Productivity - United States

  • United States
  • In 2022, the projected total revenue in the Productivity market in the United States is expected to reach €1.79bn.
  • This indicates a positive outlook for the market segment.
  • Looking ahead, the total revenue is anticipated to grow at an annual growth rate of 10.15% (CAGR 2022-2027).
  • By 2027, the projected market volume is estimated to reach €2.74bn.
  • Within the Productivity market, the revenue from in-app purchases (IAP) is projected to reach €1,240.00m in 2022.
  • This highlights the increasing trend of users engaging with in-app purchases to enhance their productivity.
  • Paid app revenue in the Productivity market is also expected to see growth, reaching €17.26m in 2022.
  • This suggests that users are willing to invest in productivity-enhancing applications.
  • Advertising revenue in the Productivity market is projected to reach €532.50m in 2022.
  • This indicates that advertising within productivity applications is a significant source of revenue.
  • The number of downloads in the Productivity market is expected to reach 0.42bn downloads in 2022.
  • This showcases the popularity of productivity applications among users.
  • Currently, the average revenue per download in the Productivity market is expected to amount to €4.25.
  • This metric provides insights into the monetization potential of productivity applications.
  • In a global comparison, it is worth noting that in China generates the most revenue in the Productivity market, reaching €2,147.00m in 2022.
  • This emphasizes in China's significant presence and market share in the Productivity market.

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.

Visión general

  • Revenue
  • Market Shares
  • Downloads
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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