Shopping - Australia

  • Australia
  • In 2022, the projected total revenue in the Shopping market of Australia is expected to reach €0.60bn.
  • This indicates a positive outlook for the market segment.
  • Furthermore, it is anticipated that the total revenue will experience a compound annual growth rate (CAGR 2022-2027) of 9.83%.
  • As a result, the projected market volume is estimated to reach €1.02bn by 2027.
  • Within the Shopping market, the projected revenue from in-app purchases (IAP) is expected to reach €1.05m in 2022.
  • Additionally, the revenue from paid apps is projected to reach €1.08m in the same year.
  • Moreover, the revenue generated from advertising in the Shopping market is projected to reach €600.80m in 2022.
  • In terms of user engagement, the number of downloads in the Shopping market is projected to reach 9.30m downloads in 2022.
  • This indicates a significant level of interest and activity within the market segment.
  • Currently, the average revenue per download is expected to amount to €64.83.
  • This metric provides insight into the monetization potential of each individual download.
  • When examining the global landscape, it is notable that in China generates the highest revenue within the Shopping market.
  • In 2022, in China is projected to generate €9,583.00m in revenue.
  • This highlights the substantial market size and economic significance of in China in the shopping industry.

Key regions: China, Asia, Germany, United States, South Korea

 
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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
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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