Social Networking - Netherlands

  • Netherlands
  • The projected total revenue in the Social Networking market in the Netherlands is expected to reach €524.70m in 2022.
  • This represents a significant growth potential for the market in the country.
  • The total revenue is also anticipated to show an annual growth rate of 5.25% (CAGR 2022-2027), reaching a projected market volume of €715.80m by 2027.
  • In terms of revenue streams within the Social Networking market, the projected in-app purchase (IAP) revenue is expected to reach €40.07m in 2022.
  • Similarly, the projected paid app revenue is estimated to amount to €0.17m in the same year.
  • Furthermore, the advertising revenue in the Social Networking market is projected to reach €484.50m in 2022.
  • In addition to revenue figures, the number of downloads in the Social Networking market is anticipated to reach 22.82m downloads in 2022.
  • This showcases the popularity and widespread use of social networking platforms in the Netherlands.
  • Currently, the average revenue per download is expected to amount to €22.99.
  • When comparing the global market, it is noteworthy that the highest revenue is generated in China, with a projected revenue of €47.13bn in 2022.
  • This highlights in China's dominance in the Social Networking market and its significant contribution to the global industry.

Key regions: China, Europe, Asia, South Korea, India

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