Shopping - Netherlands

  • Netherlands
  • The projected total revenue in the Shopping market in the Netherlands is estimated to reach US$232.60m in 2022.
  • This represents a significant growth in the market.
  • Moreover, it is expected that the total revenue will continue to increase at an annual growth rate (CAGR 2022-2027) of 10.08%.
  • This growth is projected to result in a market volume of US$397.00m by 2027.
  • In terms of specific revenue streams within the Shopping market, the in-app purchase (IAP) revenue is projected to reach US$0.19m in 2022.
  • Additionally, the paid app revenue is estimated to reach US$0.23m in the same year.
  • Another significant revenue source is advertising, which is projected to generate US$232.20m in 2022.
  • Furthermore, the number of downloads in the Shopping market is expected to reach 1.45m downloads in 2022.
  • This indicates a strong demand for shopping-related applications in the Netherlands.
  • Currently, the average revenue per download is expected to be US$160.40.
  • When compared globally, it is noteworthy that in China generates the highest revenue in the Shopping market.
  • In 2022, in China is projected to generate an impressive US$10,100.00m in revenue.
  • This highlights the significance of the Chinese market in the global context.

Key regions: China, Asia, Germany, United States, South Korea

 
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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.

Overview

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