49 Mobile Fitness App Markets

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.

Mobile Fitness App Market Rating by Profitability

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

Methodology for Rating the Profitability of Mobile App Markets

  1. Companies are ranked in order of descending relative profitability on the market for mobile fitness apps.
  2. Marginal profit is, in this case, a relative indicator calculated as the difference between market revenue and a mobile app’s installation cost for all users, using the following formula: Marginal Profit = Market Revenue – Number of Users x CPI.
  3. Market revenue and profitability coincide down to the 10th place in the ratings, but beyond that point, they may differ. This happens when country’s mobile apps have a low ARPU and a high install cost.
  4. The number of users is specifically the number of users of mobile fitness apps in a country.
  5. ARPU, the Average Revenue per User, is the average annual revenue from each user. We obtained the data for revenue, ARPU, and the number of users from Statista.
  6. CPI, the Cost Per Install, is a user’s cost for installing an app. CPI statistics are taken from Geenapp (January 2017) as the average install cost (for apps in the category Tools, except for figures highlighted in light blue, which are from the Sports category), for Android and iOS users by country, and are standardized to 100% (not counting other platforms), excluding the figures highlighted in green, which are provided.
  7. Statistics on the breakdown of mobile users by OS on smartphones and tablets were taken from StatCounter in January 2017.

Key Facts About the Mobile Fitness Application Market

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):

  • Social networking (often dating)
  • Entertainment (video)
  • Music
  • Books
  • Education
  • Productivity
  • Photography
  • Medical
  • Health & Fitness

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.

Disclaimer

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.

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