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About & Methodology

Where Money Goes is an interactive map of the world economy. You start from roughly $118 trillion of global GDP and click your way down — through household spending, entertainment, digital purchases and app stores — until you reach a single mobile game. Every level shows how big a slice is, what share of its parent it represents, and where the number comes from.

Data year: 2025 · Last updated: October 10, 2026

The main path, step by step

LevelSizeShare of the level above
Global GDP$118.2T—
Household consumption$66.9T56.6% of GDP
Recreation & culture$4.7T7.0% of household consumption
Direct digital spending$430B (est. $380–480B)9.1% of recreation & culture
In-app purchases (incl. subscriptions)$167B38.8% of direct digital spending
Mobile game in-app purchases$81.8B49.0% of in-app purchases
Tencent (store-reported mobile revenue)≈ $10.5B≈ 12.8% of mobile game IAP
Honor of Kings≈ $2.4B≈ 23% of Tencent's figure

Put differently: one hit mobile game is about 0.002% of world GDP — yet it is still a multi-billion-dollar business. That contrast between scale and detail is what the chart is built to show.

How to read the chart

Accounting rules we follow

GDP by expenditure

The top level splits GDP the way national accountants do: household consumption + government consumption + gross capital formation + net exports. Globally, net exports should be zero; it is slightly positive in published data because of statistical discrepancies between countries.

Household consumption categories

Household spending is grouped using the UN Classification of Individual Consumption According to Purpose (COICOP): housing, food, transport, health, recreation and so on. Global shares are estimated by combining national accounts from the largest economies, so they should be read as approximate.

Imputed rent

About $7.5T of “housing” is rent that homeowners notionally pay themselves. National accounts include it so that GDP does not change just because more people own rather than rent. It is the single largest item in household consumption, which often surprises people.

Why advertising is not part of consumer spending

Advertising is paid for by businesses. In national accounts it is an intermediate input: its cost is already embedded in the prices of the goods and services households buy. Adding the ~$715B of digital advertising on top of consumption would count the same dollars twice, so it appears only as a side view.

Why e-commerce GMV is a side view

Gross merchandise value (~$6.4T) measures what passes through online checkouts. It includes business purchases and returns, and it overlaps with many household categories (food, clothing, electronics). It describes a channel, not a separate slice of spending. Platform take — commissions and fees — is in turn part of GMV.

De-duplicating digital spending

Subscriptions can be bought inside an app or on the web. We count in-app purchases once (from app-store data) and list outside-app subscriptions separately with in-app revenue removed, so Netflix or Spotify revenue is not double counted.

Sources

Limitations

Spotted a number that looks wrong, or have a better source? Email [email protected]. Corrections are welcome and will be credited.


关于与方法说明

Where Money Goes(全球经济钻取)是一张可交互的世界经济结构图。从约 118 万亿美元 的全球 GDP 出发,逐层点击——居民消费、娱乐与文化、数字直接付费、App 内购——一直钻到某一款手游。每一层都显示规模、占上一层的比例和数据来源。

怎么读这张图

核算口径

数据来源

IMF《世界经济展望》2025 年 10 月;世界银行 WDI;Sensor Tower 2025;SIPRI;各公司年报与财报;行业机构 2025 年数字广告与电商估算。

局限

手游数据只含 iOS 与 Google Play,不含中国安卓渠道,腾讯、网易等被低估;部分公司数据混有企业端收入;不同来源的财年与汇率不一致。所有数字均为量级参考,不是审计过的统计数据。

发现数据有误或有更好的来源,欢迎发邮件到 [email protected]。

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