In-App Purchase Market Report by Type (Consumable, Non-Consumable, Subscription), Operating System (Android, IOS, and Others), App Category (Gaming, Entertainment and Music, Health and Fitness, Travel and Hospitality, Retail and E-Commerce, Education and Learning, and Others), and Region 2024-2032
The global in-app purchase market size reached US$ 144.6 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 517.8 Billion by 2032, exhibiting a growth rate (CAGR) of 14.9% during 2024-2032.
Report Attribute
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023
US$ 144.6 Billion
Market Forecast in 2032
US$ 517.8 Billion
Market Growth Rate 2024-2032
14.9%
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.
In-App Purchase Market Trends:
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.
Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
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Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global in-app purchasemarket report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on type, operating system and app category.
Breakup by Type:
Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.
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Consumable
Non-Consumable
Subscription
Breakup by Operating System:
Android
iOS
Others
Breakup by App Category:
Gaming
Entertainment and Music
Health and Fitness
Travel and Hospitality
Retail and E-Commerce
Education and Learning
Others
Breakup by Region:
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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
Competitive Landscape:
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.).
Report Coverage:
Report Features
Details
Base Year of the Analysis
2023
Historical Period
2018-2023
Forecast Period
2024-2032
Units
US$ Billion
Segment Coverage
Type, Operating System, App Category, Region
Region Covered
Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered
United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered
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.).
Customization Scope
10% Free Customization
Report Price and Purchase Option
Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support
10-12 Weeks
Delivery Format
PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)
Key Questions Answered in This Report
The global in-app purchase market was valued at US$ 144.6 Billion in 2023.
We expect the global in-app purchase market to exhibit a CAGR of 14.9% during 2024-2032.
The sudden outbreak of the COVID-19 pandemic has led to the growing demand for in-app purchase by individuals to purchase subscriptions of video streaming, gaming, and other health and fitness applications, during the lockdown scenario.
The rising demand for smartphones, along with the increasing integration of digital wallets that are highly convenient, secure, and aid to make the payment process smoother and faster, is primarily driving the global in-app purchase market.
Based on the type, the global in-app purchase market can be segmented into consumable, non-consumable, and subscription. Currently, subscription holds the majority of the total market share.
Based on the operating system, the global in-app purchase market has been divided into android, iOS, and others, where iOS currently exhibits a clear dominance in the market.
Based on the app category, the global in-app purchase market can be categorized into gaming, entertainment and music, health and fitness, travel and hospitality, retail and e-commerce, education and learning, and others. Among these, the gaming app category accounts for the largest market share.
On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin America, and Middle East and Africa, where Asia-Pacific currently dominates the global market.
Some of the major players in the global in-app purchase market include 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.).
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