO Technology

List of Tables

  • Table 1 Global In-App Purchase Market Outlook, By Region (2022-2030) ($MN)
  • Table 2 Global In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 3 Global In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 4 Global In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 5 Global In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 6 Global In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 7 Global In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 8 Global In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 9 Global In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 10 Global In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 11 Global In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 12 Global In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 13 Global In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 14 Global In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 15 Global In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 16 Global In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 17 Global In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 18 Global In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 19 Global In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 20 Global In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 21 North America In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 22 North America In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 23 North America In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 24 North America In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 25 North America In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 26 North America In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 27 North America In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 28 North America In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 29 North America In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 30 North America In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 31 North America In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 32 North America In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 33 North America In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 34 North America In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 35 North America In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 36 North America In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 37 North America In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 38 North America In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 39 North America In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 40 North America In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 41 Europe In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 42 Europe In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 43 Europe In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 44 Europe In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 45 Europe In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 46 Europe In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 47 Europe In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 48 Europe In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 49 Europe In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 50 Europe In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 51 Europe In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 52 Europe In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 53 Europe In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 54 Europe In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 55 Europe In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 56 Europe In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 57 Europe In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 58 Europe In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 59 Europe In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 60 Europe In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 61 Asia Pacific In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 62 Asia Pacific In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 63 Asia Pacific In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 64 Asia Pacific In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 65 Asia Pacific In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 66 Asia Pacific In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 67 Asia Pacific In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 68 Asia Pacific In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 69 Asia Pacific In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 70 Asia Pacific In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 71 Asia Pacific In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 72 Asia Pacific In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 73 Asia Pacific In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 74 Asia Pacific In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 75 Asia Pacific In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 76 Asia Pacific In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 77 Asia Pacific In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 78 Asia Pacific In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 79 Asia Pacific In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 80 Asia Pacific In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 81 South America In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 82 South America In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 83 South America In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 84 South America In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 85 South America In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 86 South America In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 87 South America In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 88 South America In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 89 South America In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 90 South America In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 91 South America In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 92 South America In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 93 South America In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 94 South America In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 95 South America In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 96 South America In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 97 South America In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 98 South America In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 99 South America In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 100 South America In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 101 Middle East & Africa In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 102 Middle East & Africa In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 103 Middle East & Africa In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 104 Middle East & Africa In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 105 Middle East & Africa In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 106 Middle East & Africa In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 107 Middle East & Africa In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 108 Middle East & Africa In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 109 Middle East & Africa In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 110 Middle East & Africa In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 111 Middle East & Africa In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 112 Middle East & Africa In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 113 Middle East & Africa In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 114 Middle East & Africa In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 115 Middle East & Africa In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 116 Middle East & Africa In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 117 Middle East & Africa In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 118 Middle East & Africa In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 119 Middle East & Africa In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 120 Middle East & Africa In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)