市場調查報告書
商品編碼
1287536
應用內購買市場:2023-2028年全球行業趨勢、佔有率、規模、成長、機會和預測In-App Purchase Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年,全球應用內購買市場規模達到1241億美元。展望未來,IMARC集團預計,到2028年,市場規模將達到3470億美元,在2023-2028年期間呈現16.55%的成長率(CAGR)。
應用內購買是指在電腦、平板電腦和智慧手機上購買應用程式的額外服務和功能或特性。它提供了直接在應用內獲得額外內容和功能的機會,包括訂閱、數位商品和加值內容。應用內購買通常有可補充的、自動續訂的、不可補充的和基於訂閱的變體。它使應用程式開發人員能夠免費提供基本內容,並使產品的專門功能貨幣化。它還提供了獲得促銷的機會,並有助於提高品牌知名度和下載率。因此,應用內購買廣泛用於健康和健身、遊戲、教育和學習、娛樂和音樂、旅遊和飯店應用。
全球範圍內對智慧手機需求的增加是推動市場成長的關鍵因素之一。應用內購買主要是透過基於智慧手機的應用來獲得優質內容和應用功能。此外,由於大眾健康意識的提高,健康和健身應用中產品的廣泛採用,有利於市場的成長。用戶可以透過應用內購買獲得教練、定製飲食計劃、定期健康檢查和折扣產品。此外,應用內購買的數位錢包的整合為市場成長提供推動力。這些線上支付解決方案非常方便、安全,有助於使支付過程更加順暢和快速。與此相呼應,遊戲應用中對購買速度升級、提示和角色的額外外觀的產品需求不斷增加,對市場成長產生了積極的影響。其他因素,包括高速網際網路普及率的提高,以及消費者支出能力的增加,預計將推動市場的成長。
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?