Productivity - Sweden

  • Sweden
  • In 2022, the projected total revenue in the Productivity market in Sweden is expected to reach €22.46m.
  • This represents a significant growth potential for the market in the country.
  • Looking ahead to 2027, the market is projected to continue its growth trajectory with an annual growth rate (CAGR 2022-2027) of 9.53%.
  • This is expected to result in a projected market volume of €34.82m by 2027.
  • When examining the revenue breakdown within the Productivity market, it is projected that in-app purchase (IAP) revenue will reach €15.62m in 2022.
  • Paid app revenue, on the other hand, is projected to reach €0.48m in the same year.
  • Additionally, advertising revenue is expected to reach €6.36m in 2022.
  • In terms of user engagement, the number of downloads in the Productivity market is projected to reach 10.52m downloads in 2022.
  • This indicates a strong demand for productivity-related applications in Sweden.
  • Currently, the average revenue per download is expected to amount to €2.14.
  • This figure showcases the revenue generated per individual download in the Productivity market.
  • When comparing international markets, it is worth noting that in China leads the way in terms of revenue generation.
  • In 2022, in China is projected to generate a substantial revenue of €2,147.00m within the Productivity market.
  • This highlights the significant market potential in China compared to other countries.

Key regions: India, United States, Japan, Asia, Germany

 
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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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