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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 174.61 Billion

CAGR (2026-2031)

14.53%

Fastest Growing Segment

Android

Largest Market

Asia Pacific

Market Size (2031)

USD 394.08 Billion

Market Overview

The Global In-App Purchase Market will grow from USD 174.61 Billion in 2025 to USD 394.08 Billion by 2031 at a 14.53% CAGR. The Global In-App Purchase Market is defined by the monetization of mobile applications through the sale of virtual goods, premium content, and subscriptions directly within the app interface. Growth in this sector is fundamentally driven by the ubiquity of smartphones and the increasing consumer preference for the freemium business model, which lowers entry barriers while facilitating recurring revenue through subscription services. Furthermore, seamless integration of digital payment methods has significantly boosted transaction volumes across both gaming and non-gaming categories. Illustrating the scale of this economy, according to the Entertainment Software Association, in 2024, consumer spending on mobile game content in the United States reached $26 billion, highlighting the immense financial contribution of the mobile segment.

Despite this robust expansion, the market faces a significant challenge regarding platform governance and cost structures. Heightened regulatory scrutiny concerning app store commission fees and monopolistic practices threatens to disrupt established revenue-sharing models. If major platforms are forced to alter their fee structures or allow third-party payment systems, it could lead to fragmentation in the user experience and complicate the monetization strategies for developers globally. This regulatory uncertainty remains a critical hurdle for sustained market stability.

Key Market Drivers

Increasing global smartphone penetration and high-speed mobile connectivity act as the foundational catalyst for the in-app purchase economy. The proliferation of advanced network standards allows for the instantaneous delivery of high-quality digital content, ensuring that complex transaction interfaces and live-service applications operate without latency. As users gain access to reliable internet, the technical friction associated with downloading large updates or processing real-time payments diminishes, directly boosting engagement times and monetization opportunities. According to Ericsson, June 2024, in the 'Ericsson Mobility Report', 5G subscriptions increased by 160 million during the first quarter of 2024 to reach 1.7 billion, demonstrating the rapid infrastructure growth that supports always-online commerce. This surge in connectivity expands the addressable market for developers seeking to implement seamless, data-intensive purchasing systems across diverse geographies.

The dominance of the freemium business model in mobile gaming has fundamentally altered revenue generation mechanics by prioritizing user acquisition through free access while monetizing via microtransactions. This strategy leverages psychological engagement loops, where users are enticed to purchase virtual currency, cosmetic items, or progression boosters to enhance their experience after an initial period of free play. This model allows for continuous, long-tail monetization of a dedicated user base rather than relying on a single upfront payment. According to Take-Two Interactive, May 2024, in the '2024 Annual Report', recurrent consumer spending accounted for 79% of the company's total net revenue, underscoring the heavy reliance of major publishers on this transaction-based income. The viability of this model is further supported by the massive scale of the digital ecosystem; according to GSMA, in 2024, the number of mobile internet users reached 4.7 billion globally, creating a vast audience for these recurring monetization strategies.

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Key Market Challenges

The market faces a critical hurdle regarding platform governance and cost structures, specifically the heightened regulatory scrutiny surrounding app store commission fees. This regulatory pressure hampers growth by threatening the seamless, unified user experience that is central to the freemium model's success. When regulatory bodies mandate the integration of third-party payment systems to bypass established app store fees, it often introduces friction into the purchasing process. The loss of "one-click" convenience can lead to lower conversion rates for impulse purchases, thereby directly reducing transaction volumes and disrupting the recurring revenue streams that developers rely upon.

This instability is particularly concerning in high-value regions where digital spending is concentrated. According to Video Games Europe, in 2023, the European video game market revenue stabilized at €25.7 billion. This significant financial volume is now vulnerable to disruption as the enforcement of new digital market laws creates a fragmented payment landscape. If platforms and developers are forced to navigate a disjointed ecosystem of conflicting compliance requirements and payment interfaces, the resulting operational complexity will likely stifle the monetization efficiency that has historically driven market expansion.

Key Market Trends

The expansion of direct-to-consumer (DTC) web storefronts represents a strategic pivot by developers to mitigate the impact of high app store commission fees and gain greater control over profit margins. By establishing independent web shops, companies entice users to purchase virtual goods and currencies directly through external portals, often offering bonuses or discounts that are financially sustainable due to the avoided platform levies. This mechanism not only recovers the revenue typically lost to standard store taxes but also fosters a direct, data-rich relationship with high-value users. According to Playtika Holding Corp., February 2024, in the 'Q4 and 2023 Financial Results', annual revenue from its direct-to-consumer platforms totaled $639.4 million in 2023, highlighting the significant scale and financial viability these external payment channels have achieved.

Concurrently, the market is witnessing a structural shift toward hybrid monetization strategies that blend in-app advertising with traditional microtransactions to maximize total revenue potential. As user acquisition costs rise and pure in-app purchase conversion rates plateau, developers are increasingly integrating rewarded video ads and offerwalls to monetize the non-paying majority of their user base without disrupting the gameplay experience. This hybrid model diversifies revenue streams, reducing reliance on the small percentage of heavy spenders while maintaining user engagement through ad-based rewards. According to Unity, March 2024, in the '2024 Unity Gaming Report', revenue from in-app advertising increased by 26.7% year-over-year, signaling a robust industry-wide adoption of this mixed revenue generation approach to ensure financial stability.

Segmental Insights

The Android segment currently demonstrates the fastest growth within the global in-app purchase market, primarily due to its extensive user base and dominance in emerging economies. This expansion is fueled by the widespread availability of cost-effective mobile devices, which lowers entry barriers for digital engagement. Furthermore, the vast application ecosystem provided by the Google Play Store encourages consistent spending on gaming and subscription services. As connectivity and digital payment methods become more accessible worldwide, the high volume of Android users continues to drive substantial increases in transaction frequency and market expansion.

Regional Insights

Asia Pacific holds the leading position in the global in-app purchase market, driven by widespread smartphone adoption and rapid improvements in high-speed internet infrastructure. Key economies such as China and India contribute significantly to this dominance due to their large consumer bases and increasing disposable income. The region exhibits high engagement levels in mobile gaming and digital content consumption, supported by the availability of affordable data plans. These factors create a favorable environment for frequent digital transactions and recurring subscription models, cementing the region as the primary revenue generator globally.

Recent Developments

  • In September 2024, Roblox entered into a strategic collaboration with Shopify to integrate physical commerce directly into its immersive 3D platform. This partnership enabled creators and brands to sell physical merchandise, such as clothing and collectibles, within their games without requiring users to leave the Roblox environment. The integration utilized Shopify’s checkout infrastructure to process transactions, bridging the gap between virtual in-game economies and real-world e-commerce. This development marked a significant expansion of the in-app purchase market by diversifying revenue streams for developers beyond digital goods.
  • In August 2024, Epic Games launched its dedicated mobile storefront, the Epic Games Store, on Android devices worldwide and on iOS devices in the European Union. This product launch introduced a new marketplace model that challenges standard industry commission rates, offering developers a lower fee structure of 12% on transactions compared to the traditional 30% charged by major incumbents. The store debuted with popular titles like Fortnite, Fall Guys, and Rocket League Sideswipe, providing a direct alternative for mobile in-app purchases and game distribution while leveraging the regulatory changes mandated by the Digital Markets Act.
  • In April 2024, AltStore officially launched AltStore PAL, one of the first alternative app marketplaces for iOS users in the European Union. This launch was made possible by new regulations requiring the opening of the mobile app ecosystem, allowing the platform to distribute applications that might not be permitted on the default App Store. To operate sustainably under the new business terms, the marketplace introduced a subscription model of €1.50 per year to cover the Core Technology Fee charged by the device manufacturer. This release represented a pivotal shift in the in-app purchase landscape, enabling decentralized app distribution and monetization.
  • In January 2024, Google announced a major policy update to expand support for real-money gaming (RMG) applications on the Play Store. The company stated that starting in mid-2024, it would permit more types of RMG apps, such as those for rummy and daily fantasy sports, to be listed in regions including India, Mexico, and Brazil. This initiative aimed to support local developers and operators by providing a legitimate platform for user acquisition and billing, thereby integrating a significant segment of the grey-market gaming economy into the official in-app purchase infrastructure.

Key Market Players

  • Apple Inc.
  • Sony Corporation
  • Epic Games, Inc
  • Alphabet Inc.
  • King.com Ltd.
  • Netflix Inc
  • Rakuten Group, Inc.
  • Spotify Technology S.A.
  • Tencent Holdings Limited
  • The Walt Disney Company

By Operating System

By Type

By Region

  • Android
  • iOS
  • Consumable
  • Non-Consumable
  • Auto-Renewable Subscription
  • Non-Renewing Subscriptions
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global In-App Purchase Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • In-App Purchase Market, By Operating System:
  • Android
  • iOS
  • In-App Purchase Market, By Type:
  • Consumable
  • Non-Consumable
  • Auto-Renewable Subscription
  • Non-Renewing Subscriptions
  • In-App Purchase Market, By Region:
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global In-App Purchase Market.

Available Customizations:

Global In-App Purchase Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global In-App Purchase Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, Trends

4.    Voice of Customer

5.    Global In-App Purchase Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Operating System (Android, iOS)

5.2.2.  By Type (Consumable, Non-Consumable, Auto-Renewable Subscription, Non-Renewing Subscriptions)

5.2.3.  By Region

5.2.4.  By Company (2025)

5.3.  Market Map

6.    North America In-App Purchase Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Operating System

6.2.2.  By Type

6.2.3.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States In-App Purchase Market Outlook

6.3.1.1.  Market Size & Forecast

6.3.1.1.1.  By Value

6.3.1.2.  Market Share & Forecast

6.3.1.2.1.  By Operating System

6.3.1.2.2.  By Type

6.3.2.    Canada In-App Purchase Market Outlook

6.3.2.1.  Market Size & Forecast

6.3.2.1.1.  By Value

6.3.2.2.  Market Share & Forecast

6.3.2.2.1.  By Operating System

6.3.2.2.2.  By Type

6.3.3.    Mexico In-App Purchase Market Outlook

6.3.3.1.  Market Size & Forecast

6.3.3.1.1.  By Value

6.3.3.2.  Market Share & Forecast

6.3.3.2.1.  By Operating System

6.3.3.2.2.  By Type

7.    Europe In-App Purchase Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Operating System

7.2.2.  By Type

7.2.3.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany In-App Purchase Market Outlook

7.3.1.1.  Market Size & Forecast

7.3.1.1.1.  By Value

7.3.1.2.  Market Share & Forecast

7.3.1.2.1.  By Operating System

7.3.1.2.2.  By Type

7.3.2.    France In-App Purchase Market Outlook

7.3.2.1.  Market Size & Forecast

7.3.2.1.1.  By Value

7.3.2.2.  Market Share & Forecast

7.3.2.2.1.  By Operating System

7.3.2.2.2.  By Type

7.3.3.    United Kingdom In-App Purchase Market Outlook

7.3.3.1.  Market Size & Forecast

7.3.3.1.1.  By Value

7.3.3.2.  Market Share & Forecast

7.3.3.2.1.  By Operating System

7.3.3.2.2.  By Type

7.3.4.    Italy In-App Purchase Market Outlook

7.3.4.1.  Market Size & Forecast

7.3.4.1.1.  By Value

7.3.4.2.  Market Share & Forecast

7.3.4.2.1.  By Operating System

7.3.4.2.2.  By Type

7.3.5.    Spain In-App Purchase Market Outlook

7.3.5.1.  Market Size & Forecast

7.3.5.1.1.  By Value

7.3.5.2.  Market Share & Forecast

7.3.5.2.1.  By Operating System

7.3.5.2.2.  By Type

8.    Asia Pacific In-App Purchase Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Operating System

8.2.2.  By Type

8.2.3.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China In-App Purchase Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value

8.3.1.2.  Market Share & Forecast

8.3.1.2.1.  By Operating System

8.3.1.2.2.  By Type

8.3.2.    India In-App Purchase Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value

8.3.2.2.  Market Share & Forecast

8.3.2.2.1.  By Operating System

8.3.2.2.2.  By Type

8.3.3.    Japan In-App Purchase Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value

8.3.3.2.  Market Share & Forecast

8.3.3.2.1.  By Operating System

8.3.3.2.2.  By Type

8.3.4.    South Korea In-App Purchase Market Outlook

8.3.4.1.  Market Size & Forecast

8.3.4.1.1.  By Value

8.3.4.2.  Market Share & Forecast

8.3.4.2.1.  By Operating System

8.3.4.2.2.  By Type

8.3.5.    Australia In-App Purchase Market Outlook

8.3.5.1.  Market Size & Forecast

8.3.5.1.1.  By Value

8.3.5.2.  Market Share & Forecast

8.3.5.2.1.  By Operating System

8.3.5.2.2.  By Type

9.    Middle East & Africa In-App Purchase Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Operating System

9.2.2.  By Type

9.2.3.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia In-App Purchase Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value

9.3.1.2.  Market Share & Forecast

9.3.1.2.1.  By Operating System

9.3.1.2.2.  By Type

9.3.2.    UAE In-App Purchase Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value

9.3.2.2.  Market Share & Forecast

9.3.2.2.1.  By Operating System

9.3.2.2.2.  By Type

9.3.3.    South Africa In-App Purchase Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value

9.3.3.2.  Market Share & Forecast

9.3.3.2.1.  By Operating System

9.3.3.2.2.  By Type

10.    South America In-App Purchase Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Operating System

10.2.2.  By Type

10.2.3.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil In-App Purchase Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Operating System

10.3.1.2.2.  By Type

10.3.2.    Colombia In-App Purchase Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Operating System

10.3.2.2.2.  By Type

10.3.3.    Argentina In-App Purchase Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Operating System

10.3.3.2.2.  By Type

11.    Market Dynamics

11.1.  Drivers

11.2.  Challenges

12.    Market Trends & Developments

12.1.  Merger & Acquisition (If Any)

12.2.  Product Launches (If Any)

12.3.  Recent Developments

13.    Global In-App Purchase Market: SWOT Analysis

14.    Porter's Five Forces Analysis

14.1.  Competition in the Industry

14.2.  Potential of New Entrants

14.3.  Power of Suppliers

14.4.  Power of Customers

14.5.  Threat of Substitute Products

15.    Competitive Landscape

15.1.  Apple Inc.

15.1.1.  Business Overview

15.1.2.  Products & Services

15.1.3.  Recent Developments

15.1.4.  Key Personnel

15.1.5.  SWOT Analysis

15.2.  Sony Corporation

15.3.  Epic Games, Inc

15.4.  Alphabet Inc.

15.5.  King.com Ltd.

15.6.  Netflix Inc

15.7.  Rakuten Group, Inc.

15.8.  Spotify Technology S.A.

15.9.  Tencent Holdings Limited

15.10.  The Walt Disney Company

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global In-App Purchase Market was estimated to be USD 174.61 Billion in 2025.

Asia Pacific is the dominating region in the Global In-App Purchase Market.

Android segment is the fastest growing segment in the Global In-App Purchase Market.

The Global In-App Purchase Market is expected to grow at 14.53% between 2026 to 2031.

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