Travel - United Kingdom

  • United Kingdom
  • In 2022, the projected total revenue in the Travel market for the United Kingdom is expected to reach US$46.22m.
  • This indicates a positive outlook for the market segment.
  • Furthermore, it is forecasted that the total revenue will experience an annual growth rate of 12.34% (CAGR 2022-2027).
  • As a result, the projected market volume is anticipated to reach US$90.12m by 2027.
  • Within the Travel market, the revenue generated from in-app purchases (IAP) is expected to reach US$3.24m in 2022.
  • Similarly, the revenue from paid app downloads is projected to reach US$2.55m in the same year.
  • Additionally, advertising revenue in the Travel market is anticipated to reach US$40.43m in 2022.
  • Moreover, the number of downloads in the Travel market is projected to reach 21.32m downloads in 2022.
  • This indicates a significant level of engagement within the market segment.
  • Currently, the average revenue per download is expected to amount to US$2.17, highlighting the value generated per download.
  • When comparing global markets, it is noteworthy that in the United States generates the highest revenue in the Travel market.
  • In 2022, the projected revenue for the United States is estimated to be US$444.90m.
  • This demonstrates the dominant position of the United States in terms of revenue generation within the Travel market.

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

 
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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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