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Digital fitness & well-being market ARPU 2017-2025

Average revenue per user of the digital fitness & well-being markets in Belgium from 2017 to 2025

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Supplementary notes

Data provided by Statista Market Outlooks are estimates

The "Digital Fitness & Well-Being" segment contains the user and revenue development of two product categories: (1) portable, connected fitness devices (Digital Fitness & Well-Being Devices) and (2) digital fitness apps for use with a smartphone and/or tablet (Digital Fitness & Well-Being Apps).

The Digital Fitness & Well-Being Devices segment comprises devices that are explicitly intended for fitness and motion tracking. These include, in particular, smartwatches, smart scales equipped with sensors and activity trackers that measure and analyze the physical activity and body functions of the wearer. Smart clothing, smart shoes, and smart eyewear are excluded.

The Digital Fitness & Well-Being Apps segment includes fitness apps for detecting/tracking/analyzing and sharing vitality and fitness achievements. It also covers nutrition and diet apps, which help users analyze their nutrition behaviors and keep a record of their eating patterns with the purpose of improving health and nutrition choices.

Meditation apps include apps that help users keep calm, control their emotions during stressful periods, and concentrate on the present moment. The most popular apps in this segment are Headspace, Calm, and Ten Percent Happier.

The user base covers paying and non-paying customers. The revenue figures only include revenues generated from paid apps offering premium options and from in-app purchases; revenues from app downloads and advertising revenues are not included.

The data only reflects B2C revenues; B2B and C2C revenues are not covered.

All figures are estimate. A detailed methodology can be found in the Statista Market Outlook.

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Statistics on " Mobile devices in Belgium "

Statistics on Mobile devices in Belgium

Overview

6

Segment: Smartphones

7

Segment: Laptops and tablets

8

Segment: Wearables

5

Consumption

4

Special focus: Applications

6

Further related statistics

18
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