Health & Fitness - Europe

  • Europe
  • The Health & Fitness market in Europe is expected to witness significant growth in the coming years.
  • According to projections, the total revenue in this market is set to reach €0.72bn by 2022.
  • Furthermore, it is anticipated that the market will experience a steady annual growth rate of 11.52% from 2022 to 2027, resulting in a projected market volume of €1.29bn by 2027.
  • When it comes to revenue sources within the Health & Fitness market, in-app purchases (IAP) are expected to generate €541.10m in 2022.
  • Additionally, paid app revenue is projected to reach €34.44m in the same year.
  • Advertising revenue, on the other hand, is estimated to amount to €147.80m in 2022.
  • In terms of user engagement, the number of downloads in the Health & Fitness market is projected to reach 0.91bn downloads in 2022.
  • Currently, the average revenue per download stands at €0.80.
  • When comparing the Health & Fitness market on a global scale, in China emerges as the leading revenue generator, with an estimated revenue of €1,524.00m in 2022.
  • These figures highlight the immense potential and growth opportunities within the Health & Fitness market in Europe.
  • With increasing consumer awareness and emphasis on personal well-being, it is expected that this market will continue to thrive in the coming years.

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

 
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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
  • Downloads
  • Analyst Opinion
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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