Picture
SEARCH
What are you looking for?
Need help finding what you are looking for? Contact Us
Compare

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1551403

Cover Image

PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1551403

Global In-App Purchase Market Size Study, by Operating System, by Type, by Application and Regional Forecasts 2022-2032

PUBLISHED:
PAGES: 285 Pages
DELIVERY TIME: 2-3 business days
SELECT AN OPTION
Unprintable PDF (Single User License)
USD 4950
Printable PDF (Enterprise License)
USD 6250

Add to Cart

Global In-App Purchase (IAP) Market is valued at approximately USD 195.5 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 12.5% over the forecast period 2024-2032. In-App Purchases (IAPs) are a crucial revenue model for app publishers, enabling users to buy additional features, content, or services within an app. These purchases are made using real money through app stores or other payment systems, enhancing the user experience by offering consumables, non-consumables, and subscription services. The global IAP market's growth is propelled by the widespread adoption of smartphones and high-speed internet, the popularity of free-to-play gaming models, and the increasing integration of digital solutions. Advancements in payment technology and the incorporation of IAPs across various industries are expected to provide substantial opportunities for market expansion. However, regulatory and legal challenges pose restraints to the market's growth.

Mobile gaming stands out as a significant segment driving IAPs, with free-to-play models leveraging cosmetic items, extra lives, and game currencies to monetize. Apps focusing on user engagement and retention incorporate IAPs, offering exclusive content, functionalities, and customization options, encouraging users to spend within the app. As smartphones become more accessible globally, the potential user base for mobile apps and IAPs continues to grow, with an estimated 7.21 billion smartphones worldwide by 2024, representing a 28.98% increase from five years ago.

The key regions considered for the global In-App Purchase (IAP) Market study include Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America is a dominating region in the In-App Purchase (IAP) Market in terms of revenue. The market growth in the region is being attributed to factors including high smartphone penetration, a mature mobile app ecosystem, and a culture of digital spending. The region boasts a tech-savvy population with a propensity for premium content and features, making it a lucrative market for app developers. Additionally, robust payment infrastructure and consumer trust in digital transactions contribute to the market's growth. Whereas, the market in Asia Pacific is anticipated to grow at the fastest rate over the forecast period fueled by rapid smartphone penetration, a burgeoning gaming industry, and a growing young population with high disposable income. The region's increasing internet connectivity and digital literacy are fostering a favorable environment for in-app purchases, especially in countries like China, India, and South Korea.

Major market players included in this report are:

  • PubMatic
  • Creative Clicks
  • Brainly
  • Recurly
  • AdMaven
  • Apple Inc.
  • Netflix, Inc.
  • Google LLC
  • King.com Ltd.
  • Propeller Ads
  • POCKETGUARD
  • Disney
  • Roblox
  • InMobi

The detailed segments and sub-segment of the market are explained below:

By Operating System:

  • Android
  • iOS
  • Others

By Type:

  • Consumable
  • Non-consumable
  • Auto-renewable
  • Non-renewing subscription

By Application:

  • Gaming
  • Entertainment and Music
  • Health and Fitness
  • Travel and Action
  • Finance
  • Others

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • RoLA
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • RoMEA

Years considered for the study are as follows:

  • Historical year - 2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with Country level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global In-App Purchase (IAP) Market Executive Summary

  • 1.1. Global In-App Purchase (IAP) Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Operating System
    • 1.3.2. By Type
    • 1.3.3. By Application
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global In-App Purchase (IAP) Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global In-App Purchase (IAP) Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Increasing smartphone penetration
    • 3.1.2. Popularity of free-to-play gaming models
    • 3.1.3. Advancements in payment technology
  • 3.2. Market Challenges
    • 3.2.1. Regulatory and legal issues
    • 3.2.2. High implementation costs
  • 3.3. Market Opportunities
    • 3.3.1. Integration into various industries
    • 3.3.2. Growth in emerging markets

Chapter 4. Global In-App Purchase (IAP) Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top investment opportunity
  • 4.4. Top winning strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global In-App Purchase (IAP) Market Size & Forecasts by Operating System 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global In-App Purchase (IAP) Market: Operating System Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Android
    • 5.2.2. iOS
    • 5.2.3. Others

Chapter 6. Global In-App Purchase (IAP) Market Size & Forecasts by Type 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global In-App Purchase (IAP) Market: Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Consumable
    • 6.2.2. Non-consumable
    • 6.2.3. Auto-renewable
    • 6.2.4. Non-renewing subscription

Chapter 7. Global In-App Purchase (IAP) Market Size & Forecasts by Application 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global In-App Purchase (IAP) Market: Application Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. Gaming
    • 7.2.2. Entertainment and Music
    • 7.2.3. Health and Fitness
    • 7.2.4. Travel and Action
    • 7.2.5. Finance
    • 7.2.6. Others

Chapter 8. Global In-App Purchase (IAP) Market Size & Forecasts by Region 2022-2032

  • 8.1. North America In-App Purchase (IAP) Market
    • 8.1.1. U.S. In-App Purchase (IAP) Market
      • 8.1.1.1. Operating System breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Type breakdown size & forecasts, 2022-2032
      • 8.1.1.3. Application breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada In-App Purchase (IAP) Market
  • 8.2. Europe In-App Purchase (IAP) Market
    • 8.2.1. U.K. In-App Purchase (IAP) Market
    • 8.2.2. Germany In-App Purchase (IAP) Market
    • 8.2.3. France In-App Purchase (IAP) Market
    • 8.2.4. Spain In-App Purchase (IAP) Market
    • 8.2.5. Italy In-App Purchase (IAP) Market
    • 8.2.6. Rest of Europe In-App Purchase (IAP) Market
  • 8.3. Asia-Pacific In-App Purchase (IAP) Market
    • 8.3.1. China In-App Purchase (IAP) Market
    • 8.3.2. India In-App Purchase (IAP) Market
    • 8.3.3. Japan In-App Purchase (IAP) Market
    • 8.3.4. Australia In-App Purchase (IAP) Market
    • 8.3.5. South Korea In-App Purchase (IAP) Market
    • 8.3.6. Rest of Asia Pacific In-App Purchase (IAP) Market
  • 8.4. Latin America In-App Purchase (IAP) Market
    • 8.4.1. Brazil In-App Purchase (IAP) Market
    • 8.4.2. Mexico In-App Purchase (IAP) Market
    • 8.4.3. Rest of Latin America In-App Purchase (IAP) Market
  • 8.5. Middle East & Africa In-App Purchase (IAP) Market
    • 8.5.1. Saudi Arabia In-App Purchase (IAP) Market
    • 8.5.2. South Africa In-App Purchase (IAP) Market
    • 8.5.3. Rest of Middle East & Africa In-App Purchase (IAP) Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Disney
    • 9.1.2. Roblox
    • 9.1.3. InMobi
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. PubMatic
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Creative Clicks
    • 9.3.3. Brainly
    • 9.3.4. Recurly
    • 9.3.5. AdMaven
    • 9.3.6. Apple Inc.
    • 9.3.7. Netflix, Inc.
    • 9.3.8. Google LLC
    • 9.3.9. King.com Ltd.
    • 9.3.10. Propeller Ads
    • 9.3.11. POCKETGUARD
    • 9.3.12. Disney
    • 9.3.13. Roblox
    • 9.3.14. InMobi

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
Have a question?
Picture

Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

Picture

Christine Sirois

Manager - Americas

+1-860-674-8796

Questions? Please give us a call or visit the contact form.
Hi, how can we help?
Contact us!