The in-app purchase market size has grown exponentially in recent years. It will grow from $209.13 billion in 2024 to $257.23 billion in 2025 at a compound annual growth rate (CAGR) of 23%. The growth in the historic period can be attributed to smartphone penetration, app monetization strategies, user engagement strategies, content consumption trends, app store optimization.
The in-app purchase market size is expected to see exponential growth in the next few years. It will grow to $657.18 billion in 2029 at a compound annual growth rate (CAGR) of 26.4%. The growth in the forecast period can be attributed to subscription-based models, emerging markets growth, cross-platform integration. Major trends in the forecast period include mobile gaming dominance, subscription models, augmented reality (AR) integration, personalization and customization, digital goods and services.
The rise in downloads of video streaming, gaming, and health and fitness applications is anticipated to drive the growth of the in-app purchase market. The growing usage of mobile applications enables more users to access content and expands the potential for in-app purchases. For example, in August 2024, Business of Apps, a US-based B2B media platform, reported that app and game downloads reached 148.2 billion in 2023, reflecting a 3.9% increase from the previous year. Therefore, the increasing downloads of video streaming, gaming, and health and fitness applications are expected to propel the growth of the in-app purchase market.
The in-app purchase market is expected to grow due to the increasing demand for smartphones. Smartphones are handheld mobile devices with advanced computing capabilities, offering features such as internet connectivity, apps, and communication tools. In-app purchases are facilitated by smartphones, allowing users to buy digital content, services, or upgrades directly within applications through integrated payment systems. According to Uswitch Limited, there was a 3.8% increase in mobile connections in the UK beginning in 2022, reaching 71.8 million. By 2025, it is projected that 95% of the 68.3 million people living in the UK will have smartphones. Therefore, the increasing demand for smartphones is expected to drive the growth of the in-app purchase market.
Numerous companies in the in-app purchases market are concentrating on developing innovative solutions, such as new payment option features, to simplify user transactions and improve convenience. A payment option feature allows users to choose from various methods to complete payments within an app. For example, in May 2024, Google Play, a subsidiary of Google LLC, a US-based technology company, introduced a new feature called 'Ask Someone Else to Pay.' This feature enables users to request payments for in-app purchases from others, thereby enhancing payment flexibility within its ecosystem. Users can click a button to create a link that can be sent via text or messaging apps to someone else, asking them to fulfill the payment for an in-app purchase. The sender will be informed that the recipient must know their email address and will be able to view the item being purchased. The recipient has 24 hours to complete the payment before the request expires.
Major companies in the in-app purchase market are concentrating on developing innovative solutions, such as the instant search feature, to enrich user engagement and provide seamless purchasing experiences. The instant search feature allows users to retrieve information in real-time through responsive search functionalities. For instance, in November 2022, US-based instant messaging and VoIP service provider WhatsApp launched a business search feature in Brazil, Colombia, Indonesia, Mexico, and the UK, enabling in-app purchases. This business search feature facilitates the identification of contacts for businesses on their websites, saving users time.
In August 2024, Amazon, a US-based multinational technology company, entered into a partnership with TikTok for an undisclosed amount. This collaboration aims to create a new arrangement that will enable TikTok users to make Amazon purchases directly within the app, without needing to navigate to the Amazon app or website. TikTok is a China-based social media platform that integrates in-app purchasing features.
Major companies operating in the in-app purchase market include Amazon.com Inc., Apple Inc., Google LLC, The Walt Disney Company, Tencent Holdings Limited, Netflix Inc., PayPal Holdings Inc., Square Inc., Rakuten Group Inc., Stripe Inc., Spotify Technology S.A., Flipkart Internet Private Limited, Myntra Designs Private Limited, Epic Games Inc., AppLovin Corporation, Supercell Oy, Tinder, Unity Technologies SF, Adyen N.V., Digital Turbine Media Inc., IronSource Mobile Ltd., Machine Zone Inc., InMobi Technologies Pty. Ltd., VentureBeat LLC, Bango PLC, Vungle Inc., Adapty Technology Inc., Ajio Online Services Private Limited, Chartboost Inc., Fortumo Oyj, Aarki Inc., Liftoff Inc., SuperSonic Studios Ltd., Swrve Inc.
Asia-Pacific was the largest region in the in-app purchase market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the in-app purchase market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the in-app purchase market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
In-app purchases refer to acquiring additional services, features, or functions within an application on computers, smartphones, and tablets. This model allows access to premium content, digital goods, and subscriptions directly within the application, monetizing specialized features while providing basic content for free.
The primary types of in-app purchases are consumable, non-consumable, and subscription. Consumable in-app purchases involve digital products usable for a single time, requiring repurchase after depletion. Operating systems, including Android, iOS, and others, support different in-app purchase categories such as gaming, entertainment, music, health, fitness, travel, hospitality, retail, e-commerce, education, learning, and other app categories.
The in-app purchase market research report is one of a series of new reports that provides in-app purchase market statistics, including in-app purchase industry global market size, regional shares, competitors with a in-app purchase market share, detailed in-app purchase market segments, market trends and opportunities, and any further data you may need to thrive in the in-app purchase industry. This in-app purchase market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The in-app purchase market includes revenues earned by entities by providing services such as buy characters, upgrade abilities, and spend real money on in-game currencies. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The in-app purchase market size is expected to see exponential growth in the next few years. It will grow to $657.18 billion in 2029 at a compound annual growth rate (CAGR) of 26.4%. The growth in the forecast period can be attributed to subscription-based models, emerging markets growth, cross-platform integration. Major trends in the forecast period include mobile gaming dominance, subscription models, augmented reality (AR) integration, personalization and customization, digital goods and services.
The rise in downloads of video streaming, gaming, and health and fitness applications is anticipated to drive the growth of the in-app purchase market. The growing usage of mobile applications enables more users to access content and expands the potential for in-app purchases. For example, in August 2024, Business of Apps, a US-based B2B media platform, reported that app and game downloads reached 148.2 billion in 2023, reflecting a 3.9% increase from the previous year. Therefore, the increasing downloads of video streaming, gaming, and health and fitness applications are expected to propel the growth of the in-app purchase market.
The in-app purchase market is expected to grow due to the increasing demand for smartphones. Smartphones are handheld mobile devices with advanced computing capabilities, offering features such as internet connectivity, apps, and communication tools. In-app purchases are facilitated by smartphones, allowing users to buy digital content, services, or upgrades directly within applications through integrated payment systems. According to Uswitch Limited, there was a 3.8% increase in mobile connections in the UK beginning in 2022, reaching 71.8 million. By 2025, it is projected that 95% of the 68.3 million people living in the UK will have smartphones. Therefore, the increasing demand for smartphones is expected to drive the growth of the in-app purchase market.
Numerous companies in the in-app purchases market are concentrating on developing innovative solutions, such as new payment option features, to simplify user transactions and improve convenience. A payment option feature allows users to choose from various methods to complete payments within an app. For example, in May 2024, Google Play, a subsidiary of Google LLC, a US-based technology company, introduced a new feature called 'Ask Someone Else to Pay.' This feature enables users to request payments for in-app purchases from others, thereby enhancing payment flexibility within its ecosystem. Users can click a button to create a link that can be sent via text or messaging apps to someone else, asking them to fulfill the payment for an in-app purchase. The sender will be informed that the recipient must know their email address and will be able to view the item being purchased. The recipient has 24 hours to complete the payment before the request expires.
Major companies in the in-app purchase market are concentrating on developing innovative solutions, such as the instant search feature, to enrich user engagement and provide seamless purchasing experiences. The instant search feature allows users to retrieve information in real-time through responsive search functionalities. For instance, in November 2022, US-based instant messaging and VoIP service provider WhatsApp launched a business search feature in Brazil, Colombia, Indonesia, Mexico, and the UK, enabling in-app purchases. This business search feature facilitates the identification of contacts for businesses on their websites, saving users time.
In August 2024, Amazon, a US-based multinational technology company, entered into a partnership with TikTok for an undisclosed amount. This collaboration aims to create a new arrangement that will enable TikTok users to make Amazon purchases directly within the app, without needing to navigate to the Amazon app or website. TikTok is a China-based social media platform that integrates in-app purchasing features.
Major companies operating in the in-app purchase market include Amazon.com Inc., Apple Inc., Google LLC, The Walt Disney Company, Tencent Holdings Limited, Netflix Inc., PayPal Holdings Inc., Square Inc., Rakuten Group Inc., Stripe Inc., Spotify Technology S.A., Flipkart Internet Private Limited, Myntra Designs Private Limited, Epic Games Inc., AppLovin Corporation, Supercell Oy, Tinder, Unity Technologies SF, Adyen N.V., Digital Turbine Media Inc., IronSource Mobile Ltd., Machine Zone Inc., InMobi Technologies Pty. Ltd., VentureBeat LLC, Bango PLC, Vungle Inc., Adapty Technology Inc., Ajio Online Services Private Limited, Chartboost Inc., Fortumo Oyj, Aarki Inc., Liftoff Inc., SuperSonic Studios Ltd., Swrve Inc.
Asia-Pacific was the largest region in the in-app purchase market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the in-app purchase market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the in-app purchase market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
In-app purchases refer to acquiring additional services, features, or functions within an application on computers, smartphones, and tablets. This model allows access to premium content, digital goods, and subscriptions directly within the application, monetizing specialized features while providing basic content for free.
The primary types of in-app purchases are consumable, non-consumable, and subscription. Consumable in-app purchases involve digital products usable for a single time, requiring repurchase after depletion. Operating systems, including Android, iOS, and others, support different in-app purchase categories such as gaming, entertainment, music, health, fitness, travel, hospitality, retail, e-commerce, education, learning, and other app categories.
The in-app purchase market research report is one of a series of new reports that provides in-app purchase market statistics, including in-app purchase industry global market size, regional shares, competitors with a in-app purchase market share, detailed in-app purchase market segments, market trends and opportunities, and any further data you may need to thrive in the in-app purchase industry. This in-app purchase market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The in-app purchase market includes revenues earned by entities by providing services such as buy characters, upgrade abilities, and spend real money on in-game currencies. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. In-App Purchase Market Characteristics3. In-App Purchase Market Trends and Strategies4. In-App Purchase Market - Macro Economic Scenario Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics and Covid and Recovery on the Market32. Global in-App Purchase Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the in-App Purchase Market34. Recent Developments in the in-App Purchase Market
5. Global in-App Purchase Growth Analysis and Strategic Analysis Framework
6. In-App Purchase Market Segmentation
7. In-App Purchase Market Regional and Country Analysis
8. Asia-Pacific in-App Purchase Market
9. China in-App Purchase Market
10. India in-App Purchase Market
11. Japan in-App Purchase Market
12. Australia in-App Purchase Market
13. Indonesia in-App Purchase Market
14. South Korea in-App Purchase Market
15. Western Europe in-App Purchase Market
16. UK in-App Purchase Market
17. Germany in-App Purchase Market
18. France in-App Purchase Market
19. Italy in-App Purchase Market
20. Spain in-App Purchase Market
21. Eastern Europe in-App Purchase Market
22. Russia in-App Purchase Market
23. North America in-App Purchase Market
24. USA in-App Purchase Market
25. Canada in-App Purchase Market
26. South America in-App Purchase Market
27. Brazil in-App Purchase Market
28. Middle East in-App Purchase Market
29. Africa in-App Purchase Market
30. In-App Purchase Market Competitive Landscape and Company Profiles
31. In-App Purchase Market Other Major and Innovative Companies
35. In-App Purchase Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
in-App Purchase Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on in-app purchase market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for in-app purchase? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The in-app purchase market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Type: Consumable; Non-Consumable; Subscription2) By Operating System: Android; iOS; Other Operating Systems
3) By App Category: Gaming; Entertainment and Music; Health and Fitness; Travel and Hospitality; Retail and E-Commerce; Education and Learning; Other App Categories
Subsegments:
1) By Consumable: Virtual Currency (Coins, Gems); Temporary Items (Power-Ups, Boosts); Limited-Time Offers2) By Non-Consumable: Permanent Items (New Levels, Characters); Unlockable Features (Ad Removal, Premium Content)
3) By Subscription: Monthly Subscriptions; Annual Subscriptions; Freemium Models With Premium Features
Key Companies Mentioned: Amazon.com Inc.; Apple Inc.; Google LLC; the Walt Disney Company; Tencent Holdings Limited
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Amazon.com Inc.
- Apple Inc.
- Google LLC
- The Walt Disney Company
- Tencent Holdings Limited
- Netflix Inc.
- PayPal Holdings Inc.
- Square Inc.
- Rakuten Group Inc.
- Stripe Inc.
- Spotify Technology S.A.
- Flipkart Internet Private Limited
- Myntra Designs Private Limited
- Epic Games Inc.
- AppLovin Corporation
- Supercell Oy
- Tinder
- Unity Technologies SF
- Adyen N.V.
- Digital Turbine Media Inc.
- IronSource Mobile Ltd.
- Machine Zone Inc.
- InMobi Technologies Pty. Ltd.
- VentureBeat LLC
- Bango PLC
- Vungle Inc.
- Adapty Technology Inc.
- Ajio Online Services Private Limited
- Chartboost Inc.
- Fortumo Oyj
- Aarki Inc.
- Liftoff Inc.
- SuperSonic Studios Ltd.
- Swrve Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | March 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 257.23 Billion |
Forecasted Market Value ( USD | $ 657.18 Billion |
Compound Annual Growth Rate | 26.4% |
Regions Covered | Global |
No. of Companies Mentioned | 34 |