Shopping - Australia & Oceania

  • Australia & Oceania
  • The Shopping market in Australia & Oceania is expected to witness substantial growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$0.68bn by 2022.
  • Furthermore, it is anticipated that the market will experience a steady annual growth rate of 9.55% (CAGR 2022-2027), resulting in a projected market volume of US$1.17bn by 2027.
  • When examining the revenue breakdown, it is predicted that in-app purchases (IAP) will contribute significantly, with a projected revenue of US$1.21m in 2022.
  • Additionally, paid app revenue is expected to reach US$1.28m, while advertising revenue is projected to reach US$680.60m in the same year.
  • In terms of user engagement, the number of downloads in the Shopping market is expected to reach 10.26m downloads in 2022.
  • This suggests a strong interest in shopping-related applications and services.
  • Currently, the average revenue per download is estimated to be US$66.58, indicating the profitability of the market segment.
  • When comparing the Shopping market revenue globally, it is worth noting that in China leads the way with projected revenue of US$10,100.00m in 2022.
  • This highlights the significant impact of the Chinese market on the overall revenue generated within the Shopping market.

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