Shopping - India

  • India
  • The Shopping market in India is projected to witness significant growth in the coming years.
  • By 2022, the total revenue in this market is estimated to reach INR €262.00m.
  • This growth is expected to continue with an annual growth rate of 14.90% from 2022 to 2027, resulting in a projected market volume of INR €586.20m by 2027.
  • Within the Shopping market, in-app purchase (IAP) revenue is projected to reach INR €1.23m in 2022, indicating a strong consumer preference for purchasing within apps.
  • Additionally, paid app revenue is expected to reach INR €0.18m in the same year, highlighting the willingness of users to pay for premium shopping applications.
  • Advertising revenue within the Shopping market is also projected to grow significantly, reaching INR €260.60m in 2022.
  • This suggests that businesses in the shopping sector are increasingly investing in advertising to reach their target audience.
  • Furthermore, the number of downloads in the Shopping market is expected to reach €9,583.00m in 2022, reflecting the popularity of shopping apps among Indian consumers.
  • The average revenue per download is projected to be INR €2.39, indicating the potential profitability of each user download.
  • When comparing the global landscape, it is noteworthy that in China generates the highest revenue in the Shopping market, with a projected revenue of INR €9,583.00m in 2022.
  • This highlights the significant market size and potential for growth in in China's shopping sector.
  • Overall, the Shopping market in India is poised for growth, with increasing revenue and a strong consumer base driving its expansion.

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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