What is In-App Purchase Market Scope?
In-app purchases can be used to sell a variety of content, including subscriptions, new features, and services. In-app purchasing refers to the buying of goods and services from inside an application on a mobile device, such as a smartphone or tablet. In-app purchases allow developers to provide their applications for free. The developer then advertises upgrades to the paid version, paid feature unlocks, special items for sale, or even ads other apps and services to anyone who downloads the free version.
The In-App Purchase market study is being classified by Type (Consumable, Non-Consumable and Subscription) and major geographies with country level break-up.
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches, and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. Research Analyst at AMA predicts that Players from United States will contribute to the maximum growth of Global In-App Purchase market throughout the predicted period.
Apple Inc (United States), Google LLC (United States), Disney (United States), King Limited (Sweden), Netflix, Inc (United States), Rakuten, Inc. (Japan), Sony Corporation (Japan), Spotify Technology S.A (Sweden), Amazon Prime Video (United States), ePlay Digital Inc. (Canada), Tencent Holdings Ltd. (China) and IAC (United States) are some of the key players profiled in the study.
Analyst at AMA have segmented the market study of Global In-App Purchase market by Type, Application and Region.
On the basis of geography, the market of In-App Purchase has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
On 8th January 2020, ePlay Digital Inc. has announced that Big Shot has been downloaded over 35,000 times and revenue increased 580% in December for iOS and Android since the Company officially launched the augmented reality fantasy sports mobile game in Toronto and Los Angeles in October.
Influencing Market Trend
- Increase in Data Usage and Internet Penetration across the Globe
- Increase in Smartphone Users across the Globe and Technological Advancement in Smart Phones
- Rise in Use of Various Promotional Strategies and Offers such as Loyalty Programs
- Addition of New Games and Ongoing Innovation in Technology and Surge in Expenditure on digital Advertisement
- Digital Illiteracy and Limited Digital Infrastructure and Uncertainty of Enterprises in Developing their Own Applications
- Lack of Skilled Working Professionals
Key Target AudienceIn-App Purchase Providers, Research Organizations and Consulting Companies, Potential Technology Investors, Regulatory & Government Bodies, Downstream Vendors, End Users and Others
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