In-App Purchase Market - Global Industry Analysis

In-App Purchase Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2020-2026

Category: Technology & Media Report Format : PDF Report Code: ZMR-5603 Status : Upcoming

Description

Global In-App Purchase Market: Overview

An in-app purchase is any payment that one makes other than the initial app purchase cost that an app could ask for. Most of these in-app purchases are optional, and the customers pay for added features, or subscriptions that require the payment for the application after a free trial ends. A customer needs to sign up for a Google Play Store or App Store account and also requires the debit or credit card details of a customer. This debit or credit card allows to pay for any costs that are incurred when purchasing an app, or an in-app product or service.

Report Scope:

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Global In-App Purchase Market: Growth Factors

Increasing in-app purchases, large-scale internet penetration, surge in data usage, and lower data costs in the developing economies are the major factors augmenting the global in-app purchase market growth. However, digital ignorance and illiteracy is expected to hamper the expansion of the global in-app purchase industry size.

Additionally, the rising expenses and investments towards digital advertisements and increasing requirement for rapid and secure transaction services are expected to develop newer opportunities in the global in-app purchase market. Owing to the COVID-19 pandemic, subscriptions of health & fitness applications, gaming related subscriptions & payments, and video streaming subscriptions have considerably surged. The gaming and non-gaming smartphone applications offer newer functionalities and features at lower costs, thus leading to an increase in the demand for in-app purchases.

However, the ability to make payments without even having to enter a password or debit or credit card details for purchasing an in-app product or service is predicted to hamper the expansion of the global in-app purchase market size. This is because these items could be purchased unknowingly or even without any payment verification from the customer, making it unsecure and unreliable. If a child clicks on a prompt to unlock new vehicles or characters in a mobile game, a fee is charged which requires a payment of real money which is then easily debited from the credit card or debit card of the parent’s account. After a few days, many such small purchases can prove to add up to a considerable sum of money. This factor is likely to emerge as a market restraint.

Global In-App Purchase Market: Segmentation

The global in-app purchase market can be categorized by type, app category, operating system, and region. On the basis of type, the market is segmented into consumable subscription and non-consumable subscription. By app category, the market has been bifurcated as retail & e-commerce, health & fitness, gaming, travel & hospitality, education & learning, entertainment & music, and others. On the basis of operating system, the market is segregated into Android, iOS, and others.

The subscription sub-segment based on product type is expected to hold a large portion of share in the global in-app purchase market share and is predicted to maintain this position in the forthcoming times. This is attributable to the rising advantages that include flexibility in paying and availability of wide range of subscription options such as 1 month subscriptions, 3 months subscriptions, or even 1 week subscriptions.

Additionally, on the basis of operating system, iOS segment might claim a large chunk of the global in-app purchase market share. This is due to the growing number of iOS users and growing adoption of iOS-based devices such as tablets, smartphones, and other devices in the developed countries of Europe and North America. The Android sub-segment is predicted to exhibit the fastest growth rate in the forecast period.

Global In-App Purchase Market: Regional Analysis

Asia Pacific is likely to represent largest market share of the global in-app purchase market revenue, and is projected to continue this trend over the upcoming years. Additionally, this region is also anticipated to exhibit a high CAGR in the forecast timeframe. This is attributable to the rising in-app purchases in the major economies including China, Japan, and India.

North America ranks second in terms of the market share of the global in-app purchase market due to higher standard of living, proclivity towards online games & betting, and wide-scale penetration of internet services in the region.

Global In-App Purchase Market: Competitive Players

Some of the key companies operating in the global in-app purchase market outlook are Google LLC., Tinder, Sony Corporation, Netflix Inc., Tencent Holding Limited, Spotify Technology S.A., Apple Inc, King Limited, and Rakuten Inc.

Global In-App Purchase Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

What Reports Provides

  • Full in-depth analysis of the parent market
  • Important changes in market dynamics
  • Segmentation details of the market
  • Former, on-going, and projected market analysis in terms of volume and value
  • Assessment of niche industry developments
  • Market share analysis
  • Key strategies of major players
  • Emerging segments and regional markets
  • Testimonials to companies in order to fortify their foothold in the market.

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FrequentlyAsked Questions

Owing to the COVID-19 pandemic, subscriptions of health & fitness applications, gaming related subscriptions and payments, and video streaming subscriptions have considerably surged. The gaming and non-gaming smartphone applications offer newer functionalities and features at lower costs, thus leading to an increase in the demand for in-app purchases.

Asia-Pacific is likely to represent largest market share of the global in-app purchase market revenue, and is projected to continue this trend over the upcoming years. Additionally, this region is also anticipated to exhibit a high CAGR in the forecast timeframe. This is attributable to the rising in-app purchases in the major economies including China, Japan, and India.

Some of the key companies operating in the global in-app purchase market outlook are Google LLC., Tinder, Sony Corporation, Netflix Inc., Tencent Holding Limited, Spotify Technology S.A., Apple Inc, King Limited, and Rakuten Inc.

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