封面
市場調查報告書
商品編碼
1603769

到 2030 年應用程式內收費市場預測:按類型、作業系統、應用程式和地區進行的全球分析

In-App Purchase Market Forecasts to 2030 - Global Analysis By Type (Consumable, Non-consumable, Auto Renewable Subscription, Non-Renewing Subscriptions and Other Types), Operating System, Application and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,2024 年全球應用內收費(IAP)市場規模為 2,202.7 億美元,預計到 2030 年將達到 5,068.5 億美元,預測期內複合年成長率預計為 14.9%。

應用程式內收費(IAP) 是在行動應用程式或數位服務中發生的交易,用戶可以在其中購買附加功能、內容或服務。 IAP 包括虛擬產品、高級功能、訂閱、可解鎖內容等,以增強使用者體驗。這些購買通常透過 Apple App Store 或 Google Play 等應用程式商店進行處理。 IAP 是免費遊戲、行動應用程式和服務的常見收益模式,允許開發者透過其應用程式收益,而無需用戶支付前期費用。

行動和遊戲應用程式的成長

隨著行動和遊戲應用程式越來越受歡迎,開發人員已開始使用 IAP 作為主要收益模式,為用戶提供購買虛擬產品、訂閱和擴展的能力。這種向高級模式的轉變,允許用戶免費下載應用程式,同時仍在應用程式內內容上花錢,正在重振整個市場。遊戲產業的不斷創新,包括新的關卡、皮膚、角色和能力提升,創造了對應用程式內收費的持續需求。此外,社交和多人手機遊戲的興起鼓勵用戶花更多的錢來改善他們的遊戲體驗和狀態。

消費者對微交易的抵制

許多用戶認為微交易具有剝削性或令人沮喪。這種抵制會導致負面評論、應用程式評分降低、用戶保留率降低,並最終限制您的潛在客戶群。此外,缺乏透明度或誤導性的定價模式可能會損害消費者的信任。由於擔心隱藏成本或過度使用,一些消費者可能希望避免使用具有高 IAP 的應用程式。因此,開發人員可能需要重新考慮其貨幣化策略,以維持用戶滿意度並推動長期成長,這可能會阻礙市場成長。

非遊戲應用程式的採用率提高

應用程式內收費(IAP) 擴大被社交媒體、健身和生產力應用程式採用,這些應用程式正在整合 IAP 以提供高級功能、訂閱和獨家內容。這一趨勢使應用程式開發人員能夠透過提供客製化選項和擴充功能來獲取新的收益來源並改善用戶體驗。基於訂閱的模式的興起,特別是在娛樂、新聞和串流媒體服務領域,一直是這一成長的關鍵驅動力。此外,IAP 允許非遊戲應用程式更長時間地吸引用戶,從而提高客戶維繫和收益。這種轉變進一步推動了市場擴張,因為消費者越來越願意為增量福利而不是前期成本付費。

使用者疲勞和倦怠

用戶疲勞和倦怠可能會導致用戶完全離開應用程式,因為不斷的推播通知和激進的應用程式內收費提示不知所措。這會導致用戶保留率降低,直接影響開發人員的產生收入。隨著時間的推移,重複的購買請求會導致用戶感到沮喪,導致用戶放棄該應用程式並尋求提供較少侵入性體驗的替代方案。此外,精疲力盡的用戶可能會避開需要持續財務投資的應用程式,從而減少潛在的市場規模。

COVID-19 的影響

COVID-19 的疫情對應用程式內收費(IAP) 市場產生了重大影響,隨著人們在封鎖期間轉向數位娛樂、學習和服務,行動應用的使用量激增。這導致應用程式內支出增加,特別是在遊戲、健身和娛樂應用程式中。向線上服務和虛擬體驗的轉變促進了訂閱、高級功能和虛擬商品的銷售。然而,經濟不確定性也影響了可自由支配支出,導致不同消費群體和地區的應用程式內購趨勢有所不同。

Android 市場預計將在預測期內成為最大的市場

在預測期內,安卓市場由於其在全球不同市場的龐大用戶群,可能會佔據最大的市場佔有率。由於Android是開放原始碼的,因此它對許多依賴IAP進行收益的應用程式有廣泛的支持,包括遊戲、社交應用程式和公共事業工具。 Google Play 商店可輕鬆整合 IAP 系統,讓開發者更輕鬆地實現收益功能。此外,Android 在新興國家的普及將增加行動應用程式的可用性和使用量,進一步推動 IAP 成長。透過 Android 裝置瞄準廣大受眾的能力,再加上無縫付款整合,為市場擴張做出了重大貢獻。

健康與健身應用程式產業預計在預測期內實現最高複合年成長率

在預測期內,健康和健身應用程式領域預計將透過提供個人化運動計畫、營養追蹤和獲得專家建議等優質功能而呈現出最高的成長率。這些應用程式通常提供基於訂閱的服務,透過定期應用程式內購買產生穩定的收益流。隨著消費者更加關注健康和保健,用戶越來越願意投資這些應用程式以增強功能並獲得更好的結果。此外,獎勵和成就等遊戲化元素鼓勵應用程式內收費,以提高用戶動機。智慧型裝置和穿戴式科技的普及也支持了對健康和健身應用程式的持續需求,進一步加速了市場成長。

比最大的地區

在預測期內,由於中國、印度和日本等國家的智慧型手機普及率不斷提高以及行動網路使用率較高,亞太地區預計將佔據最大的市場佔有率。該地區精通技術的消費者正在遊戲、娛樂、健康和教育等領域迅速採用行動應用程式,透過 IAP 帶來可觀的收益。此外,不斷成長的中階的可支配收入和不斷變化的消費行為也有助於市場擴張。

複合年成長率最高的地區:

預計北美地區在預測期內的複合年成長率最高。北美用戶在行動遊戲、娛樂和生活應用程式上的支出尤其活躍,這些應用程式佔 IAP收益的很大一部分。蘋果、谷歌和亞馬遜等大型科技公司的強大存在進一步支撐了市場,這些公司為應用程式內交易提供了無縫平台。該地區先進的基礎設施和尖端行動技術使其成為希望透過應用程式內購買 (IAP) 實現應用程式收益的開發者和企業的主要市場。此外,娛樂、健身和生產力應用程式中基於訂閱的服務日益普及,正在擴大北美市場應用內收費的範圍。

提供免費客製化:

訂閱此報告的客戶可以存取以下免費自訂選項之一:

  • 公司簡介
    • 其他市場公司的綜合分析(最多 3 家公司)
    • 主要企業SWOT分析(最多3家企業)
  • 區域分割
    • 根據客戶興趣對主要國家的市場估計、預測和複合年成長率(註:基於可行性檢查)
  • 競爭標基準化分析
    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 資料分析
    • 資料檢驗
    • 研究途徑
  • 研究資訊來源
    • 主要研究資訊來源
    • 二次研究資訊來源
    • 先決條件

第3章市場趨勢分析

  • 促進因素
  • 抑制因素
  • 機會
  • 威脅
  • 應用分析
  • 新興市場
  • COVID-19 的影響

第4章波特五力分析

  • 供應商的議價能力
  • 買方議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭公司之間的敵對關係

第5章全球應用程式內收費市場:按類型

  • 消耗品
  • 非消耗品
  • 自動續訂訂閱
  • 不續訂的訂閱
  • 其他類型

第6章 全球應用程式內收費市場:依作業系統分類

  • iOS
  • 安卓
  • 其他作業系統

第7章 全球應用程式內收費市場:依應用分類

  • 遊戲
  • 娛樂和媒體應用
  • 健康和健身應用程式
  • 教育/學習應用程式
  • 生產力應用程式
  • 電子商務應用程式
  • 旅行/導航應用
  • 其他應用

第8章 全球應用程式內收費市場:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 南美洲其他地區
  • 中東/非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲

第9章 主要進展

  • 合約、夥伴關係、合作和合資企業
  • 收購和合併
  • 新產品發布
  • 業務拓展
  • 其他關鍵策略

第 10 章 公司概況

  • Apple Inc.
  • Google LLC
  • Amazon.com, Inc.
  • Tencent Holdings Ltd.
  • Epic Games, Inc.
  • Microsoft Corporation
  • Electronic Arts Inc.
  • Activision Blizzard, Inc.
  • Roblox Corporation
  • Zynga Inc.
  • Unity Technologies
  • Niantic, Inc.
  • Baidu, Inc.
  • Supercell Oy
  • ByteDance Ltd.
  • Snap Inc.
  • Glu Mobile Inc.
  • Square Enix Holdings Co., Ltd.
  • BIGO Technology
Product Code: SMRC27791

According to Stratistics MRC, the Global In-App Purchase Market is accounted for $220.27 billion in 2024 and is expected to reach $506.85 billion by 2030 growing at a CAGR of 14.9% during the forecast period. In-App Purchase (IAP) is a transaction made within a mobile application or digital service, where users buy additional features, content, or services. IAPs can include virtual goods, premium features, subscriptions, or unlock-able content, enhancing the user experience. These purchases are typically processed through app stores like Apple's App Store or Google Play. IAPs are a common revenue model for free-to-play games, mobile apps, and services, allowing developers to monetize their apps without upfront costs for users.

Market Dynamics:

Driver:

Growth of mobile and gaming apps

The growth of mobile and gaming apps became more popular, developers use IAPs as a primary revenue model, offering users the ability to buy virtual goods, subscriptions, or enhanced features. This shift toward premium models allows users to download apps for free but spend money on in-app content, which boosts the overall market. The gaming industry's continuous innovation, with new levels, skins, characters, and power-ups, creates ongoing demand for in-app purchases. Additionally, the rise of social and multiplayer mobile games encourages more spending, as users seek to improve their in-game experience or status.

Restraint:

Consumer resistance to micro-transactions

Many users view micro-transactions as exploitative or frustrating, especially when they feel pressured to make purchases to progress in a game or app. This resistance can result in negative reviews, decreased app ratings, and reduced user retention, ultimately limiting the potential customer base. Furthermore, a lack of transparency or misleading pricing models can lead to a loss of consumer trust. Some consumers prefer to avoid apps with frequent IAPs due to concerns about hidden costs or overspending. As a result, developers may need to rethink their monetization strategies to maintain user satisfaction and drive long-term growth, thereby hampering the growth of the market.

Opportunity:

Increasing adoption in non-gaming apps

The increasing adoption of in-app purchases (IAPs), such as social media, fitness, and productivity apps, are integrating IAPs to offer premium features, subscriptions, or exclusive content. This trend allows app developers to tap into new revenue streams and enhance user experience by offering customization options or enhanced functionality. The rise in subscription-based models, particularly in entertainment, news, and streaming services, is a significant factor contributing to this growth. Moreover, IAPs enable non-gaming apps to engage users for longer periods, improving customer retention and monetization. As consumers increasingly prefer paying for incremental benefits rather than upfront costs, this shift is further fuelling the market's expansion.

Threat:

User fatigue and burnout

User fatigue and burnout had become overwhelmed by constant push notifications or aggressive in-app purchase prompts, they may disengage from apps entirely. This leads to lower user retention rates, which directly impacts revenue generation for developers. Over time, the repetition of purchase requests can cause frustration, prompting users to abandon apps for alternatives that offer a less intrusive experience. Additionally, users experiencing burnout may avoid apps that require constant monetary investment, diminishing the potential market size.

Covid-19 Impact

The COVID-19 pandemic significantly impacted the In-App Purchase (IAP) market, driving a surge in mobile app usage as people turned to digital entertainment, learning, and services during lockdowns. This led to increased in-app spending, particularly in gaming, fitness, and entertainment apps. The shift to online services and virtual experiences boosted subscriptions, premium features, and virtual goods sales. However, the economic uncertainty also affected discretionary spending, leading to varying IAP trends across different consumer segments and regions.

The android segment is expected to be the largest during the forecast period

Over the estimation period, the android segment is likely to capture the largest market share, due to its large user base across diverse global markets. With Android's open-source nature, it supports a wide range of applications, many of which rely on IAPs for monetization, including games, social apps, and utility tools. The Google Play Store offers easy integration of IAP systems, making it accessible for developers to implement revenue-generating features. Furthermore, Android's growing adoption in emerging economies increases the availability and usage of mobile apps, further boosts IAP growth. The ability to target a broad audience through Android devices, coupled with seamless payment integration, contributes significantly to the market's expansion.

The health & fitness apps segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the health & fitness apps segment is predicted to witness the highest growth rate, by offering premium features such as personalized workout plans, nutrition tracking, and access to expert advice. These apps often provide subscription-based services, creating a steady stream of revenue through recurring IAPs. With the growing consumer focus on health and wellness, users are increasingly willing to invest in these apps for enhanced functionality and better outcomes. Additionally, gamification elements, such as rewards and achievements, encourage users to make in-app purchases for added motivation. The widespread adoption of smart devices and wearable tech also supports the continued demand for health and fitness apps, further fuelling market growth.

Region with largest share:

Over the forecast period, the Asia Pacific region is anticipated to hold the largest market share due to the increased smartphone penetration and high mobile internet usage across countries like China, India, and Japan. With a large, tech-savvy population, consumers in the region are rapidly adopting mobile apps in sectors like gaming, entertainment, health, and education, driving significant revenue through IAPs. Additionally, a growing middle class with disposable income and changing consumer behaviours are contributing to the market's expansion.

Region with highest CAGR:

During the forecast period, the North America region is anticipated to register the highest CAGR, owing to pay for premium digital experiences. North American users are particularly active in spending on mobile games, entertainment, and lifestyle apps, which make up a significant portion of IAP revenue. The market is further supported by the strong presence of major tech companies like Apple, Google, and Amazon, providing seamless platforms for in-app transactions. The region's advanced infrastructure and access to cutting-edge mobile technologies make it a key market for developers and businesses seeking to monetize apps through IAPs. Additionally, the increasing popularity of subscription-based services in entertainment, fitness, and productivity apps has expanded the scope for in-app purchases in the North American market.

Key players in the market

Some of the key players profiled in the In-App Purchase Market include Apple Inc., Google LLC, Amazon.com, Inc., Tencent Holdings Ltd., Epic Games, Inc., Microsoft Corporation, Electronic Arts Inc., Activision Blizzard, Inc., Roblox Corporation, Zynga Inc., Unity Technologies, Niantic, Inc., Baidu, Inc., Supercell Oy, ByteDance Ltd., Snap Inc., Glu Mobile Inc., Square Enix Holdings Co., Ltd. and BIGO Technology.

Key Developments:

In October 2024, Google LLC has been actively expanding its involvement in the in-app purchase market through strategic partnerships and product developments with Vodafone, where they extended their partnership to include AI-powered services and enhanced TV experiences. This collaboration leverages Google's Gemini models and Google Cloud to improve Vodafone's services, offering new AI-based features.

In April 2024, Microsoft announced a $1.5 billion investment in G42, an AI technology firm based in Abu Dhabi. The partnership will focus on advancing AI technologies in key regions such as the UAE, Central Asia, and Africa, with a strong emphasis on cloud services and secure AI deployment.

In January 2024, Microsoft entered into a decade-long partnership with Vodafone, valued at $1.5 billion, to enhance digital services and customer experiences across Europe and Africa. This collaboration also includes leveraging Microsoft's AI and cloud platforms, which could boost in-app purchase capabilities through enhanced customer personalization and transaction services.

Types Covered:

  • Consumable
  • Non-consumable
  • Auto Renewable Subscription
  • Non-Renewing Subscriptions
  • Other Types

Operating Systems Covered:

  • iOS
  • Android
  • Other Operating Systems

Applications Covered:

  • Gaming
  • Entertainment & Media Apps
  • Health & Fitness Apps
  • Education & Learning Apps
  • Productivity Apps
  • E-Commerce Apps
  • Travel & Navigation Apps
  • Other Applications

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2022, 2023, 2024, 2026, and 2030
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Application Analysis
  • 3.7 Emerging Markets
  • 3.8 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global In-App Purchase Market, By Type

  • 5.1 Introduction
  • 5.2 Consumable
  • 5.3 Non-consumable
  • 5.4 Auto Renewable Subscription
  • 5.5 Non-Renewing Subscriptions
  • 5.6 Other Types

6 Global In-App Purchase Market, By Operating System

  • 6.1 Introduction
  • 6.2 iOS
  • 6.3 Android
  • 6.4 Other Operating Systems

7 Global In-App Purchase Market, By Application

  • 7.1 Introduction
  • 7.2 Gaming
  • 7.3 Entertainment & Media Apps
  • 7.4 Health & Fitness Apps
  • 7.5 Education & Learning Apps
  • 7.6 Productivity Apps
  • 7.7 E-Commerce Apps
  • 7.8 Travel & Navigation Apps
  • 7.9 Other Applications

8 Global In-App Purchase Market, By Geography

  • 8.1 Introduction
  • 8.2 North America
    • 8.2.1 US
    • 8.2.2 Canada
    • 8.2.3 Mexico
  • 8.3 Europe
    • 8.3.1 Germany
    • 8.3.2 UK
    • 8.3.3 Italy
    • 8.3.4 France
    • 8.3.5 Spain
    • 8.3.6 Rest of Europe
  • 8.4 Asia Pacific
    • 8.4.1 Japan
    • 8.4.2 China
    • 8.4.3 India
    • 8.4.4 Australia
    • 8.4.5 New Zealand
    • 8.4.6 South Korea
    • 8.4.7 Rest of Asia Pacific
  • 8.5 South America
    • 8.5.1 Argentina
    • 8.5.2 Brazil
    • 8.5.3 Chile
    • 8.5.4 Rest of South America
  • 8.6 Middle East & Africa
    • 8.6.1 Saudi Arabia
    • 8.6.2 UAE
    • 8.6.3 Qatar
    • 8.6.4 South Africa
    • 8.6.5 Rest of Middle East & Africa

9 Key Developments

  • 9.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 9.2 Acquisitions & Mergers
  • 9.3 New Product Launch
  • 9.4 Expansions
  • 9.5 Other Key Strategies

10 Company Profiling

  • 10.1 Apple Inc.
  • 10.2 Google LLC
  • 10.3 Amazon.com, Inc.
  • 10.4 Tencent Holdings Ltd.
  • 10.5 Epic Games, Inc.
  • 10.6 Microsoft Corporation
  • 10.7 Electronic Arts Inc.
  • 10.8 Activision Blizzard, Inc.
  • 10.9 Roblox Corporation
  • 10.10 Zynga Inc.
  • 10.11 Unity Technologies
  • 10.12 Niantic, Inc.
  • 10.13 Baidu, Inc.
  • 10.14 Supercell Oy
  • 10.15 ByteDance Ltd.
  • 10.16 Snap Inc.
  • 10.17 Glu Mobile Inc.
  • 10.18 Square Enix Holdings Co., Ltd.
  • 10.19 BIGO Technology

List of Tables

  • Table 1 Global In-App Purchase Market Outlook, By Region (2022-2030) ($MN)
  • Table 2 Global In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 3 Global In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 4 Global In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 5 Global In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 6 Global In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 7 Global In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 8 Global In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 9 Global In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 10 Global In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 11 Global In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 12 Global In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 13 Global In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 14 Global In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 15 Global In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 16 Global In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 17 Global In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 18 Global In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 19 Global In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 20 Global In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 21 North America In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 22 North America In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 23 North America In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 24 North America In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 25 North America In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 26 North America In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 27 North America In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 28 North America In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 29 North America In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 30 North America In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 31 North America In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 32 North America In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 33 North America In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 34 North America In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 35 North America In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 36 North America In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 37 North America In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 38 North America In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 39 North America In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 40 North America In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 41 Europe In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 42 Europe In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 43 Europe In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 44 Europe In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 45 Europe In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 46 Europe In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 47 Europe In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 48 Europe In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 49 Europe In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 50 Europe In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 51 Europe In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 52 Europe In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 53 Europe In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 54 Europe In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 55 Europe In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 56 Europe In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 57 Europe In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 58 Europe In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 59 Europe In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 60 Europe In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 61 Asia Pacific In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 62 Asia Pacific In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 63 Asia Pacific In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 64 Asia Pacific In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 65 Asia Pacific In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 66 Asia Pacific In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 67 Asia Pacific In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 68 Asia Pacific In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 69 Asia Pacific In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 70 Asia Pacific In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 71 Asia Pacific In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 72 Asia Pacific In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 73 Asia Pacific In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 74 Asia Pacific In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 75 Asia Pacific In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 76 Asia Pacific In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 77 Asia Pacific In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 78 Asia Pacific In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 79 Asia Pacific In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 80 Asia Pacific In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 81 South America In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 82 South America In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 83 South America In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 84 South America In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 85 South America In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 86 South America In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 87 South America In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 88 South America In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 89 South America In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 90 South America In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 91 South America In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 92 South America In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 93 South America In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 94 South America In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 95 South America In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 96 South America In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 97 South America In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 98 South America In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 99 South America In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 100 South America In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)
  • Table 101 Middle East & Africa In-App Purchase Market Outlook, By Country (2022-2030) ($MN)
  • Table 102 Middle East & Africa In-App Purchase Market Outlook, By Type (2022-2030) ($MN)
  • Table 103 Middle East & Africa In-App Purchase Market Outlook, By Consumable (2022-2030) ($MN)
  • Table 104 Middle East & Africa In-App Purchase Market Outlook, By Non-consumable (2022-2030) ($MN)
  • Table 105 Middle East & Africa In-App Purchase Market Outlook, By Auto Renewable Subscription (2022-2030) ($MN)
  • Table 106 Middle East & Africa In-App Purchase Market Outlook, By Non-Renewing Subscriptions (2022-2030) ($MN)
  • Table 107 Middle East & Africa In-App Purchase Market Outlook, By Other Types (2022-2030) ($MN)
  • Table 108 Middle East & Africa In-App Purchase Market Outlook, By Operating System (2022-2030) ($MN)
  • Table 109 Middle East & Africa In-App Purchase Market Outlook, By iOS (2022-2030) ($MN)
  • Table 110 Middle East & Africa In-App Purchase Market Outlook, By Android (2022-2030) ($MN)
  • Table 111 Middle East & Africa In-App Purchase Market Outlook, By Other Operating Systems (2022-2030) ($MN)
  • Table 112 Middle East & Africa In-App Purchase Market Outlook, By Application (2022-2030) ($MN)
  • Table 113 Middle East & Africa In-App Purchase Market Outlook, By Gaming (2022-2030) ($MN)
  • Table 114 Middle East & Africa In-App Purchase Market Outlook, By Entertainment & Media Apps (2022-2030) ($MN)
  • Table 115 Middle East & Africa In-App Purchase Market Outlook, By Health & Fitness Apps (2022-2030) ($MN)
  • Table 116 Middle East & Africa In-App Purchase Market Outlook, By Education & Learning Apps (2022-2030) ($MN)
  • Table 117 Middle East & Africa In-App Purchase Market Outlook, By Productivity Apps (2022-2030) ($MN)
  • Table 118 Middle East & Africa In-App Purchase Market Outlook, By E-Commerce Apps (2022-2030) ($MN)
  • Table 119 Middle East & Africa In-App Purchase Market Outlook, By Travel & Navigation Apps (2022-2030) ($MN)
  • Table 120 Middle East & Africa In-App Purchase Market Outlook, By Other Applications (2022-2030) ($MN)