Entertainment - Russia

  • Russia
  • The Entertainment market in Russia is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$167.10m by 2022.
  • This represents a substantial increase in market size.
  • Furthermore, it is anticipated that the Entertainment market will continue to expand at an annual growth rate of 10.30% between 2022 and 2027.
  • This growth is expected to result in a market volume of US$334.50m by 2027, indicating a positive outlook for the industry.
  • When considering specific revenue streams within the Entertainment market, in-app purchase (IAP) revenue is projected to reach US$49.67m in 2022.
  • This indicates a significant opportunity for monetization through in-app purchases.
  • Similarly, paid app revenue is expected to reach US$0.26m in 2022, highlighting the potential for revenue generation through paid applications.
  • Another significant revenue source within the Entertainment market is advertising.
  • It is predicted that advertising revenue will reach US$117.20m in 2022, showcasing the importance of advertising as a revenue stream within the industry.
  • In terms of user engagement, the number of downloads in the Entertainment market is projected to reach 343.50m downloads in 2022.
  • This indicates a strong demand for entertainment content among users in Russia.
  • Currently, the average revenue per download is expected to amount to US$0.49, highlighting the value generated per individual download.
  • When comparing the Entertainment market in Russia to other countries, it is noteworthy that in China generates the highest revenue in this industry.
  • In 2022, in China is projected to generate a staggering US$12,140.00m in revenue, indicating its dominance in the global market.
  • Overall, the Entertainment market in Russia is poised for growth, with various revenue streams and a significant user base driving the industry forward.

Key regions: United States, India, Germany, China, South Korea

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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