Application Revenue Statistics By Smartphone Application, Fitness Application, Usage and Facts

Updated · Jan 16, 2025


TABLE OF CONTENTS
- Introduction
- Editor’s Choice
- Application Revenue Statistics
- Smartphone Applications Market Forecast
- Application Development Market Forecast
- Fitness Application Revenue Statistics
- In-Application Purchase and Monetization
- Mobile Application Usage Statistics by Demography
- Smartphone Application Revenue Statistics
- User Retention Statistics in the Mobile Application Industry
- Application Revenues – Google Play and iOS
- Mobile Applications Market Top Players
- Recent Developments
- Conclusion
Introduction
Application Revenue Statistics: The smartphone application industry has been active for almost a decade now, creating millions of dollars in revenue for Google, Apple, and hundreds of smartphone application developers. While initially not discerned as necessary by Google or Apple, which did not add application stores to the first versions of Android and iOS, it has become an essential stream of revenue for both of them.
Application usage and mobile perforation are growing at a steady rate without any signs of slowing down in the predicted future. Application revenue data is the financial data that is generated by mobile applications. It involves the entire income generated by an application from different revenue streams like subscriptions, advertisements, in-app purchases, and application downloads. Let’s shed more light on Application revenue statistics.
Editor’s Choice
- Application slowdown or downloading time speed are major reasons why almost 25% of users uninstall or don’t download the application.
- According to Marketing Dive, 67% of application revenue comes from advertisements, whereas 33% comes from in-app purchases.
- According to Marketing Dive, 75% of Gen Z users consider Snapchat the best platform for holding connections, and 71% vote for YouTube as the basic channel choice for long-form content.
- The projected global sales from in-app purchases are expected to reach nearly USD 37 billion by 2027.
- Revenue in the health and fitness apps segment is expected to continue increasing, having grown significantly in the past few years.
- The subscription-based application produces almost USD 13 billion, representing a 34% year-on-year growth.
- According to Data.ai, games account for almost 66% of the in-app purchase revenue, whereas other applications account for just 34%.
- China and Germany ranked lowest, with nearly 3.33 hours and 3.36 hours spent on applications daily.
- Out of an annual income of USD 69.8 billion, Google. Inc. has accounted for USD 40.4 billion, with 57.8% of revenue. Google network ads revenue was 10.7%, whereas the revenue generated from YouTube was almost USD 6.7 billion.
- High-income individuals and millennials are key demographics for fitness app usage.
- Both Apple and Google App Stores reached two million available apps for download.
- Women are more likely to use health and fitness apps than men.
- As per Springer Link, almost 60% to 70% of the application users change their application use pattern with a duration of more than three years.
- In 2022, comic applications will earn high usage from users between 18 years and 24 years old.
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Application Revenue Statistics
- By 2024, the smartphone revenue in Germany is predicted to value over %5.5 billion.
- The French smartphone gaming industry has produced almost 1.2 billion in yearly revenue.
- The yearly revenue of the smartphone application market in Europe is predicted to increase from USD 23.5 billion to almost USD 40.6 billion by 2023.
- TikTok was set to increase smartphone advertisement revenue by almost USD 1 billion in the US.
- The subscription-based application produces almost USD 13 billion, representing a 34% year-on-year growth.
- In 2021, the in-application purchase was considered for almost 48.2% of the application revenue.
- The application globally grew by almost 31% as the years passed.
- The Apple Application Store is considered almost one and a half times more cost than Google Play.
- In 2022, the Google Play Store generated USD 45 billion in application revenue.
- The in-application advertising spending is estimated to value USD 201 billion in 2021.
- Globally, Tinder was the high-grossing non-gaming application, generating almost USD 1.3 billion in yearly revenue.
- Games have made up 66% of customer application spending and are expected to exceed USD 105 billion.
- By 2023, smartphone application revenue is predicted to reach USD 932.2 billion.
(Source: ripenapps.com)
- The total revenue in the application industry is estimated to grow USD 420.80 billion in 2025.
- The application market’s total revenue is predicted to grow at a CAGR of 8.83%, resulting in an estimated industry volume of USD 673.80 billion by 2027.
- The application purchase revenue in the applications industry is estimated to grow to USD 149.90 billion in 2024.
- In 2022, the paid applications revenue in the application industry was valued at USD 5.02 billion.
- In 2022, the advertising revenue in the application industry had reached USD 265.80 billion.
- The count of downloads in the application market is estimated to reach 235.30 billion downloads.
- Currently, the median revenue for every download is predicted to amount to USD 1.79.
- The worldwide comparison shows that the maximum revenue is created in China.
Smartphone Applications Market Forecast
- The worldwide smartphone applications industry size is predicted to grow by almost USD 1,095.9 billion between 2022 and 2027, encouraged by a compound yearly rate of increase that is 22,97% CAGR.
- Three important factors driving the market’s growth are a growing number of mobile users, greater attention to AR applications, and increasing online commerce.
(Source: enterpriseappstoday.com)
- The industry report for smartphone applications involves extensive cover of the industry decomposition based on the platform as Type(Fitness, health, social networks, and many more) and geography ( Middle East and Africa, South America, North America, Europe, APAC)
Application Development Market Forecast
- The Global Application Development Software Market is projected to reach approximately USD 1,381.4 billion by 2033, up from USD 210.5 billion in 2023. This growth represents a robust compound annual growth rate (CAGR) of 20.7% from 2024 to 2033.
- The Low-Code Development Platforms segment held a significant dominance within the Application Development Software market in 2023, securing over 60.1% of the market share.
- On-Premise Platforms also maintained a leading position in the market, accounting for more than 53.4% of the market share in 2023.
- Large Enterprises dominated the Application Development Software market, capturing over 55.7% of the market share in 2023.
- The Media & Entertainment segment was notably strong, acquiring a 28.9% share of the market in 2023.
- Geographically, North America continued to lead the Application Development Software market, holding more than a 38.5% share in 2023.
- Research by Radixweb projects that the global software developer population will rise to about 28.7 million by the end of 2024, which represents an increase of approximately 3.2 million developers within four years.
- In the United States, the current count of software developers stands at approximately 4.3 million, showcasing a substantial presence in the software development sector.
- Approximately 84.7% of software development projects are focused on enterprise applications, aiming to enhance internal business processes and operations.
Fitness Application Revenue Statistics
These statistics offer a comprehensive view of the fitness app industry, covering various aspects such as market value, revenue sources, user engagement, demographics, and competitive analysis. Here’s a summary:
- The fitness app industry has experienced substantial growth, with North America leading in market share.
- Revenue in the health and fitness apps segment is expected to continue increasing, having grown significantly in the past few years.
- A large percentage of users engage with fitness apps multiple times per week, indicating high user engagement.
- The majority of users prefer free apps with in-app purchases.
- Health and Fitness is a popular category in app stores, and many users frequently use fitness apps.
- High-income individuals and millennials are key demographics for fitness app usage.
- In-app purchases and subscription models are the primary revenue sources for fitness apps, with advertising also contributing to revenue.
- One-time purchase models have declined in popularity.
- Leading fitness apps such as MyFitnessPal, Fitbit, Calm, Strava, and Peloton generate significant revenue.
(Source: market.us)
- The global fitness app market is projected to reach USD 14.7 billion by 2027, with a significant portion of revenue coming from in-app purchases and subscriptions.
- The above chart shows the global applications market growing from 2023 to 2033.
- As we can see, in 2023, a minimal percentage of applications were downloaded, with an overall 4.9%
- As the graph increases, the downloads of exercise and weight loss applications are predicted to grow drastically, whereas a very nominal percentage of downloads of lifestyle management applications were downloaded.
- MyFitnessPal stands as one of the top-grossing fitness apps, generating millions in annual revenue.
- Female users contribute significantly to the revenue of health and fitness apps.
- Integration with wearables can boost user engagement and revenue.
- Ad revenue for free fitness apps is expected to reach USD 1.5 billion by 2025.
- Young adults, particularly those aged between 25 and 34, form a significant portion of fitness app users.
- Women are more likely to use health and fitness apps than men.
- The fitness app market is expected to continue growing at a rapid pace, driven by factors such as wearables and increased user engagement.
- Virtual reality and AI personal trainers are anticipated to be significant trends in the future.
These statistics provide valuable insights for businesses and developers in the fitness app industry, informing strategic decisions and opportunities for growth and innovation.
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In-Application Purchase and Monetization
(Reference: asomobile.net)
This collection of statistics paints a vivid picture of the dynamics within the mobile app market, particularly concerning in-app purchases:
- Just over 5% of app users make in-app purchases, but their spending power is significant.
- Despite being a small percentage, the amount spent by these users dwarfs the revenue from all other sources combined, such as paid app downloads.
- The projected global sales from in-app purchases are expected to reach nearly USD 37 billion by 2027.
- In contrast, the projected global sales from paid app downloads are expected to be around USD 29 billion by the same year.
- By 2027, in-app purchases are forecasted to be the primary source of mobile app revenue, surpassing earnings from ads-based revenue and paid app downloads.
- Both Apple and Google App Stores reached two million available apps for download.
- iOS users tend to spend 2.5 times more on in-app purchases compared to Android users.
- The average in-app purchase per user is significantly higher for iOS users (USD 1.08) compared to Android users (USD 0.43).
- Asia leads in monthly mobile app spending, with users shelling out 40% more than anywhere else globally.
- North America follows Asia in terms of spending habits.
- North Americans may spend less overall per month than Asians, but they tend to spend more on a single in-app purchase.
- Shopping apps notably drive up spending for North American users, outspending Europeans and Asians significantly.
- Half of apps downloaded from the Google Play store are freemium, indicating the prevalence of this business model.
- Freemium apps with in-app purchases dominate Google Play revenue, capturing 98% of global earnings.
- Similarly, freemium apps contribute a significant portion (95%) of the Apple App Store’s overall revenue.
- Japan leads as the country with the heaviest Google Play spenders, followed by the U.S., South Korea, Germany, and the U.K.
Mobile Application Usage Statistics by Demography
(Source: appmysite.com)
- Teenagers and youngsters spend the most time on applications.
- People between 18 and 24 years old spend almost 112.6 hours monthly on smartphone applications, and the population between 25 and 34 years old spends 102.4 hours monthly on smartphone applications.
- According to BusinessofApps, people above 35 years of age spend less than 100 hours monthly on applications.
- Application Revenue statistics state that people above 65 years old spend less than 51.4 hours using applications monthly.
- In 2022, Indonesian smartphone users spent an average of 5 hours and 39 minutes daily on smartphone applications, up 4% from previous years.
- Brazil stayed in second place with the highest daily application use in 2022, with almost 5.19 hours of data consumption daily.
- China and Germany ranked lowest, with nearly 3.33 hours and 3.36 hours spent on applications daily.
- As per Springer Link, almost 60% to 70% of application users change their application use pattern for more than three years.
- In 2022, new and sports applications registered high downloads of male users.
- Almost 87% and 86% of the sports applications and news applications users downloaded were men.
- Females download the maximum number of applications with books, with almost 54% of all application users in this category being women.
- According to MarketingDive, 75% of Gen Z customers state Snapchat is the appropriate platform for holding connections, and 71% agree that YouTube as the basic channel choice for the long form.
- Gen Z spends almost 66% of its time on digital media applications, and it spends 30% more time on preferred applications than the other populations.
- Almost 20 to 29-year-old people spend a maximum of time on social media applications.
- Around 13 years and 19 years old, the population spends almost the same amount of time on digital applications.
- Social media application usage has declined for more than 40 years.
- According to ComScore, 74% of millennials state that they open an application when they are bored.
- In 2022, comic applications will earn high usage from users between 18 years and 24 years old.
- 50% of all downloads in the audio and music category came from Android users in the 18-to 24-year-old demographic group.
- According to Statista, roughly 3 out of 10 users download news and magazine applications between 50 and 64, whereas the users download 22% of parenting applications between 25 and 34.
Smartphone Application Revenue Statistics
- The total customer spending on smartphone applications in 2022 is around 167 billion.
(Reference: enterpriseappstoday.com)
- Customers spend more on the Apple Application Store generally more than on Google Play applications.
- According to SerpWatch, the applications will create almost USD 935 billion in revenue in 2023.
- In 2022, it was observed that 50% of the total spending on mobile applications globally.
- Almost 27% of the worldwide application expenditure was generated through Google Play.
- According to application revenue statistics, Customers spent almost USD 83 billion on the Apple App Store and almost USD 41 million on the Google Play Store.
- The application users spend almost USD 380 billion globally on in-app purchases.
- It accounts for 48.2 % of mobile applications revenue compared to 14% of advertisement-based revenue and 37.8% from paid applications.
- According to Statista, the revenue generated from the IM-app purchase was almost USD 205 billion in 2022.
- According to Data.ai, games account for almost 66% of the in-app purchase revenue, whereas other applications account for just 34%.
- According to BusinessofApps, almost 97% of the applications on Google Play and nearly 93% of the applications on the Apple App Store are free of charge.
- Almost 98% of the Google Play revenue is generated from free applications.
- According to Statista, almost 36% of Millennials and 80% of application users over 55 have not bought any applications yet.
- The revenue generated from the paid applications was projected to be valued at USD 5 billion in 2022.
- According to application revenue statistics, 67% of application revenue comes from advertisements, whereas 33% comes from in-app purchases.
- According to Data.ai, applications like TikTok and Instagram capture almost 65% of the market, whereas games generate 35%.
- According to Statista, advertising revenue in the application market was predicted to reach USD 266 billion in 2022.
User Retention Statistics in the Mobile Application Industry
- Application size is a crucial factor in user retention, with almost 50.6% of users uninstalling apps that require too much memory.
- The churn rate of application users after three months is almost 71%, which indicates that almost 3/4ths of application users globally stop using or uninstall the application in 3 months after their first download.
- Application crashes or various important errors lead to an almost 62% uninstalling rate, which negatively affects retention and results in negative user reviews.
- Application slowdown or downloading time speed are major reasons why almost 25% of users uninstall or don’t download the application.
- Social networking applications have a low retention rate within 30 days of downloading, which may be surprising.
- The travel and Lifestyle applications have a high retention rate after 90 days, with 23% of users continuing to use them.
- Almost 40% of applications need more testing and review before they are released, as most of them fail the basic security tests.
- According to the application revenue statistics, the average retention rate in 31 mobile categories was 25.4% on the first day but decreased drastically to 5.7%.
- On an iOS device, the median retention rate on the first day was 25.65%, which decreased by the 30th day to 4.13%.
Application Revenues – Google Play and iOS
- In 2020, the yearly iOS application revenue had grown from USD 28.6 billion to USD 72.3 billion.
- Users spent almost USD 72 billion on subscription and premium applications and in-application purchases in the Apple Application Store.
- The popular App Store generates revenue from business apps, lifestyle apps, gaming apps, educational apps, and news applications.
- Almost 70% of all the App Store revenue is generated from gaming applications.
- Candy Crush Saga was observed as the top Android game globally downloaded. The game generated a record revenue of almost USD 50.89 million from users.
- Coin Master was yet another gaming application that generated almost USD 50.32 million in revenue from users.
- The yearly iOS non-gaming applications revenue increased from USD 4.8 billion to USD 24.7 billion in 2021.
- The applications like Hulu, Strava, Tinder, and Pandora have more than half of their user base in the United States only.
- Apple is discerned to be the biggest application store, and its revenue is estimated to reach almost USD 10 billion by 2025.
- The iOS application advertising revenue was almost USD 3 billion in 2022.
- With various applications launching every day, only some are free, whereas the others are paid versions.
- Almost 94% of the applications on the Apple App Store are free of charge.
- On average, the Apple Application Store publishes 747 new applications every day.
- In the past decade, it has been observed that Facebook is the most downloaded application on the App Store.
- WhatsApp Messenger was the most downloaded application on the application store in 2022.
- The most popular category in the iOS application store is games, with almost 21.86% of the applications available in the store being games.
- In 2020, iOS games sales generated almost USD 47.6 billion in revenue.
- In 2021, the Apple Application store revenue was almost USD 72.3 billion.
- The application store industry share is less than 15% worldwide.
Mobile Applications Market Top Players
- Intellect Soft LLC has more than 100 professionals, and per-employee revenue is around USD 90,800. In 2022, the revenue of Intellect Soft LLC was USD 9.1 million.
- Microsoft Corporation’s annual revenue was USD 211.915 billion in 2023, and it increased by 6.88% in 2024.
- Out of an annual income of USD 69.8 billion, Google. Inc. has accounted for USD 40.4 billion, with 57.8% of revenue. Google network ads revenue was 10.7%, whereas the revenue generated from YouTube was almost USD 6.7 billion.
- The annual revenue of Hewlett-Packard Enterprise Company was USD 29.655 billion in 2023.
- The Cognizant Technology Solutions Corporation is a well-known company with revenue of USD 19.434 billion in September 2023.
- IBM Corporation generated almost USD 60.5 billion of revenue and USD 9.3 billion of free cash flow.
- Broadcom, Inc. had revenue for the annual ending of USD 35.454 billion as of 2023.
- Verbat Technologies LLC had a revenue of USD 19.8 million.
Recent Developments
- Cisco’s Acquisition of Splunk – Cisco made a significant acquisition of Splunk for USD 28 billion, marking the largest enterprise software deal of the year.
- Broadcom’s Acquisition of VMware – Broadcom acquired VMware in a landmark deal valued at USD 69 billion, after overcoming extensive regulatory scrutiny.
- Clearlake Capital and Insight Partners’ Acquisition of Alteryx – These two private equity firms acquired Alteryx, an analytics cloud platform, in a deal valued at USD 4.4 billion.
- IBM’s Acquisition of Software AG’s Integration Platforms – IBM purchased StreamSets and webMethods from Software AG for USD 2.13 billion, aiming to enhance their integration-platform-as-a-service offerings.
- Salesforce’s Acquisition of Spiff – Salesforce acquired Spiff to augment its Sales Cloud platform with enhanced software for tracking sales commissions; financial details were not disclosed.
- Silver Lake’s Acquisition of Qualtrics – In a significant all-cash deal, Silver Lake acquired Qualtrics for USD 12.5 billion.
- OpenText’s Purchase of MicroFocus – OpenText acquired MicroFocus for about USD 5.8 billion, advancing its offerings in mission-critical software technology.
- Nintex’s Acquisition of Skuid – Nintex, a specialist in process intelligence and automation, acquired the low-code tool developer Skuid; financial terms were not disclosed.
- Microsoft’s Ongoing Bid for Activision Blizzard – Microsoft’s USD 68.7 billion bid for Activision Blizzard faced significant regulatory hurdles, reflecting the challenges in major tech acquisitions.
- Trend Towards Smaller, Strategic Acquisitions – Given a stringent regulatory environment and economic uncertainty, companies are expected to pursue smaller, more strategic acquisitions, especially in the AI sector.
Conclusion
The smartphone application industry is a drastically growing industry, with a worldwide revenue predicted to reach USD 935.2 billion in 2024 and the in-app purchase advertising expenditure estimated to exceed USD 201 billion. The Application Revenue Statistics demonstrated how people are dependent on their smartphones.
The Google Play, Apple App Store, and their growing valuation suggested that they will lead the market. Various categories of applications will often employ various strategies and revenue models. The revenue generated will always differ. The applications industry is rapidly growing and has a lot to offer.
Sources

Joseph D'Souza started Coolest Gadgets in 2005 to share his love for tech gadgets. It has since become a popular tech blog, famous for detailed gadget's reviews and companies statistics. Joseph is committed to providing clear, well-researched content, making tech easy to understand for everyone. Coolest Gadgets is a trusted source for tech news, loved by both tech fans and beginners.