Nowadays the telephone has ceased to be just a means of communication as it was five years ago. It can now be used as a payment method, a ticket on public transportation, a key to a door, a vehicle alarm system, a dashcam, a portable computer, and even a charming conversation partner named Siri.
Mobile applications have substantially altered our way of life, and they have also helped a few people get rich.
In our research we have tried to evaluate which markets are the most promising for developers. As an example, let’s take a look at the mobile fitness app market.
№ | Country | Users | ARPU, USD | Revenue, USD | CPI, USD | Marginal profit, USD |
---|---|---|---|---|---|---|
1 | China | 58 720 000 | 8,17 | 479 900 000 | 0,31 | 461 648 128 |
2 | USA | 22 000 000 | 19,70 | 433 300 000 | 0,54 | 421 428 362 |
3 | India | 12 690 000 | 6,24 | 79 300 000 | 0,15 | 77 375 621 |
4 | Japan | 5 860 000 | 12,62 | 73 900 000 | 0,53 | 70 788 965 |
5 | Germany | 5 440 000 | 13,25 | 72 100 000 | 0,66 | 68 534 885 |
6 | UK | 4 340 000 | 14,47 | 62 800 000 | 2,03 | 53 976 160 |
7 | South Korea | 4 040 000 | 11,22 | 45 300 000 | 0,23 | 44 352 094 |
8 | France | 3 490 000 | 12,56 | 43 800 000 | 0,45 | 42 236 617 |
9 | Russia | 6 690 000 | 5,38 | 36 000 000 | 0,22 | 34 556 617 |
10 | Italy | 3 040 000 | 10,79 | 32 800 000 | 0,23 | 32 098 201 |
11 | Brazil | 6 100 000 | 5,86 | 35 700 000 | 1,07 | 29 164 729 |
12 | Mexico | 4 370 000 | 6,88 | 30 000 000 | 0,33 | 28 558 413 |
13 | Spain | 2 870 000 | 10,12 | 29 000 000 | 0,50 | 27 578 228 |
14 | Canada | 1 880 000 | 14,54 | 27 300 000 | 0,30 | 26 740 642 |
15 | Vietnam | 3 490 000 | 6,45 | 22 500 000 | 0,29 | 21 483 099 |
16 | Turkey | 3 390 000 | 6,54 | 22 200 000 | 0,62 | 20 091 291 |
17 | Indonesia | 3 370 000 | 6,09 | 20 500 000 | 0,17 | 19 940 686 |
18 | Australia | 1 390 000 | 14,86 | 20 700 000 | 0,88 | 19 477 791 |
19 | Philippines | 2 900 000 | 6,63 | 19 200 000 | 0,39 | 18 054 909 |
20 | Saudi Arabia | 1 650 000 | 10,03 | 16 600 000 | 0,54 | 15 714 343 |
21 | South Africa | 2 510 000 | 6,39 | 16 000 000 | 0,16 | 15 591 376 |
22 | Netherlands | 1 060 000 | 14,04 | 14 800 000 | 0,49 | 14 283 915 |
23 | Thailand | 1 870 000 | 6,89 | 12 900 000 | 0,26 | 12 413 966 |
24 | Poland | 1 730 000 | 7,42 | 12 800 000 | 0,30 | 12 287 030 |
25 | Switzerland | 540 000 | 22,76 | 12 300 000 | 0,36 | 12 106 272 |
26 | Argentina | 1 550 000 | 7,62 | 11 800 000 | 0,16 | 11 559 425 |
27 | Malaysia | 1 280 000 | 6,91 | 8 810 000 | 0,42 | 8 272 184 |
28 | Sweden | 670 000 | 14,02 | 9 330 000 | 1,58 | 8 272 184 |
29 | Austria | 470 000 | 13,64 | 6 480 000 | 0,32 | 6 329 914 |
30 | Belgium | 490 000 | 13,02 | 6 440 000 | 0,39 | 6 247 307 |
31 | Singapore | 430 000 | 14,70 | 6 300 000 | 0,39 | 6 133 281 |
32 | Hong Kong | 450 000 | 13,71 | 6 190 000 | 0,29 | 6 058 983 |
33 | Norway | 320 000 | 18,87 | 6 090 000 | 0,53 | 5 921 993 |
34 | Denmark | 370 000 | 15,33 | 5 690 000 | 0,77 | 5 406 418 |
35 | Romania | 750 000 | 6,79 | 5 080 000 | 0,15 | 4 966 824 |
36 | Israel | 410 000 | 11,83 | 4 840 000 | 0,22 | 4 748 154 |
37 | Portugal | 550 000 | 8,84 | 4 820 000 | 0,24 | 4 687 915 |
38 | Czech Republic | 490 000 | 8,31 | 4 110 000 | 0,38 | 3 922 921 |
39 | Finland | 310 000 | 12,92 | 3 980 000 | 0,45 | 3 841 137 |
40 | Ireland | 280 000 | 13,73 | 3 860 000 | 0,74 | 3 652 467 |
41 | Hungary | 340 000 | 7,45 | 2 570 000 | 0,20 | 2 500 862 |
42 | Slovakia | 270 000 | 8,15 | 2 230 000 | 0,20 | 2 177 043 |
43 | Serbia | 290 000 | 6,12 | 1 750 000 | 0,18 | 1 697 581 |
44 | Croatia | 220 000 | 7,30 | 1 610 000 | 0,20 | 1 566 181 |
45 | Bulgaria | 240 000 | 6,44 | 1 570 000 | 0,19 | 1 525 378 |
46 | Lithuania | 140 000 | 8,13 | 1 150 000 | 0,20 | 1 121 846 |
47 | Slovenia | 100 000 | 9,03 | 880 000 | 0,23 | 857 437 |
48 | Latvia | 70 000 | 7,56 | 540 000 | 0,24 | 522 862 |
49 | Estonia | 50 000 | 8,14 | 420 000 | 0,26 | 406 996 |
According to Newzoo, the revenue from the mobile application market in 2016 was $44.8 billion ($61.8 according to App Annie), and, based on forecasts, it will grow to $80.6 billion in 2020 ($139.1 billion in 2021 according to App Annie). 81-82% of that revenue comes from games.
Revenue from the non-gaming application market in 2016 was between $8.2 billion (by Newzoo) and $11.5 billion (by App Annie), and it will reach $22.5 billion in 2020 (by Newzoo) or $33.5 billion in 2021 (by App Annie).
The categories of non-gaming applications by revenue in descending order are (by Newzoo):
According to data from Statista, the volume of the mobile fitness application market in 2016 was $1,778 billion, and it is expected to reach $4.1 billion in 2021. According to App Annie, in 2016 fitness apps accounted for about 15% of total mobile app revenue, and in 2021 they will account for about 12%, which is certainly not insignificant.
The volume of the non-gaming application market in 2016 was $8.2 billion (by Newzoo) or $11.5 billion (by App Annie).
Revenue from the mobile fitness application market was $1.8 billion (by Statista), which accounts for about 15% of the total application market according to App Annie. Predicted growth is 26.32% in 2017 (by Statista), average CPI = 0.43 (by Geenapp), and average ARPU = $10.11 (by Statista).
The mobile fitness application market is developing largely thanks to the fact that more and more people are embracing a healthy lifestyle. This is connected to the appearance of new devices that help people stay in shape, as well as the development of the Internet of Things. According to data from Go-Globe, applications in the Health and Fitness category took the second place in terms of the growth rate of time spent in them in 2015, coming in second only to music apps.
Our ranking entitled “Fitness Applications” includes fitness and nutrition apps, e.g. calorie counters, nutrition diaries, and apps for detecting/tracking/analyzing and sharing vitality and fitness achievements (e.g. Runtastic). Also included are desktop versions that additionally provide an app for the user (e.g. Freeletics). Apps that focus on specific diseases (e.g. diabetes apps) are excluded, as well as apps that do not provide any options to directly measure or analyze vitality and fitness achievements (e.g. exercise or nutrition tutorials). The user base covers paying customers only, i.e. users who pay for app downloads, premium/full versions, and/or in-app purchases. Users of advertising-funded apps are not included. The revenue figures only include revenue generated from paid app downloads, premium/full versions, and/or in-app purchases; e-commerce and advertising revenue is not included.
The statistics for these research materials of the profitability of mobile apps markets were taken from open sources, third parties and companies, with the sources indicated. Allcorrect does not take responsibility for the reliability of this data. This material is intended for purely informational purposes. Allcorrect does not take responsibility for potential losses and other negative consequences for companies or individuals who use this material for business or any other purposes.