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Health & Fitness - South Korea

South Korea
  • The Health & Fitness market in South Korea is expected to generate a total revenue of US$20.29m in 2022.
  • This represents a substantial growth potential for the country's health and fitness industry.
  • The market is projected to show an annual growth rate of 9.86% between 2022 and 2027, resulting in a market volume of US$32.69m by 2027.
  • In terms of revenue streams, the in-app purchase (IAP) segment is projected to reach US$9.35m in 2022, indicating a strong demand for virtual goods and services within the health and fitness sector.
  • Meanwhile, the paid app revenue is expected to reach US$1.01m in 2022, highlighting the willingness of consumers to invest in premium health and fitness applications.
  • Additionally, advertising revenue is projected to reach US$9.92m in 2022, indicating the potential for brands to target health-conscious individuals through targeted advertisements.
  • The number of downloads in the South Korean Health & Fitness market is projected to reach 30.91m downloads in 2022, reflecting a significant user base interested in health and fitness applications.
  • The average revenue per download is expected to be US$0.66, showcasing the potential monetization opportunities for app developers and businesses operating within this market.
  • When compared globally, it is worth noting that China currently generates the highest revenue in the Health & Fitness market, reaching a staggering US$1.61bn in 2022.
  • This highlights the dominance of the American market and the immense potential for growth in other regions, including in South Korea.

Definition:

The Health & Fitness market contains apps for tracking health, working out, managing stress, and providing various home remedies. The scheduled and interactive nature of many of these apps encourages users to pursue and maintain healthy lifestyles. Workout apps such as Home Workout encourage regular exercise routines with increasing progressions of difficulty. Another app, MyFitnessPal, tracks diet and calorie consumption in order to achieve specific weight goals.

Additional Information:

We consider three different sources of revenue:
  • Revenue from in-app purchases (IAP) that comes from the purchase of features, upgrades, and subscriptions within an app
  • Paid app revenue from the one-time purchase of an app
  • Advertising revenue obtained from showing ads within an app
Our statistics include the revenue earned by developers and also the revenue earned by stores through commissions.

In-Scope

  • Apps that can be downloaded from major app stores such as Apple, Inc.'s App Store and the Google Play store, or in the case of China, from stores such as Huawei AppGallery and Tencent Appstore.
  • Apps that are run on iPhones and Android phones.

Out-Of-Scope

  • Apps exclusively offered by Microsoft Store and Amazon Appstore for Android.
  • Custom-made apps not available from any official app store.
  • B2B/C2C app sales of any kind.
  • Subscription revenues outside of in-app purchases (for example, Netflix and Spotify use their own payment systems outside of their apps).
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App: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Market Shares

    Notes: Data reflects only revenue from in-app purchases.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Downloads

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    The app market has been affected by volatility in the first years after the global COVID-19 pandemic. After accelerating in 2021, consumer spending decreased to 167 billion U.S. dollars in 2022. In 2023, annual app spending was back on track, generating 171 billion U.S. dollars. After experiencing a dip in 2022, app consumer spending per user climbed back to surpass five U.S. dollars in the second quarter of 2023.
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