Health & Fitness - Denmark

  • Denmark
  • The Health & Fitness market in Denmark is expected to witness significant growth in the coming years.
  • By 2022, the total revenue in this market is projected to reach €15.84m, with an annual growth rate of 9.54%.
  • This growth trend is expected to continue, and by 2027, the market volume is estimated to reach €25.18m.
  • This projection indicates a promising future for the Health & Fitness market industry in Denmark.
  • Within the market, in-app purchase (IAP) revenue is projected to reach €11.56m in 2022, highlighting the increasing popularity of digital purchases in the Health & Fitness market sector.
  • Additionally, paid app revenue is expected to reach €1.91m in the same year, demonstrating the willingness of consumers to invest in fitness-related applications.
  • Advertising revenue is also expected to contribute significantly to the market, with a projected amount of €2.37m in 2022.
  • This indicates the interest of businesses in promoting their products and services within the Health & Fitness market sector.
  • Furthermore, the number of downloads in the Health & Fitness market is projected to reach 8.10m downloads in 2022.
  • This high download rate reflects the growing demand for fitness-related apps among Danish consumers.
  • Currently, the average revenue per download is expected to amount to €1.96, indicating the value that consumers place on fitness apps in Denmark.
  • In a global comparison, it is interesting to note that in China generates the most revenue in the Health & Fitness market, with a projected amount of €1,524.00m in 2022.
  • This highlights the dominance of the US market in terms of revenue generation within the industry.
  • Overall, the Health & Fitness market in Denmark is poised for growth, with increasing revenue projections and a growing number of downloads.
  • This indicates a positive outlook for the industry in the country.

Key regions: Europe, Germany, South Korea, Japan, Asia

 
Marché
 
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Comparaison de régions
 
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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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