Business - Germany

  • Germany
  • In 2022, the projected total revenue in the Business market in Germany is expected to reach €44.04m.
  • This represents a significant market size within the country.
  • Looking ahead, the total revenue is forecasted to grow at an annual growth rate of 12.18% (CAGR 2022-2027), resulting in a projected market volume of €81.65m by 2027.
  • Breaking down the revenue streams within the Business market, the in-app purchase (IAP) revenue is projected to reach €20.59m in 2022.
  • Furthermore, the paid app revenue is expected to reach €1.31m in the same year.
  • Additionally, advertising revenue in the Business market is projected to reach €22.14m.
  • The number of downloads within the Business market is also expected to increase, reaching 60.75m downloads in 2022.
  • This indicates a strong user engagement and interest in business-related applications.
  • Currently, the average revenue per download is estimated to be €0.72, highlighting the value generated from each user.
  • In a global perspective, it is worth noting that in China generates the highest revenue in the Business market, amounting to €943.80m in 2022.
  • This showcases the dominant position of the US market in this segment.
  • As the Business market in Germany continues to evolve, these projections provide valuable insights into the potential growth and revenue opportunities within the country.

Key regions: Asia, United States, Europe, China, India

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Vue d’ensemble

  • Revenue
  • Market Shares
  • Downloads
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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