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Sports - Sweden

Sweden
  • The Sports market in Sweden is set to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is expected to reach US$8.64m in 2022.
  • This represents a substantial increase in revenue for the country's sports industry.
  • Furthermore, it is estimated that the Sports market will continue to expand at an annual growth rate of 10.06% from 2022 to 2027.
  • This growth trajectory is expected to result in a market volume of US$14.18m by 2027.
  • These numbers highlight the positive outlook for the sports sector in Sweden.
  • In terms of revenue streams within the Sports market, in-app purchases (IAP) are projected to generate US$4.31m in 2022.
  • This indicates a significant potential for revenue generation through in-app purchases within the sports industry.
  • Additionally, paid app revenue is expected to reach US$287.10k in 2022.
  • This demonstrates the willingness of consumers to invest in paid applications related to sports.
  • Moreover, advertising revenue is projected to reach US$4.04m in 2022.
  • This highlights the importance of advertising as a revenue source within the Sports market.
  • When considering the number of downloads in the Sports market, it is estimated that there will be 1.84m downloads downloads in 2022.
  • This demonstrates the strong interest and engagement of consumers with sports-related content.
  • Currently, the average revenue per download is expected to amount to US$4.69.
  • This figure provides valuable insights into the monetization strategies employed within the Sports market in Sweden.
  • In a global comparison, it is noteworthy that China generates the highest revenue in the Sports market, projected to reach US$1.10bn in 2022.
  • This highlights the dominant position of the United States in terms of revenue generation within the sports industry worldwide.

Definition:

The Sports market contains apps that stream or simulate sports. For example, the ESPN and NBC Sports apps are dedicated to official sports coverage and include live videos and news articles about leagues, teams, and athletes. Fantasy football apps allow users to create hypothetical teams of football athletes and earn points according to their real-life performances.

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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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

    Users

    Most recent update: Mar 2024

    Source: adjoe

    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.

    Digital

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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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