© 2022 Deloitte Finance 01
The App Economy in Europe
A review of the mobile app market and its contribution to the
European Economy
August 2022
The App Economy in Europe A review of the mobile app market and its contribution to the European Economy
© 2022 Deloitte Finance 02
Disclaimer
This report (hereinafter "the Report") was prepared by Deloitte Finance, an entity of the Deloitte
network, at the request of ACT | The App Association (hereinafter "App Association") according to the
scope and limitations set out below.
The Report was prepared for the sole purpose of presenting an overview of mobile applications’
contribution to the European economy and estimating its economic weight, in terms of value creation
and jobs in 2021. It must not be used for any other purpose or in any other context. Deloitte Finance
accepts no liability in the event of improper use.
The Report is intended to be used exclusively by the App Association. No other party apart from the
App Association has the right to use the Report for any reason whatsoever, and Deloitte Finance
accepts no liability to any party other than the App Association with regard to the Report or its
contents.
The information contained in the Report was provided by the App Association or retrieved from other
sources clearly referenced in the relevant sections of the Report. Although this Report has been
prepared in good faith and with the greatest care, Deloitte Finance does not guarantee, expressly or
implicitly, that the information it contains is accurate or complete. In addition, the findings in the
Report are based on the information available during the writing of the Report (March 2022). The
examples featured in the report are for illustrative purposes only and do not in any way constitute a
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of the companies mentioned. Deloitte Finance accepts no liability as a result of the Report and its
contents being used, including any action or decision taken as a result of such use.
Table of
© 2022 Deloitte Finance 3 / 85
Executive Summary
1. The introduction of smartphones has reshaped the way Europeans interact in almost all areas
of personal and professional life. Apps
1
have become an essential part of the way phones, but
also connected televisions, game consoles, virtual reality headsets, or PCs, provide digital
services. Moreover, apps play a central role in the growing Internet of Things (IoT), connecting
users to devices. Focusing on the mobile channel, this report analyzes the benefits of mobile
apps, and quantifies the contribution of the mobile app sector to the European economy
2
. Also
the impact of the Covid-19 crisis on the app economy is studied. The health crisis notably raised
awareness of how mobile apps have become an essential part of life. The report furthermore
discusses the active European landscape of small and medium-sized enterprises (SMEs) in the app
development sector.
2. Our research demonstrates that app stores have a positive impact on the mobile app ecosystem
3
:
- App stores enable disintermediation between buyers and developers which is one way
through which app stores reduce transaction costs for app developers and their users.
- App stores reduce entry barriers for developers and therefore increase the level of
competition.
- App stores increase consumer trust and security by creating a trustworthy platform for users
and developers.
3. The direct revenues of the app economy in the European Union
4
amounted to €95.7 billion in
2021 these are revenues for mobile app developers. In comparison, box office revenues in the
EU and the UK stood at 3 billion in the same year
5
, and revenues for the provision of sporting
and recreation services were estimated at 168 billion in 2019
6
.
4. Including direct and indirect contributions, the app economy generated €210 billion in revenue
throughout all sectors of the EU’s economy. The breakdown of this sum is as follows:
Direct contributions are estimated at95.7 billion with the following categories:
i. Advertising revenue: €19.2 billion
ii. Paid downloads, subscriptions, and in-app purchases: 6.5 billion. Mobile games
represented 63% of this revenue.
iii. Contract work: 66.4 billion
iv. Mobile commerce:3.6 billion is attributable to the app sector
Indirect contributions: 114 billion in indirect contributions due to additional business and
household consumption triggered by app development.
1
Apps refer to the software applications that run on smartphones.
2
The contribution of the mobile app sector is quantified for the European Union and the UK separately.
3
App stores refer to all app platforms including Google Play store, Apple App Store, Amazon app store, etc.
4
Throughout this document, figures are cited for EU27.
5
International Union of Cinemas, Cinema-Going in Europe in 2021 - Recovering European Cinemas see 42 percent Box Office Growth in
2021, February 2022.
6
Source: Eurostat, National accounts aggregates by industry (up to NACE A*64). 168 billion in EU27 and the UK included.
© 2022 Deloitte Finance 4 / 85
The app economy represented 0.7% of the European Union’s GDP in 2021.
5. In the United Kingdom, the direct revenues of the app economy in 2021 amounted to
€38.4 billion.
6. Including direct and indirect contributions, the app economy generated €86.5 billion in revenue
throughout all sectors of the UK’s economy:
Direct contributions are estimated at €38.4 billion with the following categories:
i. Advertising revenue: €13.8 billion
ii. Paid downloads, subscriptions, and in-app purchases: 2.1 billion. Mobile games
represented 55% of this revenue.
iii. Contract work: 21.3 billion
iv. Mobile commerce: €1.2 billion is attributable to the app sector
v. Indirect contributions: 48 billion in indirect contributions due to additional business
and household consumption triggered by app development.
In terms of value-added, the app economy represented 1.5% of the UK’s GDP in 2021.
7. The total number of jobs generated throughout all sectors of the EU’s economy by the app sector
in 2021 is estimated at 1.4 million, and 400 000 in the UK. Jobs are calculated using our “Input-
Output” framework (total revenue for the sector combined with national accounts data). These
figures include direct jobs (software developers, mobile app specialists), indirect jobs (suppliers
to the app developers), and induced jobs (jobs created by the spending of the directly and
indirectly employed workers).
8. Europe is generally considered to benefit from highly skilled app developers and is home to a
rich ecosystem of SMEs in the app development sector. These include pure players and agencies
that work for the outsourcing market. The UK has the most app development firms in absolute
terms, but smaller countries such as Bulgaria, Poland, Romania, Estonia, Lithuania, and Croatia
show a relative specialization in app development with two to five times more SMEs in the sector
per unit GDP than the UK.
9. Nearshoring contributes to the success of app development SMEs in Europe. Notably, app
development firms in above-mentioned relatively specialized countries often work for clients in
for example Northern and Western Europe, leveraging their high-skilled, cost-competitive
developers. Cost difference between these countries and developers in Northern or Western
Europe can reach a factor of two to three. In addition, nearshoring benefits from low risk due to
proximity (language, culture, time-zone). Indeed, the remote delivery model works very well in
the app development sector, resulting in intra-European trade, benefits for both clients and
developer firms, and more opportunities for SMEs and startups throughout Europe.
© 2022 Deloitte Finance 5 / 85
10. Apps have permeated business models in several ways. Many firms integrated apps into the
way they provide services to their clients. For example, European airline and railways companies
facilitate the booking and travel process with mobile apps. Moreover, specific features of mobile
phones (geo-localization, accelerometer, camera, touch screen) have enabled the development
of new services.
11. Furthermore, pure players, companies that have built their activities only on apps, have
confirmed their importance in the ecosystem. Well-known examples are ride-hailing apps, which
use geo-localization, and mobile games. Europe counts innovative mobile game developers and
specialized firms such as Citymapper or Greenly, which are transforming consumer behavior.
12. Citymapper calculates, in real-time, the routes of urban transport for users, by combining several
modes of transport, suggesting alternative transport means to users
7
. Greenly is another app that
changes user behavior. The app informs users on the greenhouse gas emissions generated by
their mode of consumption, obtained through their banking transactions.
13. In interviews conducted for this study, several app developers stated that future innovation in
apps will not come from hardware developments but from the software side.
14. The mobile app sector has been resilient during the Covid-19 pandemic. Growth of the app
sector decoupled from the evolution of GDP in the EU and the UK. While real GDP in the EU
decreased in 2020 by 7.8%, and by 11.5% in the UK, the mobile app sector has seen an
acceleration in its growth trajectory in 2020: In the EU, real growth of consumer spending on apps
was 30% in 2020, and in Great Britain 29%. Comparison of pre-Covid-19 market estimates and
2021 growth of app store revenue suggests that the long-term growth trajectory is unaffected.
15. This resilience is related to the fact that the use of apps such as mobile games was not impaired
by physical distancing requirements. Furthermore, mobile apps have provided innovative
solutions to deal with the crisis. They contributed to the continuity of public services, social and
business activities during lockdown periods. Teleworking apps allowed desk-type jobs in mainly
the service sector mainly to pursue activities. In the health sector, Covid-19 tracking-, vaccination-
and testing-apps became the most downloaded medical apps in Europe in 2021. Apps for
teleconsultation facilitated the provision of health services. Finally, the use of food delivery apps,
such as Uber Eats or Deliveroo, increased dramatically during periods with strong physical
distancing requirements, allowing restaurants to continue to operate.
16. The pandemic has accelerated the digital transition in many sectors. Trends initiated during the
Covid-19 pandemic are set to become permanent, as the crisis has shaped new ways of life. For
example, the increased use of telemedicine changed the publics’ view on this practice: for
example, in France between 2019 and 2020, the proportion of patients that had a positive opinion
on telemedicine grew from 60% to 73%, and that of health professionals from 70% to 84%
8
. Along
the same lines, teleworking was first used to adapt to the crisis, but its massive adoption during
lockdowns has changed Europeans’ perception on work and workplace organization.
17. App developers shared how they think their solutions will continue to permeate more areas of
our lives. Areas where the use of mobile apps will further increase in Europe are hybrid events,
education, and healthcare (online health records, connected medical devices, etc.). In addition,
5G networks now enable higher connection density which allows the use of many connected
7
These include public transport networks, taxi and self-service rental networks (scooters and bikes).
8
Odoxa pour l’Agence du Numérique en Santé, Baromètre Vague 1 et 3
© 2022 Deloitte Finance 6 / 85
devices in the Internet of Things (IoT). The higher speed and lower latency of 5G will allow
developers to create richer user experiences, further increasing apps usage. The value created
by mobile apps in the European economy is expected to grow significantly in the years to come.
Accelerated by the Covid-19 crisis, the digital way and the use of mobile apps have become
more and more widespread. Apps will continue to introduce major innovations that will shape
the future of European consumers and firms.
© 2022 Deloitte Finance 7 / 85
Table of Contents
The App Economy in Europe .................................................................................. 1
Executive Summary ................................................................................................. 3
1 Mobile app platforms and the “economy of platforms” ............................. 8
1.1 Mobile app markets are typified by a specific market structure ............................ 8
1.2 The positive effects of app stores ......................................................................... 13
1.3 App stores have an impact beyond the platforms' direct users ........................... 19
2 The economic weight of the mobile app market in the EU and in the UK 22
2.1 Presentation of the mobile app market in the European Union and the UK ........ 22
2.2 The app-ecosystem stimulates growth and increases consumer well-being ....... 25
2.3 The value created by the app economy in Europe ................................................ 30
2.4 The app economy and job creation in Europe ...................................................... 37
2.5 SMEs in the app economy ..................................................................................... 40
2.6 Impact of the Covid-19 pandemic on the app economy ....................................... 46
3 Mobile apps will shape the economy of tomorrow ................................... 48
3.1 Success stories of firms that integrated apps into their business model ............. 48
3.2 Pure Players ........................................................................................................... 54
3.3 Seizing mobile apps’ potential: technologies and companies of tomorrow ......... 60
3.4 What the Covid-19 crisis reveals about the mobile app sector ............................ 65
Conclusion ............................................................................................................. 76
4 Appendices ................................................................................................. 79
4.1 Methodology to determine the size of the smartphone-only population ............ 79
4.2 M-commerce revenue ........................................................................................... 80
4.3 The Covid-19 Stringency Index .............................................................................. 81
5 Bibliography................................................................................................ 82
The App Economy in Europe A review of the mobile app market and its contribution to the European Economy
© 2022 Deloitte Finance 08
1 Mobile app platforms and the “economy of
platforms”
1.1 Mobile app markets are typified by a specific market structure
1.1.1 A presentation of app platforms
18. Mobile apps and app stores were originally introduced by Apple with the launch of the first iPhone
in 2007. Since then, the phenomenal growth observed in this market has been fueled by the entry
of several innovative competitors in mobile devices and app store markets. Competitors in the
mobile device market include HTC, Huawei, LG and Samsung. The main competitor of Apple’s app
store is Google Play
9
.
19. Moreover, the range of app platform actors is wider than Apple Store and Google Play.
Different types of platforms co-exist. Native app stores belong to the major mobile OS
developers, most notably iOS, Android and Windows. Third-party app stores involve
manufacturer-specific app stores, including Samsung, LG, Motorola and Lenovo, but also carrier-
specific app stores, such as Vodafone, T-mobile and TIM store.
20. Depending on the service provided by the app, apps not only run on smartphones, but may also
run on other types of devices, such as connected televisions, game consoles, virtual reality
headsets, or PCs. This report focuses on the mobile channel.
21. Developments in mobile devices and app store markets significantly increase the capabilities of
mobile devices and the utility they provide to users.
“From a battle of devices to a war of ecosystems”
10
S. Elop, former Executive Vice President of Microsoft’s Devices and Services
22. Hence, in the mobile communication industry, the role of apps and app platforms is key.
According to the former CEO of Nokia, this market is turning from “a battle of devices to a war of
ecosystems”. Indeed, based on the theory of network externalities
11
, the development of app
ecosystems and apps has been crucial to the business strategy of leading mobile operating system
providers. Network externalities imply that attracting developers in an app ecosystem will lead
to a large number of available apps, which will attract a large number of users and underpin
device sales
12
.
9
Néstor Duch-Brown (2017).
10
Stephen Elop, former Executive Vice President of Microsoft’s Devices and Services and former CEO of Nokia Corporation, speech at D9,
June 1, 2011.
11
Hyrynsalmi, Suominen and Mäntymäki (2016), Katz, Shapiro (1985).
12
Holzer, Ondrus (2011).
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23. As of Q1 2021, about 3 482 452 apps were available on Google Play, and 2 226 823 on the Apple
App Store (Figure 1). App stores host a large number of apps, and the number of apps
downloaded from app stores is increasing significantly (Figure 2).
Figure 1. Number of apps available in leading app stores as of 1
st
quarter 2021, worldwide
Source: Statista, Number of apps available in leading app stores as of 1st quarter 2021. Windows Store figure is for March 2016, which is the latest
available figure
Figure 2. Number of mobile app downloads worldwide from 2016 to 2021 (billions)
App Annie Intelligence (January 2022). Note: iOS App Store, Google Play and third-party Android stores combined. Downloads are first time
downloads only
24. The use of smartphones is also linked to the interest of consumers in apps and the utility they
derive from this market. The number of smartphone users worldwide has increased from 2.5 to
3.6 billion between 2016-2020 and is expected to reach 4.6 billion in 2024 (Figure 3). This
represents a Compound Annual Growth Rate (CAGR) of 6.1 % over the period 2019-2024
13
.
13
Global Mobile Market Report (Free version, 2021), Newzoo.
3 482 452
2 226 823
669 000
460 619
Windows Store*Google Play Amazon AppstoreApple App Store
141
192
204
218
230
20212016 2018 2019 2020
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Figure 3. Number of smartphone users worldwide from 2016 to 2024 (billions)
Global Mobile Market Report (Free version, 2021), Newzoo . * are forecasts
25. This increase in smartphone usage has been accompanied by an increase in consumer spending
on mobile apps from USD 57.7 billion in 2016 to USD 170 billion in 2021 (Figure 4). This represents
a CAGR of 24.1%. Moreover, worldwide mobile app consumer spending is expected to grow on
Apple App Store (from USD 72 billion in 2020 to USD 185 billion in 2025) and on Google Play Store
(from USD 39 billion to USD 85 billion) (Figure 5).
Figure 4. Worldwide consumer expenditure on mobile apps from 2016 to 2021 (billion U.S.
dollars)
App Annie Intelligence (January 2022)
2018 2023*2016 2022*2017 2019 2020 2021* 2024*
2.5
2.7
2.9
3.4
3.6
3.8
4.1
4.3
4.6
6.1%
20202016
82.1
143.0
2017 20192018 2021
57.7
101.0
120.0
170.0
24.1%
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Figure 5. Mobile app consumer spending worldwide from 2020 to 2025, by store (billion U.S.
dollars)
Sensor Tower (February 2021)* are forecasts
1.1.2 App stores are “multi-sided markets”
26. In the information and communication technology (ICT) sector, app stores have a central position
in the provision of digital services by connecting app buyers and sellers. Economic literature uses
the concept of "multi-sided market" to define this type of market. Two-sided markets are
characterized by the presence of (cross-side) network effects: the utility which users on one side
of the market derive from their participation in the platform depends on the number of
participants on the other side of the market.
27. The mobile app market is a “multi-sided market”, bringing together app developers on one side
of the market and mobile phone (smartphone) users on the other side
14
. This specific market
structure benefits both users and developers:
For mobile app developers: app stores represent an efficient distribution channel. More
generally speaking, the rise of the internet has reduced distribution costs and has made it
easier to serve niche markets, also coined as reaching the “long tail” of the market. App stores
further reduce these costs by making it easier for developers to access a wide potential market
with limited marketing and advertising expenditure.
For mobile app users: thanks to platforms, end users have a one-stop-shop with access to a
host of apps. A multitude of websites would make searching and choosing apps more time-
consuming for users. The cost-reduction in reaching end-users yields greater competition and
reduced prices.
14
Hyrynsalmi, Suominen & Mäntymäki (2016), Rochet, Tirole (2003), Armstrong (2006).
72
92
112
134
159
185
39
50
58
67
76
85
2024*2020 2023*2021* 2022* 2025*
App Store
Google Play
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Figure 6. Illustration of the mobile app market
Deloitte Economic Advisory
Smartphone manufacturers
(innovation and sales)
Mobile app
developers
Consumers
App Stores
Demand of mobile applications
Supply of mobile applications
New distribution channel
Access to mobile applications
Access to market
Indirect
network
effects
Indirect
network
effects
Cross-side
network effects
Provision of mobile applications
Recommendations and payments
Important brands
(notoriety)
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1.2 The positive effects of app stores
28. Economists studied specificities of the mobile app market
15
and analyzed benefits introduced
both on the supply side and the demand side. The positive effects of app stores for developers
and users are presented in the following sections.
1.2.1 App platforms generate benefits for app developers
App platforms benefit developers by being the main intermediary between apps and users
29. App platforms are accessible to all users. Users mainly install apps via an app platform. Even
though users have the possibility to download an app directly from the developers’ website or by
jailbreaking their phone, it requires technical knowledge and might be risky.
16
App stores create trust capital for developers
30. App stores create a relationship of trust between users and developers, stimulating the demand
for app development. Indeed, the success of developers depends on creating and maintaining
trust of users, and app stores are a cornerstone in establishing trust between users and
developers. App stores draw up contracts with each developer and verify all new app updates
before they are released. This is beneficial to users due to the approval process behind the
submission of each app. Consumer recognition for Apple or Google reflects the trust they place
in their respective app stores
17
.
App stores reduce transaction costs for developers
31. The economic literature suggests that app stores reduce transaction costs
18
for developers. App
stores provide a variety of ready-to-use services for developers such as:
ubiquity in user interface/user experience features,
a secure platform to promote their products,
storage systems for hosting apps and managing downloads,
a billing service,
a payment management system (micropayments) which makes it easy for
mobile app developers to recover sales revenue.
32. Each developer avoids having to create and manage these services when using a centralized
platform. Marketing and operational costs are therefore lower.
33. App stores provide their services to app developers through a standardized contract. The
harmonized legal framework effectively reduces information asymmetry between the different
developers. This has the effect of reducing transaction costs by reducing negotiation costs (i.e.,
15
Heitkoetter et al. (2012), Holzer et al. (2011), Parker and Van Alsyne (2000), Rochet and Tirole (2006).
16
Kramer, J and Zierke, O (2019).
17
Cuadrado et al. (2012), Hyrynsalmi et al. (2014), Yun et al. (2017), Lee et al. (2014), Roma et al. (2012).
18
Transaction costs were defined by the economist Ronald Coase "When one wants to carry out a market transaction, it is necessary to
discover who it is that one wishes to deal with, to give them certain necessary information and set the conditions of the contract, to conduct
negotiations that result in a bargain, to draw up the contract, to put in place control structures to make sure that the terms of the contract
are being observed by both parties, etc.".
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© Deloitte Finance
this framework prevents a proliferation of contracts)
19
. In addition, standardized contracts also
assure that larger developers do not negotiate better terms than smaller developers.
34. App stores provide ready to use interfaces for integrating advertisements into apps, thereby
reducing research and transaction costs for developers
20
. Advertising departments of app stores
are used by developers who wish to display advertisements on their app. This service combines
several tasks such as technology management and payments together into one interface,
reduces marketing effort and transaction costs for app developers. Without this service,
developers would be forced to find an agency themselves, contract with them and manage
payments.
35. A whole range of tasks required to market a mobile app is thus managed by app stores. All these
services contribute to reducing time to market for developers
21
.
App stores facilitate entrance to markets
36. App stores facilitate developers’ and especially small business developers’ entrance into
markets
22
. The platforms effectively enable fast and inexpensive access to smartphone users
around the world. Low barriers to entry mean that even the smallest businesses have access to
3.5 billion smartphone users globally
23
. Facilitating market entrance of small innovative
companies increases the sustainability of this dynamic ecosystem.
App stores reduce apps’ production costs
37. Mobile platforms benefit from economies of scale and efficiency gains. App stores can spread
costs across a large customer base, thereby lowering costs for all listed developers
24
.
38. Moreover, app platform’s developer membership, in addition to giving developers the possibility
to distribute their apps worldwide, provides access to high-quality programming tools
25
such as
tools to realize in-app purchases and subscriptions and, in the case of Apple’s app store, ARKit
and Core ML which provide augmented reality and machine learning services. This reduces the
need for developers to invest in software programming tools and, therefore, brings down the
cost of developing mobile apps.
App stores enable developers to choose their payment modalities
39. App stores offer developers freedom in their business models. Developers are free to choose
how their apps are remunerated. Today there are seven leading business models: distribution
channel, paid download, in-app purchase, subscription, in-app advertising, freemium and
paidmium
26
. They are explained in Table 1
27
.
40. Apps do not necessarily have a single business model: they have the possibility to generate
revenues via several channels, offering options to the user. These business models are called
19
Amit and Zott (2001).
20
ITU (2016).
21
Cuadrado et al. (2012).
22
Roma et al. (2012), Pon (2015), OECD (2013), Ershov (2018).
23
https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/
24
Rob Frieden (2017).
25
Cuadrado et al. (2012).
26
A Freeemium app is downloaded for free on app stores, but users do not have access to all the features: they are encouraged to pay or
subscribe for advanced features. Paidmium apps are apps for which users pay the downloads and can also make purchases in the app.
27
Tang (2016).
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hybrid monetization. The number of apps using hybrid monetization has increased by more than
50% between 2017 and 2018
28
.
41. The paidmium model is an example of a hybrid business model, in which users have access to
differentiated services depending on the app-features they choose. Users first pay to access
common features and are offered the possibility to pay for additional features.
42. Other forms of hybrid monetization exist beyond the paidmium model. A growing number of
developers
20
are finding that ads can co-exist with other sources of revenue, such as in-app
purchases or subscriptions. Some apps, for example, offer a free version on which they display
advertisements. The consumer can choose to pay for a free-of-ads premium version. The revenue
stream is determined by the user’s willingness to pay.
43. Hybrid monetization is frequent in mobile games. Most players are not willing to pay for games,
so advertising has become the most popular way of monetizing these apps. However, to capture
revenues from users that are willing to pay, many games also include in-app purchase items.
Another possibility for developers is to display in-app purchase announcements: this is a way to
convert some players into paying users
29
.
44. Reader-apps allow users to read various digital content within apps: videos, music, documents,
books, including digital content purchased outside the app. For instance, Youtube, Netflix, Spotify,
Kindle, and Audible are reader-apps. Reader-apps often use hybrid monetization: users have the
choice between a free version, with ads and/or limited features, and a paid version. For example,
Spotify is either free with ads after every 6 songs, or users can subscribe and pay for a premium
version without ads on which they also benefit from exclusive features
30
.
Multi-homing is an available option for all app developers
45. The presence of several coexisting app stores allows multi-homing for developers. When Multi-
homing a developer publishes its product on several platforms. Even though multi-homing is not
used by all developers, exclusive contracts between an app and an app store are very rare
31
.
Multi-homing is an option available to all developers and give them access to each user.
46. Multi-homing is very common for the most attractive apps
32
. The largest app developers and
companies such as banks or airline companies that wish to interact with their clients usually
contract with several app stores to publish their apps. Moreover, when an app initially published
on one app store meets great success, it is often developed for the other app stores
33
.
28
https://admob.google.com/home/resources/monetize-mobile-game-with-ads/
29
https://static.googleusercontent.com/media/www.google.com/en//admob/pdf/admob-mobirix.pdf
30
Including offline listening, higher quality audio streams, unlimited playlists
31
Sami Hyrynsalmi, Arho Suominen & Matti Mäntymäki (2016)
32
Bresnahan, Timothy F. et al. (2014)
33
Lévêque, François (2016)
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Table 1. Different business models available to mobile app developers
Business model
How it works
Examples of mobile apps
Single business models
Distribution channel
(Sale of goods and services)
Goods purchased in the mobile app are
sent directly to users. Apps make the
shopping experience frictionless and
enable provision of new services.
Amazon
eBay
Uber/Lyft
grubHub
Paid downloads
(Paid)
Payment is made at the moment the
app is downloaded (with access to all
the app features).
Grand Theft Auto San Andreas
FaceTune
Terraria
In-app purchase
Apps are offered free of charge. Users
can pay for additional services or add-
ons in the app (this business model is
found mainly on gaming applications.)
CandyCrush
Clash of Clans
Brawl Stars
Subscription
The user must pay a monthly
subscription to be able to use the app.
Netflix
Coyotte
In-app Advertising
Installing and using the app is free. It
displays advertising banners or video
clips when it is used.
Rolly Vortex
Helix Jump
Waze
Freemium
(derivative of in-app purchase)
The app is downloaded for free on app
stores, but users do not have access to
all the features. They are encouraged
to pay or subscribe for advanced
features.
Monster Strike
TomTom
Shazam
Hybrid business models
Paidmium
(derivative of in-app purchase)
Users must pay to download the app.
They can also make purchases in the
app (add-ons, etc.).
Minecraft - Pocket Edition
Minecraft - Story Mode
Ghost Blows Out the Light 3D
Other hybrid business models
Revenues are generated via a mix of
business models, depending on the
users’ choice. Reader apps and games
often use hybrid business models.
Spotify and Youtube: combination of
in-app advertising and subscription
34
Duolinguo: combination of in-app
advertising, in-app purchase and
subscriptions
35
Candy Crush: combination of in-app
advertising and in-app purchase
36
Deloitte analysis
34
Users either have access to a free version with ads or they can subscribe for an ad-free version with more features
35
Users have access to a free version with ads, on which they can buy additional services. Users can also subscribe to an ad-free version
with unlimited services.
36
Users can play for free, with ads being displayed. Players can also make some in-app purchase.
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1.2.2 Economic theory highlights various benefits introduced by app platforms for consumers
App stores reduce transaction and research costs
47. Platforms reduce the cost and time spent by users to search for an application
37
. The possibility
for users to quickly discover new services and apps is a significant advantage offered by platforms.
Using an app store is straightforward as users do not need any technical knowledge to install and
use available apps.
48. App stores offer users a single platform where they can download any app compatible with
their smartphone’s operating system. This phenomenon of "one-stop shopping" reduces
research and transaction costs. App stores offer users a single and secure interface for all their
purchases on the platform.
49. To facilitate the discovery of new apps, app platforms offer an editor-curated section to
promote new high-quality apps. The spotlight helps increase sales for the featured products. In
addition, these editor’s picks have spillover effects and stimulate sales of apps from the same
developer and of the same app on other platforms
38
. In addition, there is a weak spillover effect
for the same type of apps (similar functionality but different developer).
App stores promote a variety of innovative, high quality mobile apps
50. App stores produce strong network effects conducive to the development of a rich and dynamic
ecosystem of developers and apps
39
. The distinguishing feature of cross-side network effects
relies on the fact that the utility of an agent on one side of the market depends on the number of
participants on the other side of the market.
51. The large number of apps available on app stores pushes developers to constantly innovate to
attract new users
40
. As the pace of innovation and new developments is high, developers must
be able to offer apps that meet new user expectations
41
.
52. Platforms have made innovative services available to users. Without platforms, several services
would not exist. Uber, Tinder, TooGoodToGo and other apps that use geolocation would not exist
without the development of mobile app platforms. These services require a geolocation system
to operate and need to instantly reach a critical mass of users. App stores, with 3 billion users,
offer developers means to create these new services.
53. The fact that app stores enable app ratings has a positive impact on consumers. The economic
literature about the reputation effect demonstrates that there is a correlation between the
viability of apps and their scores on app stores
42
. This system has the advantage of rewarding
apps that better meet the expectations of end users and intensifies competition among
developers. An app rated as "excellent" by its users is more likely to survive on the market than
an app with a low rating.
37
Ershov (2018), Cachon et al. (2008).
38
Zhan et al. (2017).
39
Cuadrado et al. (2012).
40
Cuadrado et al. (2012).
41
McIlroy et al. (2016).
42
Lee et al. (2014).
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App stores also have a positive impact through the way apps are ranked
54. Promoting high-quality apps is in the interest of app stores. Major app stores include quality and
performance metrics in their ranking algorithm. Experience has shown that people use high-
quality apps more and uninstall them less
43
. Promoting apps based on their quality and value to
users is in the interest of app platforms. In fact, app stores are partially remunerated by sharing
the revenue generated by app developers through their platform.
55. Kramer and Zierke (2019) analyzed the impact of app stores’ ranking mechanism using a game-
theoretic model
44
. In their model, app stores can rank apps according to their quality (a quality-
based ranking) or according to their financial contribution (sponsored ranking). The study reveals
that quality-based ranking has a high impact on app quality and consumer surplus if app stores
accurately assess app quality
45
. Indeed, under a quality-based ranking, app developers will be
more likely to invest in app quality to appear higher in the search results. This result is conditioned
by the ability of app stores to accurately assess the quality of apps. The result underlines the
importance of the review process of apps, the search algorithm, and the editorial choice.
App stores benefit users in terms of security
56. The consistent approval process behind the submission of each app benefits users. The apps
downloaded by users thus present higher functionalities and present less risks to their device.
The brand recognition the public has for the Apple or Google app stores reflects the trust that
users place in their respective app stores
46
. For example, the Apple store’s review process
included since the early days a manual review of apps and put emphasis on protecting the total
user experience, such as making sure users do not accidently perform in-app purchases and are
informed about the use of data. The two major app platforms conduct today an approval process
that consists of an automatic, algorithmic part and possibly a manual part
47
. A manual review is
conducted for certain types of apps, such as in the case of apps for children
48
.
57. Moreover, app stores also moderate reviews and inappropriate content. This is an important
role as consumers are confident that negative reviews will not be deleted by the app developer,
while preventing inappropriate content from being published.
43
Ahn, A. (2017).
44
Kramer, J and Zierke, O (2019).
45
The conclusions are based on certain hypothesis on the behaviors of the consumer, developer and app platform: in the model, the app
store and the developer maximize profit and the consumer prefers to use high-quality apps.
46
Cuadrado et al. (2012), Hyrynsalmi et al. (2014), Yun et al. (2017), Lee et al. (2014), Roma et al. (2012).
47
Up till 2015, the Google Play review process of apps was entirely automatic.
48
https://www.cnbc.com/2019/06/21/how-apples-app-review-process-for-the-app-store-works.html
https://yalantis.com/blog/apple-app-store-and-google-play-store/ https://www.androidpolice.com/2020/03/16/google-play-store-app-
reviews-will-take-7-days-or-longer/.
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1.3 App stores have an impact beyond the platforms' direct users
1.3.1 App stores generate indirect network effects
58. App stores have a positive impact on smartphone manufacturers. By increasing the number and
the quality of apps available to users, the utility of the smartphone increases for users. This higher
utility, in turn, increases smartphone sales
49
.
59. Mobile app performance increases rapidly with the addition of new features
50
. Smartphone
manufacturers, therefore, follow this trend by investing in research and development to offer
their customers more efficient smartphones. Mobile apps thus encourage smartphone
manufacturers to innovate
51
.
60. Indeed, as highlighted in Figure 7, platform developers, content providers, third-party app
developers and software developers provide content and services directly linked to the mobile
devices market. Innovations of smartphone manufacturers triggered by mobile app
performance require electronic manufacturing services, original equipment manufacturers
and original design manufacturers, as well as suppliers of raw materials and components such
as metals, plastics and chips.
61. The strong relationship between the mobile industry, app stores and apps, has been a
cornerstone of the business strategy of leading mobile operating system providers when
developing their own ecosystems. This strategy is based on the theory of network externalities
52
.
The multitude of quality apps will attract users, which will drive device sales, and leads to a
virtuous circle
53
.
62. Although a significant percentage of mobile apps do not generate revenue directly, they provide
an additional distribution channel and can give existing services a broader customer base. For
example, when the mobile eBay app was launched in 2009, more than $600 million in sales were
made through the mobile application
54
. More recently, start-ups have created business models
based on consumer-to-consumer sales via mobile apps. OfferUp, which was founded in 2011, is
now the largest peer-to-peer commerce marketplace
55
. The mobile market has expanded to allow
new innovative business models that are mainly based on sales and activity via apps.
49
Holzer et al. (2011).
50
According to a study by SensorTower, the size of mobile apps has continued to increase in recent years. Over the period 2013-2017, the
size of the 10 most used applications on iPhones (Facebook, Uber, Gmail, Snapchat, Spotify, Messenger, Google Maps, YouTube, Instagram
and Netflix) increased by 1,000% https://sensortower.com/blog/ios-app-size-growth.
51
Cuadrado et al. (2012).
52
Sami Hyrynsalmi, Arho Suominen and Matti Mäntymäki (2016), Katz, M.L., Shapiro, C., (1985).
53
Holzer, A., Ondrus, J., (2011).
54
eBay Inc. Annual Report 2009. http://files.shareholder.com/downloads/ebay/923940436x0x361552/b45137ee-aa41-4c2c-94ca-
d72d5b0844be/eBay_77655_BANNERLESS.pdf.
55
Friedmann, Z., Meet Two Young Entrepreneurs Who Raised $221 Million To Disrupt Craigslist, Forbes, 2017.
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Figure 7. Main suppliers of mobile phone groups
Xerfi Global, 2019
1.3.2 The platforms have been proactive in addressing several challenges such as personal
information or payment
63. Mobile platforms manage users' and developers’ personal information. They also manage
financial transactions like payment for apps, in-app purchases, or payment of revenue to
developers. The fact that sensitive information is increasingly digitized and stored on the cloud
naturally raises concerns about inappropriate use or exposure to unauthorized entities. To
prevent this risk, app stores invest heavily in cyber security
56
.
64. Moreover, the centralization of personal data on online platforms could pose a problem for the
pricing of applications. Since platforms have access to the complete purchase history or users,
they could have a precise idea about users’ willingness to pay and therefore offer services at the
highest possible price. This fear is unfounded to the extent that app stores do not set the prices
of apps, this decision being the sole prerogative of developers
57
. Since developers do not have
access to other consumer app purchases, they cannot leverage that information for pricing
decisions.
56
“Cybersecurity has been a part of Apple’s DNA for a long time, and embedded into all of its products” Steve Morgan, Founder and Editor-
in-Chief of Cybersecurity Ventures (Cybersecurity Q1 2018: Trends and takeaways https://investingnews.com/daily/tech-
investing/cybersecurity-investing/cybersecurity-update-q1-2018-review/.
57
OECD (2013).
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Figure 8. Benefits generated by app stores
Source: Deloitte analysis
New perspective
New services
Dynamic ecosystem
Variety and innovation
Create trust
Reduce research costs and transaction costs
Simplicity
Compatibility
Promote brand recognition
New communication channel
Gain customer loyalty
Foster innovation among smartphone manufacturers
Increase sales of smartphones
Quality signaling
Profit increase
Encourage market entry
Freedom in terms of business models
Reduce costs of:
transaction,
marketing,
development, research, and negotiation
Create trust
Indirect
Beneficiaries
(e.g. smartphone
manufacturers,
etc.)
Developers
Users
App
stores
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2 The economic weight of the mobile app
market in the European Union and in the UK
65. This section quantifies the mobile app market in the EU and in the UK. We start with user statistics
that characterize the increasingly important role of the app-ecosystem in daily life (section 2.1).
Section 2.2 discusses how the app-ecosystem enhances consumer well-being and contributes to
growth. Figures on revenue and jobs generated by the app economy are presented in the
following two sections (2.3 and 2.4), and section 0 discusses the rich landscape of SMEs in the
sector throughout Europe. Finally, we discuss the impact of the Covid-19 crisis on the app sector
(0).
2.1 Presentation of the mobile app market in the European Union and the UK
2.1.1 Increasing adoption of the app-ecosystem the European Union and in the UK
66. In 2020, the European Union counted around 542 million mobile-cellular telephone
subscriptions
58
, corresponding to a mobile penetration rate of 121%
59
. The same year, the UK
counted 79 million mobile-cellular telephone subscriptions corresponding to a mobile
penetration rate of 118%
60
. In Europe, smartphone adoption increased by 2.6% in 2020, reaching
78% of mobile phone connections
61
. This figure is expected by the GSMA (GSM Association) to
reach 83% by 2025
62
.
67. With increasing smartphone adoption, a new category of internet users emerged across Europe:
the mobile-only population. This category is characterized by people having only a mobile
subscription and no fixed broadband subscription. Mobile-only users represent 21% of the EU’s
population and 14% of the UK’s population in 2020
63
.
68. On average in 2018, Europeans spent 185 minutes per day on their mobile phone, and 46% of
them spent more than 3 hours per day
64
. 88% of the time spent on a mobile is dedicated to the
use of mobile apps
65
.
58
International Telecommunication Union (ITU) Statistics (accessed:01/18/2022). Indicator definition from ICT: “Mobile-cellular telephone
subscriptions refers to the number of subscriptions to a public mobile-telephone service that provide access to the PSTN using cellular
technology. The indicator includes (and is split into) the number of postpaid subscriptions and the number of active prepaid accounts (i.e.
that have been used during the last three months). The indicator applies to all mobile-cellular subscriptions that offer voice
communications. It excludes subscriptions via data cards or USB modems, subscriptions to public mobile data services, private trunked
mobile radio, telepoint, radio paging and telemetry services.
59
EU27 population was 447.8 million in 2020 (source: World Bank, accessed :01/18/2022).
60
UK population was 67.2 million in 2020 (source: World Bank, accessed :01/18/2022).
61
GSMA Intelligence (2021), The Mobile Economy 2021.
62
Ibid.
63
Estimate based on ITU data. Cf. Appendix 4.1.
64
Interactive Advertising Bureau, 2017.
65
Comscore, 2018.
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2.1.2 Business models of the app economy
69. App development takes place at a diverse selection of companies
66
. Some, such as mobile game
companies, develop and maintain their own apps and distribute them via the app platforms. Their
revenues are obtained directly from consumer payments for the app and/or sale of ad-space. A
closely related business model is used by mixed companies that propose services that run both
on desktop and on mobile (for example Deezer and Spotify).
70. Large companies that use mobile apps to support their business or which provide mobile services
to their customers, might have in-house developers. This is for example the case for Danske
Bank
67
. The more common arrangement however is to outsource app development and
maintenance. Many software companies in Europe thrive on this business model, developing
apps for enterprises. An important category are apps that serve as distribution channels for
consumer goods (M-commerce).
(Our product studio) works with innovation and business teams that want to open new lines of mobile
products and digitalize their products to create an IoT layer.”
68
G. Dombri, CEO of mobile product studio Tapptitude
71. Six different sources of revenue are generated via apps. The analysis of the app economy’s weight
in the European economy quantifies each of them:
a. Developers can generate revenue by charging for the download of their app.
b. Developers can opt for in-app purchases. In this case, developers provide their app for free to
increase the user base.
c. Developers can also be compensated by offering a subscription for the use of their application.
This is the case with several newspaper or periodical apps, such as the Economist (UK), Gazeta
Wyborcza in Poland, and Sme.sk in Slovenia, for which consumers pay a subscription fee to
access articles.
d. Developers can be paid by displaying advertisements in their app. This payment method is
possible for both free and paid apps.
e. Developers can be paid as subcontractors for the development of apps that support the clients’
business. Examples are apps that provide mobile banking services and apps that are a
distribution channel for consumer goods (M-commerce).
f. Many retailers use a mobile app to open a new distribution channel for consumer goods. For
example, the Amazon app allows orders to be placed directly without using a PC. To access a
large clientele, retailers provide their app for free in app stores. Revenues generated through
this channel are grouped under the name of mobile commerce or M-commerce.
66
Thelle M.H. et al (2017).
67
Keenan C., “No gimmicks for Danske Bank’s agile app team. Danske Bank’s journey to becoming a truly digital business now includes its
own in-house app development team.”, Sync NI, 2018.
68
Interview with Deloitte, February 2022.
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Table 2. Revenue sources via apps
Revenue for developers
Revenue for
retailers
Revenue generated on app stores
Sale of ad-space
Contract work
Online sales
platforms
Paid
download
In-app purchases
Subscriptions
Mobile ads
App development
for clients
Distribution
channel
a
Revenue
generated by the
sale of apps on
app stores
b
In-app purchases
(including
Freemium and
Paidmium)
c
Revenue
generated by
subscriptions
d
Revenue
generated by
mobile advertising
e
Revenue
generated through
contract work
f
Mobile
commerce
69
Deloitte analysis
72. The revenue generated through sources a-to-e, i.e., on app stores, through the sale of in-app
ad-space and through subcontracting − is revenue for developers. M-commerce revenue is
different in nature. Indeed, developers are remunerated for the development of the app;
however, the sales-revenue accrues to retailers. M-commerce apps facilitate the sale of goods
and services that are generally also available via alternative distribution channels.
73. The first four revenue sources (a-d) can also be combined (hybrid monetization). For example,
games can be monetized through a combination of in-app ads and in-app purchases. In the EU,
63% of the App market revenue was generated on the “Games” segment in 2021
70
. In the UK,
this ratio was a little smaller (55%)
71
. In 2021, three European mobile game companies generated
more than €1 billion in revenues, app store revenues and advertising combined (Table 3).
Table 3. Top European mobile game developers
Company
Number of games available
on app platforms
Total downloads
(million)
Revenue in 2021
(million Euros)
King
52
2 800
2275
72
Supercell
13
1 800
1 890
73
Playrix
6
995
1 730
74
Statista, Venture Beat, 2021
69
Mobile-commerce includes all commercial transactions carried out on mobile devices, both via web apps and via native apps. The
transactions are possibly carried out on the move, but also at home.
70
SensorTower Enterprise, accessed: 01/25/2022).
71
SensorTower Enterprise, accessed: 01/25/2022).
72
King annual revenue 2021 | Statista.
73
Supercell makes $852M on $2.24 billion in 2021 revenue | VentureBeat.
74
Playrix annual IAP revenue 2021, Statista.
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2.2 The app-ecosystem stimulates growth and increases consumer well-
being
74. The new products and services offered by apps increase consumer choice and consequently, their
well-being. Indeed, the rapid adoption of smartphones and apps demonstrates the preference of
many consumers for apps over alternative channels. In addition, growth is stimulated by the
creation of new products which offer new ways to generate revenue. Finally, growth is stimulated
by the increase in efficiency due to the use of mobile apps. Each of these aspects is detailed below.
2.2.1 The app-ecosystem increases efficiency in firms
75. Apps provide a fluid device-user interaction and offer personalized services. These characteristics
offered by the app ecosystem have the potential to improve efficiency of many types of
professional tasks like e-mails, expense reports, conference calls, etc. The economic role and
impact of mobile internet use and apps can be regarded as distinct from fixed internet
connection
75
. The influence on firms of mobile and apps has been little studied. However, a few
studies indicate a positive relationship between the smart mobile office and firm productivity.
76. Mobile devices and applications coupled with workplace flexibility have been shown to enhance
labor productivity. The use of mobile communication technologies in firms is associated with a
significant increase in labor productivity with an increasing penetration rate of mobile devices
amongst employees
76
. Moreover, a causal relationship is revealed, meaning the data studied
support the idea that mobile use causes the increase in labor productivity
77
. Also, increased
productivity due to the use of mobile devices would be higher when employees are granted
autonomy in the context of trust-based workplace arrangements
78
.
2.2.2 The app-ecosystem has a positive impact on consumer well-being
Consumer preference for apps
77. Smartphone- and app-use displayed impressive growth in recent years. In the EU, consumers
spent 21% more on apps in 2021 than in 2020, and in the UK 23% more. Growth of app-spending
thus decelerated compared to 2020 (33% increase in both the EU and the UK), but was in line
with average pre-Covid-19 growth rates over the period 2017-2019 (26% in the EU and 24% in
the UK)
79
.
78. The total number of downloads of apps decreased in 2021 by 6% in the EU, and by 8% in the UK
(Figure 9). This can be interpreted as a normalization of the particularly high consumption of apps
in 2020. Indeed, in 2020, app downloads increased by 17% in the EU and by 16% in the UK,
compared to 5% average growth over the period 2017-2019 in the EU and 7% in the UK
80
.
75
Draca et al (2018).
76
Viete S. and Erdsiek D. (2020), Bertschek, I. and Niebel, T. (2016).
77
Bertschek, I. and Niebel, T. (2016).
78
Viete S. and Erdsiek D. (2020).
79
SensorTower. Average growth rates are compound average growth rates (CAGR).
80
SensorTower.
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79. In 2019, European smartphone owners downloaded on average 31 new apps
81
. 76% of people
spend more than an hour per day on their mobile phone and 88% of time spent on a phone is
spent in apps
82
.
Figure 9. Number of apps downloaded in the EU and in the UK, 2017-2021 (billions)
Source: SensorTower
Mobile-only population
80. Another development showing an increase of consumer well-being due to the app-ecosystem is
linked to the growth of the “mobile-only” population. This choice has become attractive thanks
to the generalization of high-speed and very high-speed mobile data networks and affordability
of smartphones. Access to information and services via mobile sites and apps are important for
this category of population.
81. Based on ITU databases, 21% of the EU population is mobile-only, representing a total of about
78.4 million people (cf. appendix 4.1 for the methodology). In the UK, the mobile-only population
represents 14% or 7.6 million people).
82. Choosing to only access the internet via a mobile device is possible because of the high-quality
user experience offered by mobile websites and apps. The growth in size of the mobile only
population shows that when having the possibility, many users opt for mobile-only. This choice
allows them to save costs on a fixed internet subscription, optimize their budget and increase
consumer welfare.
2.2.3 The app ecosystem creates new services
83. A mobile device has many functionalities which make interaction intuitive and fast: geo-
localization, a camera, a microphone, a tactile screen, and movement detection. In addition, a
smartphone is a device that can be taken anywhere: 91% of smartphone owners report they
never leave home without their phone
83
. With mobile devices, new user experiences have
emerged: augmented reality used in games or services, games based on the movement of the
smartphone itself, ride-hailing services, dating apps that use geo-localization, online
marketplaces for used items, health apps, etc.
81
These are unique installations. Source: GSMA.
82
Comscore, 2018.
83
Ward, A., (2016).
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84. In the future, apps are likely to offer more and more new types of services as they will adopt
technologies such as virtual reality (VR), connection of smart objects (internet of things IoT), and
the analysis by artificial intelligence algorithms of user data collected through apps combined
with other data sources. Below, we discuss several categories of apps that use the specific
features of mobile devices.
Games
85. Many games, such as casual and hyper-casual games
84
, only exist on smartphones. In 2021, it was
estimated that there were 100.8 million game app users in the EU
85
(23% of the population), and
25.8 million in the UK (38% of the population)
86
. Games account for 10% of user time spent in
apps
87
.
86. Mobile games offer new experiences to users. The players’ experience is often built around the
tactile screen. For instance, the Swedish game Candy Crush Saga is based on tactile screen
specificity: the game is played by swiping candies in any direction.
87. Innovation is also important for app games. A more recent development in the game industry is
the introduction of augmented reality (AR) technology. Apps using AR create an interactive user
experience, overlaying digital objects with the real-world environment, thus creating composite
views that augment the real world. The most common use of AR is a digital image being viewed
through the smartphone’s camera. Artificial environments are created, and users can interact
with them by moving the phone, swiping, and clicking. AR apps do this by accessing the
smartphone’s camera, motion sensor and geo-localization.
88. For example, the ARrrrgh app, developed by Warping Media AB (Sweden), uses the tactile screen,
geo-tracking system, and camera to offer players an AR experience in a classic hide and seek game
that transforms players into modern-day pirates. Players look for digital-generated treasures
hidden in the real world through their phone’s camera.
Ride-haling services
89. Ride-Hailing applications offer a new type of service thanks to the geo-location of the user. Ride-
hailing apps connect clients and drivers through an app, and the geo-tracking system finds a car
close to the client. Both the client’s waiting time and the distance the driver must drive to pick up
clients are reduced, increasing efficiency for both passengers and drivers.
90. Ride-Hailing apps have been present in the EU for about 10 years, with the introduction of Uber
in Paris in 2011. Uber remains the most used app in the EU, but many similar companies were
successfully created all around Europe, offering ride-hailing services to millions of users.
84
Casual games are games targeted at a wide audience. Hyper-casual games are very easy-to-learn games that usually monetize with in-
app ads.
85
Estimates from Statista, Digital Market Outlook, Mobile Games, EU-27 (most recent update: Nov 2021).
86
Estimates from Statista, Digital Market Outlook, Mobile Games, UK (most recent update: Nov 2021).
87
AppAnnie, Worldwide Data, 2019.
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Dating apps
91. Dating apps offer customers new types of dating services. For dating applications, geolocation is
a crucial feature as the app matches users geographically close to each other. Happn relies on this
feature: the app allows users to see all other users they cross paths with while on the move.
Whenever registered users walk by each other, the app shows them their respective profiles and
a map of where they crossed.
92. Tinder is another example of new experience introduced by apps. It relies on the tactile screen:
users slide other user’s picture to the right or left on the screen if they like or dislike the profile.
Other types of apps that offer new services
93. Apple’s ARKit and Google’s ARCore developer tool were released in 2016, allowing AR experiences
to be included in more apps and allowing AR to go beyond game apps. AR features are now
implemented in many app categories: lifestyle, shopping, learning, culture. This new technology
is widely adopted by European developers (cf. Figure 10).
94. Health apps also offer a new type of service and are widely adopted. Health information, such as
duration of sleep or total number of steps can be recorded using motion and location sensors,
sometimes in conjunction with a connected device. The possibility to connect smartphones with
other (medical) devices allows the phone to record extensive data on users’ health.
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Figure 10. Presentation of 4 European non-gaming apps using AR
AR apps transform shopping experience
Amikasa
Amikasa 3D Room Designer allows users to build,
restyle, and redesign their rooms with furniture
from several brands, flooring and wall colors.
Users can choose their room shape and
dimensions, then decorate and furnish with
different color and shape combinations.
Education is a great use for augmented reality
BBC Civilizations AR
The BBC developed the Civilizations AR app
(2018), giving users the ability to admire diverse
historical artifacts. Users can visualize ancient
treasures in lifelike 3D, see inside it with an X-
Ray function, and hear about its history at the
same time.
Blippar
Using the camera from the smartphone or
tablet, the Blippar app recognizes any object,
from famous faces, flowers, cars, landmarks,
product packaging and more, and displays
information about scanned objects. It can also
place relevant AR content in front of users.
GeoGebra
GeoGebra is an education app allowing users to
place math figures on any surface, walk around
them and photograph them from different
angles. The app helps students develop their
skills in geometry and mathematics via 2D and
3D modeling or function transformations in 3D.
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2.3 The value created by the app economy in Europe
2.3.1 The app economy creates value in Europe via several channels
95. The study of the economic value of the app economy in the European Union is divided into three
parts:
- Direct economic impact: this includes the total direct revenue earned by companies in the
sector. This direct impact is calculated by evaluating the revenues generated through
downloads, in-app purchases, subscriptions, in-app advertisement, and contract work. Most
of these revenues are generated via the app platforms.
- Impact due to spillover effects: an important spillover effect of the app ecosystem is the rise
of M-commerce. The revenues generated by sales through mobile sites go to retailers,
wholesalers, and producers
88
. In addition to the choice of consumers to purchase standard
products like clothing and even tickets via mobile apps, M-commerce also brought new types
of services. The revenues associated with the new types of services are considered as
economic activity created by the app-sector.
- Indirect impact: because the different sectors of the economy are interdependent, the app
economy generates wealth beyond the companies in the app industry. These indirect impacts
include both impacts on other productive sectors and impacts on households. These indirect
impacts are quantified according to the methodology presented in section 2.3.4.
2.3.2 Direct economic impact of the mobile app market in Europe
Revenue generated directly on app platforms
96. In 2021, app platforms generated a total revenue of €6.5 billion in the European Union, of which
63% stems from mobile games
89
.The same year, app platforms generated a total revenue of
around €2.1 billion in Great Britain, of which 55% came from mobile games
90
. These revenues are
generated by paid downloads, in-app purchases, and subscriptions. In 2021, the EU accounted for
8.4% of global app platform revenue, while Great Britain accounted for 2.7%
91
. App platform
revenues from EU users increased by 17% and from Great Britain users by 19% in 2021
92
. If growth
continues at the same rate in 2022, revenue generated via app stores could reach €10.1 billion in
the EU and Great Britain in 2022.
88
The developers are remunerated for the development and maintenance of the app.
89
Source: SensorTower,accessed January2021. EU Appstore revenue is $ 7729 billion. Average 2021 exchange rate: 0.8458 = 1 $,
https://www.exchangerates.org.uk/USD-EUR-spot-exchange-rates-history-2021.html.
90
SensorTower, accessed January 2021.
91
SensorTower, accessed January 2021. In 2021, global app platform revenue was USD 92 billion (EUR 78 billion).
92
The growth rate is calculated in euros. Average 2020 exchange rate: 1$ = 0,8755 $, World Bank, LCU per US$, period average.
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Revenue generated by in-app advertising
97. Many apps are free to download and use. In this case, developers generally gain revenues from
selling in-app ad-space. In 2021, mobile ad revenues represented roughly 19.2 billion
93
in the
EU, and 13.8 billion in the UK
94
.
Revenue generated through contract work
98. Many apps are developed by software companies for third party clients to meet specific needs.
These can be B2B or B2C apps
95
. B2C apps provide value for the client by delivering mobile
services to the final consumers, thereby for example increasing their competitiveness. Common
examples are banks that provide apps for mobile banking or retail apps. B2B apps, by enabling
mobility, can stimulate productivity, enhance well-being at the workplace and increase efficiency
in B2B relations and transactions. Apps are used for business tasks such as e-mail, online
collaboration, inventory management, automation of the purchase process and many more.
These practices are already widely adopted: in 2019, the share of revenue from web sales in the
EU was mainly realized via enterprises' own websites or apps
96
.
99. Companies are increasingly interested in having their custom apps: the share of developers’
revenue coming from the development of custom apps for businesses increased from 23% in 2014
to 32% in 2016
97
. We can expect an increase in the demand for mobile apps, since young business
owners are the ones developing most mobile apps: 55% of small business owned by millennials
have a mobile app, while only 13% of small business owned by baby-boomers have one.
100. The development of these apps is sometimes done in-house in the case of large firms but is
generally subcontracted to specialized app-development firms.
101. These apps do not generate revenue via the app store. Developers are directly remunerated for
the development of the app by their client. The value for the client is in the services these custom
apps provide, either for internal processes or for its clients (businesses or final consumers).
102. We estimate the revenue generated in 2021 through contract work at 66.4 billion for the EU and
€21.3 billion for the UK
98
. This estimate is based on data obtained by Gigaom in 2013,
extrapolated to today, assuming equal growth rates of contract work as of app platform
revenue
99
.
The direct revenue generated by the app economy via app platforms, in-app ads, and contract work,
represented for the EU in 2021 92.1 billion, and for the UK 37.2 billion.
93
In 2021, digital advertising revenue in EU member countries (excl. Croatia, Cyprus Lithuania, and Malta) was USD 49.6 bn (source Statista
Digital Market Outlook, October 2021). The share of mobile in digital advertising spending in Europe was 46% (source: Statista, oct. 2021).
The estimate in euros was obtained as follow: 46% x 49.5* 0.8458.
94
In 2021, digital advertising revenue in the UK was USD 27.2 bn (source Statista, oct. 2021). The share of mobile in digital advertising
spending in the UK was 60% in 2020 (source: Statista PwC; IAB UK). The estimate in euros was obtained as follows: 60% x (27.2*0.8458).
95
B2B stands for business to business, B2C for business to consumers.
96
https://ec.europa.eu/eurostat/statistics-explained/index.php?title=E-commerce_statistics.
97
ContractIQ, 2017.
98
€94 billion for the EU and the UK combined. We considered that 76% of this revenue is generated in the EU and that 24% is generated in
the UK (corresponding to the share in the revenue generated on app stores in 2021).
99
Gigaom Research, 2014. More recent estimates of this share of the market were not available at this date.
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2.3.3 Revenue due to the spillover effect on the retail sector: M-commerce
103. The app-ecosystem also has a spillover effect on commerce and retail. Mobile apps open a new
channel for generating revenues for retailers: M-commerce. The use of mobile apps for
commerce is becoming more and more common: in 2020, 47% of the major webshops in the EU
have a mobile app
100
.
Revenue generated by M-commerce
104. M-commerce denotes the realization of commercial transactions by way of mobile phones. These
transactions are conducted via native apps
101
or mobile web apps.
105. Unlike games or running apps, the user does not directly pay for the app, or for the services
provided by the app. The consumer uses the app to purchase goods or services sold by third
parties. The use of these apps does not directly generate revenue for their developers but opens
new distribution channels for retailers.
106. The goods and services purchased via mobile apps encompass many types of final consumer
products: air and train-travel tickets, clothes, furniture, health and beauty products, tickets for
events, electronic equipment, etc.
102
The value of M-commerce in EU27 is estimated at
499 billion in 2021 and at € 84 billion in the UK
103
.
107. Moreover, reader-apps
104
generate mobile-commerce revenue, as the app allows consumption
of external digital content (for example books or music) in the app. Subscriptions or purchases
can pass outside of the app platform. For instance, people buying digital or audio books can read
them respectively on the Kindle and Audible mobile apps.
108. Mobile apps enable their users to change their consumption habits. Purchases formerly made via
traditional distribution channels (shops, hypermarkets, commercial websites etc.) can be easily
made on a digital device. However, because many (if not most) of the expenses made by
consumers through mobile apps would have happened through another distribution channel, we
do not attribute all the M-commerce revenues to the app sector.
Methodology to estimate the contribution of M-commerce to the European economy
109. M-commerce can have a positive effect on the growth of the European economy via two
channels:
- An overall positive effect on the retailing business is due to M-commerce’s characteristic of
ubiquitous access, creating an important advantage of shopping via mobile apps over desktop
e-commerce
105
. In addition, M-commerce presents other specificities such as the ability to
personalize services by using geo-localization. However, while the overall effect of e-
100
2021 European e-commerce report, Ecommerce Europe, Centre for Market Insights, Amsterdam University of Applied Sciences, 2021.
101
Native apps are apps that are developed for a specific platform or device. Because of this, the app can use hardware and software
specific to the device.
102
Eurostat publishes extensive data on e-commerce in the Europe. We hypothesize that the list of consumer products acquired via mobile
phone is similar to the range of products acquired via any internet site. https://ec.europa.eu/eurostat/statistics-explained/index.php/E-
commerce_statistics_for_individuals.
103
This estimate is based on Eurostat data and data by Criteo. Details can be found in appendix 4.2.
104
Defined in paragraph 28.
105
Rajan Y. et al (2016).
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commerce on the EU economy has been estimated, there is, to date, no study on the effect of
M-commerce on economic growth. This possible effect is not considered in this study.
- Apps and the app-ecosystem gave birth to new types of products such as ride-hailing apps that
use geo-localization. We consider only the revenues of these new types of products as
specifically generated by the app-sector.
Contribution via mobile sales of new types of products
110. To estimate the contribution of M-commerce to the growth of GDP, the sales of new types of
products via mobile channels are quantified.
111. The app-ecosystem gave rise to new types of services (cf. section 2.2.3) such as ride-hailing apps,
dating platforms, gaming apps and several other apps that use the functionalities of mobile
devices but do not generate much revenue (yet). In this category, we consider only ride-hailing
app revenues
106
. Table 4 presents the results of this approach.
112. Europeans widely adopted ride-hailing services: the 6 main applications cumulated almost
117 million users in 2021
107
. Over the same period, ride-hailing apps generated a revenue of
about €4.8 billion in Europe
108
.
Table 4. Revenues of main ride-hailing apps in Europe (2021)
App
Location
Users (M)
Revenues (M€)
Uber
US
75,8
3100
Gett
Israel
3,51
143
Bolt
Estonia
11,7
478
Cabify
Spain
2,34
96
Free Now
UK
23,4
957
Ola
India
0,2
10
TOTAL
117
4784
Source: Uber, Business of Apps
In 2021, sales via mobile apps (M-commerce) in the European Union represented 499 billion in direct
revenues for retailers and producers and 84 billion in the UK. We consider that the revenue generated
by new types of products is attributable to the app-ecosystem. This represents 0.8% of M-commerce
revenues or €4.8 billion in the EU and in the UK combined.
106
Dating apps and mobile games revenues are app store revenues (subscriptions, in-app payments, paid apps).
107
Number of users were calculated based on the total users in Europe according to Statista
(https://www.statista.com/forecasts/891452/number-of-users-in-the-online-ride-hailing-market-in-europe), assuming that the number of
users for each app were proportional to their market share in Europe. The source of market shares: Business of Apps.
(https://www.businessofapps.com/data/taxi-app-market/). However, as opposed to Business of Apps, we assumed that the 6 main apps
occupied 100% of the market, i.e., that Uber has 64.8% rather than 60% of the market.
108
Total revenue of mobile apps was obtained based on market shares and on Uber’s annual revenue in 2021 for Mobility Services in the
EMEA region (Quarterly revenue multiplied by 4 in Uber Technologies, Inc. - Uber Announces Results for Third Quarter 2021). The source of
market shares: Business of Apps.
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2.3.4 Indirect economic impact of the mobile app market in Europe
113. In 2021, the total indirect contribution of the mobile app economy in the European Union
represents € 111.5 bn (Table 5). This includes revenue generated through supplier relationships
(€ 67.2 bn) and revenue resulting from the spending by people employed in core app economy
jobs and its suppliers ( 44.3 bn).
114. In the UK, the total indirect contribution of the mobile app economy in 2021 represents 47.2 bn
(Table 5). Revenue generated through supplier relationships reached 19.6 bn, and revenue
resulting from the spending by people employed in core app economy jobs and its suppliers
represented 27.6 bn.
Table 5. Breakdown of the impact of the mobile apps beyond app developers
Impact
Revenue generated
in the EU economy
Revenue generated
in the UK economy
Impact on the productive sectors,
generated by intermediate consumption
by app developers (indirect impact)
67.2bn
19.6 bn
Impact of households,
resulting from consumer spending by people
employed in mobile app development
companies and their suppliers (induced impact)
44.3 bn
€27.6 bn
Total indirect contribution
111.5 bn
47.2 bn
Deloitte analysis
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Methodology
115. Indirect impacts are estimated using an Input-Output model. The model enables us to assess the
additional value introduced by the app economy in the other sectors of the EU and the UK
economy (beyond the sector where the direct revenue is generated). We consider the total value
(in terms of revenue) of the app economy and estimate the spillovers on the rest of the economy.
Figure 11. Direct and indirect economic impact of the app-ecosystem
Deloitte
116. The Input-Output model is a powerful tool to assess the impact of an industry or an investment
project on other sectors of the economy. The general idea is to measure how a sector is integrated
into the economy and how the companies in that sector interact within the supply chain. Our
model is based on the most recent (2017) Eurostat input-output tables for EU28 and the 2018
OECD input-output table for the UK.
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2.3.5 Total economic impact of the mobile app market in the Europe
117. The total impact of the app economy in the European Union is estimated at 210 billion in 2021.
Table 6 summarizes the economic impact of the mobile app market in the EU.
Table 6. Impact of the app economy in the EU (2021)
Details
Revenue
Direct contribution
6.5 bn in revenue generated on app stores
19.2 bn from in-app advertising
66.4 bn from contract work
3.6 bn net contribution from sales made on mobile
apps
109
95.7 bn
Indirect impact
68.9 bn from impacts on the productive sector
45.4 bn from impact on households
114.4 bn
Total economic impact
210.1 bn
Deloitte analysis
118. The total impact of the app economy in the UK is estimated at €87 billion in 2021. Table 7
summarizes the economic impact of the mobile app market in the EU.
Table 7. Impact of the app economy in the UK (2021)
Details
Revenue
Direct contribution
2.1 bn in revenue generated on app stores
13.8 bn from in-app advertising
21.3 bn from contract work
1.2 bn net contribution from sales made on mobile
apps
110
38.4 bn
Indirect impact
20.0 bn from impacts on the productive sector
28.2 bn from impact on households
48.2 bn
Total economic impact
86.5 bn
Deloitte analysis
The total economic impact of the mobile app market in 2021, including in-app ads and the net
contribution of online sales generated on mobile apps, represents 210 billion in revenue, throughout
all sectors of the EU economy and 86.5 billion in the UK economy.
This is equivalent to 0.7 % of the EU gross domestic product in 2021, and to 1.5 % of the UK GDP.
109
The total revenue from mobile app sales for the EU and the UK equal to 4.8 billion was distributed between the UK and the EU by
assuming both regions’ shares are equal to their shares of revenue generated on app stores: 6.5 bn/ (6.5 bn +2.2 bn) = 76%.
110
The total revenue from mobile app sales for the EU and the UK equal to 4.8 billion was distributed between the UK and the EU by
assuming both regions’ shares are equal to their shares of revenue generated on app stores: €2.2 bn/ (6.5 bn +2.2 bn) = 24%.
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2.4 The app economy and job creation in Europe
2.4.1 The diversity of jobs created by the app economy
119. App development companies range in size, from entrepreneurs working from home in teams of
a few people, to large software and media companies, marketing groups, etc.
120. The types of jobs generated by the app economy are similarly diverse. Core app economy jobs
include technical jobs: programmers whose work requires knowledge of mobile applications,
security engineers keeping mobile apps safe from being hacked, and help-desk staff who support
the use of mobile apps. In addition, employment is created as support to core app economy jobs:
marketing, sales, human resources, etc.
2.4.2 Total number of jobs generated
121. We estimate the total number of jobs generated throughout all sectors of the economy in 2021
at 1.36 million in the EU, and 396 thousand in the UK. These estimates are based on the total
revenue for the app sector determined previously, combined with national accounts data
111
.
These figures include direct jobs (software developers, mobile app specialists), indirect jobs
(suppliers to the app developers) and induced jobs (jobs created by the spending of the direct
and indirect jobs).
- Direct jobs:
Mobile app specialists: these are IT-positions occupied by qualified employees, including
mobile app development, maintenance, and support.
Support roles within companies employing mobile app developers: jobs consisting of
management teams, human resources, marketing, sales, etc.
- Indirect jobs: jobs created by the procurement relationships of app development firms,
including positions in security, catering and cleaning services, and office utility supply.
- Induced jobs: jobs supported by the spending of wages from direct and indirect jobs. People
directly or indirectly employed by the app sector gain wages which are spent on taxes, savings
and consumption. Based on an estimate of the share of wages consumed, the number of
induced jobs is deduced.
122. The number of direct jobs in the EU is based on Eurostat data on sectoral output and employment,
from which we deduce that 5.8 people are employed for every 1 million output in the
Programming and Software sector in 2021
112
. From the estimated 95.7 billion direct revenues
for the app sector, follows that app development supports around 560 000 direct app economy
jobs. Furthermore, supplier relationships and consumption induced by the wages of direct and
indirect jobs support an additional 836 000 jobs, resulting in a total of 1.40 million jobs supported
by demand for app development (cf. Table 8)
113
.
111
Eurostat data for the EU, OECD data for the UK.
112
NACE sector J62-63, Computer programming, consultancy, and information service activities. For the year 2017, 6.2 people are
employed for every € 1 million output. This number was corrected for cumulated inflation between 2017 and 2021, equal to 5.96% (source
World Bank, FP.CPI.TOTL.ZG).
113
The number of indirect and induced jobs supported by the app-economy has been estimated using the input-output model presented in
2.3.4.
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123. In the UK, app development supports around 222 000 direct app economy jobs, and an additional
182 000 indirect jobs, resulting in a total of around 404 000 jobs
114
.
Table 8. Jobs generated by the app economy in Europe (2019)
Details
Thousands of people
employed in the EU
Thousands of people
employed in the UK
Direct jobs
IT positions and support roles within app-
development companies.
560
222
Indirect jobs
Jobs at the companies supplying app companies
485
131
Induced jobs
Jobs supported by the spending of those directly
and indirectly employed by the app economy.
351
50
Total number of
supported jobs
1 397
404
Deloitte analysis
124. To put our estimate of employment in the app sector into perspective, a study by the Progressive
Policy Institute (PPI) provides a similar estimate. In 2019, they obtain − via an altogether different
methodology that consists of counting job ads with relevant keywords an estimate of the
number of direct jobs in the EU’s and in the UK’s app economy of 672 000
115
. This figure is 28%
higher than our own figure for 2019 (524 000), and 14% lower than our figure for 2021 (782 000,
EU+UK). Table 9 summarizes PPI’s results for 2016 up till 2019.
Table 9. Estimates of the number of jobs created by the app economy in the EU and in the
UK, 2016-2021, PPI
January
2016
January
2017
April
2018
July
2019
Direct jobs (thousands)
520
600
650
672
YoY growth
15.4%
8.3%
3.4%
The Apps Economy in Europe: leading Countries and Cities, PPI, 2017 and update 2019
125. Considering that the two methodologies are very different and independent, the results give
credibility to the range defined by the estimates. The reason for our more conservative estimate
of the number of direct jobs in 2019 might be found in the prudent methodology used to identify
all revenue sources.
114
The estimate of direct jobs in the UK is based on sectoral and employment data for the year 2020 from the OECD: For every €1 million
output in the “IT and other information services”, 6.04 people are employed in 2018. This number was corrected for cumulated inflation
between 2018 and 2021, equal to 5.21% (source World Bank, FP.CPI.TOTL.ZG). The number of indirect and induced jobs is based on the
2018 UK input-output table, OECD.
115
The Progressive Policy Institute estimates that the European App Economy totals 2.1 million jobs in July 2019, encompassing direct,
indirect and induced jobs, for 30 countries, including Norway and Switzerland. These results are based on the identification of online job
postings which contain “iOS” or “Android” or “Blackberry” or “Windows Phone” or “Windows Mobile” or “app”. The number obtained is
calibrated against national accounts data. Based on the employment multipliers specified in their paper, and by only retaining EU28
countries as geographical scope, we obtain the figure of 672 000 direct jobs.
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126. The app intensitydefined as app economy jobs as a percentage of all jobs – in the EU is 0.7%
116
.
In the UK, the app intensity is 1.5%
117
. In 2019, according to the PPI, four European countries
presented an app intensity of 1.5% or higher: Denmark, Finland, The Netherlands, and Sweden.
The number of jobs supported in 2021 by the EU app economy is 1.4 million, and in the UK close to
400 000, direct, indirect and induced jobs combined.
116
Sources: Eurostat (total employment, LFSI_EMP_A, last update: 02/02/2022), and own analysis (app economy jobs): 1 360 000 /
191 442 000 = 0.7%, where 191 442 000 is the estimate of total employment in 2021 in the EU, based on total employment in 2020
(186 972 000), corrected with the Share of employed people 20-64 in the total population of 2020 (71.1%), and of Q2 2021 (72.8%).
https://ec.europa.eu/eurostat/statistics-explained/index.php?title=Employment_-_quarterly_statistics
117
Sources: OECD, Labour input by activity (total employment in 2020 = 32 523 252): 396000/32 523 252=1.2%.
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2.5 SMEs in the app economy
127. Many small and medium-sized enterprises (SMEs) work in the app development sector in
Europe
118
. These include pure players, and agencies that work for the outsourcing market. Mobile
app development outsourcing is a significant market in the EU and the UK, accounting for two
thirds of total mobile app revenue according to our estimates. Nearshoring, the practice of
outsourcing app development to nearby countries, contributes to the development of SMEs in
the region
119
. SMEs’ activity in the mobile app sector is expected to increase in the future, in line
with the expected strong growth of the software sector, of 57% between 2021 and 2026,
compared to 24% between 2016 and 2021
120
.
Europe is a strong player in mobile app development
128. App development SMEs in Europe are part of a dynamic ecosystem, built on strong universities
and highly skilled developers.
129. The EU member countries and the UK combined represent 37% of the top 50 of countries with
the best developers (online coding challenges hosted by HackerRank, Figure 12)
121
. Moreover, 4
of the top 10 best ranked universities in Computer Science & Information Systems are in the EU
and the UK
122
.
130. Europe is indeed generally considered to benefit from highly qualified developers. High skills are
essential for mobile app development, encompassing both technical and soft skills. On this
matter, F. Ronchi, president and CEO of Synesthesia, stated about the European educational
environment: More people get trained in software development in Europe and the quality of
education is increasing
123
. Along the same lines, when asked why European games are successful,
Kristian Nordahl, Senior Vice President of Operations at Kiloo, answered: Education in the arts
and in software development are critical
124
.
118
The definition of SMEs varies from country to country. In this report, we adopt the OECD definition: “SMEs employ fewer than 250
people. SMEs are further subdivided into micro enterprises (fewer than 10 employees), small enterprises (10 to 49 employees), medium-
sized enterprises (50 to 249 employees). Large enterprises employ 250 or more people.
119
Nearshoring is. the practice of outsourcing app development to countries within the region.
120
https://www.statista.com/forecasts/963584/software-revenue-in-europe; https://www.statista.com/outlook/tmo/software/europe.
121
Trikha Ritika, Which Country Would Win in the Programming Olympics?, HackerRank Blog, 2016. https://blog.hackerrank.com/which-
country-would-win-in-the-programming-olympics/ consulted February 2022. The classification is based on online coding challenges posted
by HackerRank.
122
QS Top Universities, 2021 Ranking https://www.topuniversities.com/university-rankings/university-subject-rankings/2021/computer-
science-information-systems.
123
Interview with Deloitte, April 2020.
124
Interview with Deloitte, April 2020.
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Figure 12. Top 50 of countries with the best developers, based on online coding challenges,
2016
Source: HackerRank, 2016
131. Also, G. Dombri, CEO of the Romanian mobile product studio Tapptitude, remarks that “a lot of
women are entering this market”
125
.
Europe has a vibrant app economy. We have some of the best universities here with strong academic
foundations in engineering and computer science. When it comes to software engineering and design in
particular, the talent in Europe is outstanding, and the ability to source and attract such talent from all
around the continent is truly unique”
126
.
K. Morsy, CEO of Algoriddim, maker of the music app “djay”
132. Excellence in soft and hard skills sparks innovation in the app development sector in Europe,
which in turn stimulates the emergence of startups and the development of SMEs in the app
development sector.
125
Interview with Deloitte, February 2022.
126
Interview with Deloitte, February 2022.
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The EU and UK are home to a rich ecosystem of SMEs in the mobile development sector
133. SMEs are very active in the mobile app development sector in Europe. The platform Clutch lists
4224 mobile app development firms in the EU and the UK (2022)
127
. Most of these companies are
SMEs: 34% are micro firms with 2 to 9 employees, 46% are small firms with 10 to 49 employees,
15% are medium-sized firms with 50 to 249 employees, and 9% are large firms of more than 250
employees (Figure 13)
128
.
Figure 13. Number of firms in mobile app development by size in the EU and in the UK, by
region, 2022.
Clutch.co, Deloitte analysis
134. The country with the most app development firms in Europe is the UK (1121 firms or 27% of
European firms), followed by Poland (644 firms or 14% of European firms)
129
. Eastern Europe has
a strong position with 1209 firms (29% of European firms). In Western Europe, 754 firms were
identified which represent 18% of European firms. Southern and Northern Europe represent
respectively 17% and 9%.
135. Countries with a smaller share of GDP in the EU and the UK, such as Bulgaria, Poland, Romania,
Estonia, Lithuania, and Croatia, have two to five times more app development firms per unit GDP
than the UK, demonstrating a relative specialization (Figure 14)
130
.
127
Clutch is a rating and review platform that provides information on the top companies ranked and referenced by their market presence,
reviews on previous work experience, and proven ability to deliver. Being ranked by Clutch is a testament of the company’s quality of
service. Worldwide, more than 150 000 agencies are listed on Clutch.co. We only included firms with 2 employees or more, excluding
individual consultants.
128
Clutch also lists 1-person companies (freelancers). We did not include these in the reported data, because only 61 freelancers are listed
in the mobile app development category, in the EU and UK combined. We conclude that most freelancers are not listed on Clutch.
129
Clutch.co
130
Number of firms was related to GDP in each country to show the specialization of each country/region in app development.
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Figure 14. Number of mobile app development firms relative to GDP in the EU & UK, per
trillion euros
Clutch, IMF - World Economic Outlook, October 2020
Intraregional trade in app development services
136. SMEs throughout Europe have achieved significant success by creating a nearshoring market,
taking advantage of highly qualified local talent, and, for some countries, a cheaper workforce.
Compared to offshoring to countries far from the head office (ex. South East Asia), nearshoring
combines cost competitiveness, and is low risk because of proximity (language, culture, time-
zone, physical distance)
131
. According to Swiss firms that use nearshoring, this model has the
advantage of providing high-quality products and being cost-efficient. Interaction with
developers is also considered to be easier
132
. For developers, nearshoring gives access to a large
market.
137. An analysis of a sample of the top-13 medium-sized (50-249 employees) firms in the app-sector
in the EU and in the UK revealed that all these firms export their services
133
. Table 10 gives a
description of the firm sample. An analysis of their clients allows us to make the following
observations:
- The UK firms in the sample usually export outside of Europe, mainly to the US.
- Most of the firms selling to other EU member countries (nearshoring) are based in Poland.
- Polish, Romanian, and Croatian companies have many clients in the UK. Cost comparative
advantage and proximity explains this situation.
131
Knaflewski J., “What’s the best country to outsource app development, and 5 reasons why it’s Poland?”, IT Generator, Poland.
https://www.itgenerator.com/nearshore-software-development/.
132
Nearshoring-info, “Nearshore App Development and Reasons Why People Use It”, 2019.
133
These conclusions are based on public data: firms’ websites and reviews on Clutch.
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Table 10. Characteristics of the sample of top 13 mobile app development firms in Europe
The top 13 medium-sized (50-249 employees) firms that dedicate 60-70% of their activities to mobile
development in the European Union and in the UK, based on the ranking of firms on the Clutch platform, are
located in the UK (6) and in Poland (5) (see table below)
134
. Smaller countries such as Romania and Croatia
are also present in this list (with 1 firm).
The clientele of Polish firms in this list is mainly composed of MidCap companies (USD 10 million-
USD 1 billion), while the app development firms in the UK have more LargeCap clients (> USD 1 billion). UK
developers charge their services twice as much as those in Poland, Romania, and Croatia. The sectors with
the highest demand for mobile app developers in the sample are the financial service sector (10 firms work
for this sector) and the healthcare sector (9 firms).
Source: Clutch, Deloitte Analysis and firms’ websites
138. G. Dombri, CEO of mobile product studio Tapptitude describes, from the developers’ point of
view, how the remote delivery model appeared in Europe over time in the app sector: Initially
development firms worked locally. Then foreign development teams were integrated into the
delivery model, and since this worked very well, the next step was to also pursue clients abroad.”
139. Tapptitude is a product studio with headquarters in Transylvania, Romania, focused on products
for “people who do not sit at a desk”, and for connected devices. The studio is a good example of
the nearshoring business model. Most of Tapptitude’s revenue comes from the US, the UK, and
from other European countries. They have very little revenue from local clients. Remote delivery
is their core model. They also have experienced product stragegy teams in New York, London and
Amsterdam, which allows them to work closely with clients on product strategy and delivery.
This is a sector where the remote delivery model works very well. It is easy [in the mobile app sector] to
deliver high-value services all over the world
135
.
G. Dombri, CEO of mobile product studio Tapptitude
134
Clutch.co provides a worldwide list of the top mobile application development firms. The firms located in the EU and in the UK were
selected in this list, which resulted in a sample of 13 firms.
135
Interview with Deloitte, February 2022.
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140. Countries such as Poland, Romania and Bulgaria are cost competitive. SMEs in these countries
employ local highly skilled developers to provide high-quality services at lower rates: the hourly
rate for developing an IOS or Android app is on average 30, about half the average rate in
Western Europe ( 64)
136
. According to G. Dombri, the cost difference between Romania and
Scandinavian countries, for the same level of quality, can be a factor two to three.
141. This nearshoring trend has a positive impact on the development of the mobile app economy.
Clients benefit from strong expertise and cost effectiveness when outsourcing their mobile app
development projects. For app development SMEs, nearshoring provides access to a larger
market, which means more opportunities for growth.
136
ContractIQ mobile app development report 2017.
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2.6 Impact of the Covid-19 pandemic on the app economy
142. The EU and the UK experienced a period of economic recession in 2020 due to the global Covid-
19 pandemic. In the EU, real GDP decreased in 2020 by 7.8%, and in the UK by 11.5% (Figure 15,
Figure 16). In contrast, the mobile app sector has seen an acceleration of its growth trajectory.
Figure 15. GDP and App Store revenue in the EU, 2015-2021, constant 2010 billion euros
World Bank (GDP), SensorTower (App Store Revenue), OECD (2021 GDP and inflation projections)
Figure 16. GDP and App Store revenue in the UK, 2015-2021, constant 2010 billion euros
World Bank (GDP), SensorTower (App Store Revenue), OECD (2021 GDP and inflation projections)
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143. At the beginning of the pandemic, it was already expected that the crisis’ impact on the app
economy would be limited. At the end of March 2020, Codin’Game conducted a worldwide survey
of 2700 developers on the impact of the Covid-19 pandemic. At the time of the survey, 87% of
the respondents were still full-time employed. Temporary company closures impacted only 1.3%
of the developers in the survey
137
. In April 2020, SensorTower projected worldwide app platform
revenues to increase by 20%, taking into account the effects of the crisis
138
. This estimate was one
percentage point lower than their initial projection prior to the crisis.
144. Actual growth of app platform revenue even surpassed projections. Worldwide, app platform
revenue increased by 28% in real terms in 2020
139
. In the EU, real growth of app store revenue
was 30% in 2020, and in Great Britain 29%
140
.
145. This situation is explained by the fact that the use of many apps, such as games, is not impaired
by lockdown measures and physical distancing requirements. Moreover, apps provide innovative
solutions to respond to the crisis. In an interview in April 2020, the Italian app developer
Synesthesia noted that many actors in industries affected by the crisis turned to developers to
find solutions: We saw a rise in the interest in mobile app development during the emergency
141
.
146. Average growth over 2019-2021 was above 20% worldwide and for Europe, which is in line with
initial market projections. In conclusion we can consider that the development of the mobile app
economy was accelerated by the crisis, but that the long-term trend is not impacted.
137
Codin’Game (2020).
138
Nelson R., 5-Year Market Forecast: App Spending Will Double to $171 Billion by 2024 Despite COVID-19”, April 2020.
https://sensortower.com/blog/sensor-tower-app-market-forecast-2024. Projected growth is in nominal terms.
139
SensorTower for app platform revenue ; inflation figures from the World Bank. Nominal growth of app platform revenue was 30% in
2020.
140
SensorTower for app platform revenue. Inflation figures from the World Bank.
141
Interview with Deloitte, April 2020.
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3 Mobile apps will shape the economy of
tomorrow
147. Section 3 analyses innovative apps and the future of the European app economy. In the first two
sections, we describe how apps have permeated business models: many firms incorporate apps
into the way they used to provide services to their clients (3.1). In addition, pure players emerged,
which are firms that have built their activity on apps (3.2). In section 0 we look at the future of
the app economy, including an analysis of the future of the sector through the lens of developers,
and the impact the global Covid-19 pandemic had on the app sector (0).
3.1 Success stories of firms that integrated apps into their business model
148. As smartphone penetration increases, presence on mobile phones has become increasingly
important for many companies. Companies whose core-business is not related to the app-
economy are adapting to the digital mobile trend by introducing apps to propose their services
and goods to consumers. They also use mobile apps as internal business tools. This trend is
observed in all branches.
149. When companies launched an app, users adoption was often broad and quick. For example,
when the Lithuanian marketplace Vinted introduced its app in 2012, one day after the release,
30% of its traffic, which corresponds to the volume of visits, came from the app
142
. The DB
navigator app of the German railway company Deutsche Bahn, which allows to book contactless
tickets and receive information about travels, saw a 50% year-on-year increase in active users in
mid-2019, after implementing new features
143
.
3.1.1 Medical sector
150. The use of mobile devices by health care professionals (HCPs) has transformed many aspects of
clinical practice in Europe. Mobile devices have become commonplace in health care facilities,
leading to rapid growth in the development of medical apps. Numerous apps are now available
to assist HCPs with essential tasks, such as information and time management, electronic
prescribing, access to medical textbooks and drug reference guides, patient management and
monitoring, clinical decision-making, and medical education and training
144
.
VIDAL Mobile
151. Vidal was founded in France in 1911, and its first book, a dictionary of pharmaceutical specialty,
was published in 1914. For almost a century, the company’s revenues were generated by book
sales
145
. Vidal launched its mobile app “VIDAL Mobile” in 2010 (for iPhone) and in 2011 (for
Android, Blackberry)
146
.
142
Vinted offers a platform for CtC apparel sales. Source : http://lemonlabs.co/vinted/.
143
Deutsche Bahn, 2019 Interim Results Press Call.
144
Mobile Devices and Apps for Health Care Professionals: Uses and Benefits, C. Lee Ventola, 2014.
145
The firm also developed a CD-ROM in 1989 and websites in 1999.
146
http://www.vidalfrance.com/societe/histoire/.
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152. The app is restricted to healthcare professionals: they need to authenticate when they first use
the app. The app helps health professionals with the diagnoses of a disease based on symptoms
and gives them easy access to information on pharmaceutical drugs.
153. In 2019, the app was used by more than 100 000 health care professionals and hospitals across
Europe and generated a revenue of almost $300 000 through subscriptions.
Figure 17. VIDAL Mobile’s app interface
Source: Apple Store
154. Mobile phone characteristics
147
and app convenience explain why apps are adopted even in
traditional sectors such as medicine. Health practitioners can always have their phones at hand,
contrary to books. Also, searching for treatment and dosage is easier and quicker with an app.
The app contributes to improving patient care efficiency.
3.1.2 Airline and Railway companies
155. Most European railway companies were created in the first half of the 19
th
century. Transport is
the second item in European household expenditures
148
. In 2018, rail passenger transport in the
EU was estimated at 472 billion passenger-kilometers, a 10% growth from 2013. During the same
year, 1.1 billion Europeans traveled by air
149
.
156. In a world where mobility plays a crucial role in people’s lives, most railway and airline companies
respond to travelersneeds by providing basic features in their mobile app. These apps make
the booking and travelling process easier: users can book flights and trains anywhere and at any
time. Apps also enable users to easily obtain up-to-date information on delays or gates, to
147
Small handheld device.
148
https://ec.europa.eu/eurostat/statistics-explained/index.php/Household_consumption_by_purpose#Evolution_of_shares_over_time.
149
https://ec.europa.eu/eurostat/statistics-explained/index.php/Air_transport_statistics.
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exchange or cancel tickets, etc. and thanks to mobile passes, travelers can have their boarding
pass at hand.
157. If most transport companies nowadays propose a mobile app, some apps, such as Lufthansa and
Oui.SNCF, stand out by adopting new technologies to offer new user experiences.
Lufthansa: integration of new technologies
158. Lufthansa (the German national airline company) launched its mobile app in 2012. In February
2020, it counted a total of 20 million downloads and 350 000 monthly active users. New features
are continuously added, with the goal of “Rethinking air travel”.
159. The Lufthansa app goes beyond traditional services offered by airline apps, such as booking
tickets, mobile boarding passes and instantaneous updates. The app’s success is explained by
technological innovations, offering travelers a differentiated and convenient experience.
160. Lufthansa was one of the first airline companies to propose a passport and credit card scan option
on its mobile app, in 2015. Customers booking flights on the Lufthansa app can scan their
payment cards and passport with their smartphone’s camera: the relevant information is
automatically extracted. Using the scan option reduces the average mobile check-in time from
about two minutes to twenty seconds
150
.
Figure 18. Lufthansa’s mobile app Apple Watch interface
Source: Patentlyapple
150
This figure is obtained from another app with similar functionalities. https://www.businesstraveller.com/news/2016/02/23/easyjet-app-
upgraded-for-credit-card-scanning/.
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161. Services permitted by the internet of things (IoT) were integrated early on. Since 2015, users
can synchronize the mobile app with their smartwatches. This option allows users to keep an eye
on all the important information about their Lufthansa flight at all times.
162. In 2019, the Lufthansa app has added a new option which allows to directly access flight
information by voice command, without opening the app. This function is based on the Siri
Shortcut technology launched by Apple in 2018, which allows to deliver information from apps to
Siri. Thanks to a short voice command, such as "Hey Siri, my flight", users get all the flight
information from the intelligent assistant: the time needed to get to the airport, the boarding
gate, etc.
Oui.sncf: simplifying the travel process
163. The app proposed by the French railway company SNCF is a great example of how to meet
consumers’ expectations with innovative options. SNCF launched its mobile app in 2009. The
Oui.sncf app has been downloaded more than 18 million times and has more than 1.5 million
monthly active users. It is frequently ranked as the number one travel app in France. In 2018, the
firm announced that more sales had been achieved through the app than through its website
64
.
Figure 19. Oui.sncf’s app interface
Source: Apple Store
164. The app makes the whole travel process simpler. When users perform a search, their recent trip
searches are shown, and thanks to Artificial Intelligence (AI) the app proposes trips that are more
likely to be booked. Also, the Low Price Alert
151
option has been very successful since its launch
in 2017. App users can enter the destination and the travel date of their interest, and they will
receive a notification on their mobile phone when the price is low. In 2018, this option has led to
151
Alerte Petits Prix. This option is also available via SNCF website: an e-mail will be sent when a given trip is available. However, when
using this option through the app, users can book their train as soon as it is available.
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more than 2.4 million notifications. The app thus proposes a new booking process: users can book
tickets everywhere, at any time, with an intelligent platform. In addition, the tickets are available
as QR code.
3.1.3 Shopping
165. With M-commerce revenues reaching an estimated €394 billion in Europe in 2019, mobile apps
became an integral part of retailers’ business model
152
. Traditional brands acknowledged that
apps are tools for increasing sales. While many retailers offer a basic app as an additional
distribution channel, other retailers offer users a renewed shopping experience.
Ikea Place: AR technology supporting shoppers’ purchasing decision
166. Ikea is a Swedish company founded in 1943 that designs and sells ready-to-assemble furniture,
kitchen appliances, and home accessories. Realizing that consumers were ditching showrooms
for online shopping, the company decided to develop three apps enhancing the shopping
experience: an in-store app that helps to collect barcodes, an Ikea catalog app, and an augmented
reality app to preview furniture in the customer’s room.
167. This last app, Ikea Place, was launched in 2017 and has been downloaded 3.7 million times since.
Ikea Place had more than 370,000 monthly active users worldwide on iPhones in February
2018
153
. This app demonstrates AR’s potential to create valuable user experiences by solving
practical problems.
Figure 20. Ikea Place’s interface
Apple Store
152
Cf. section 2.3.3.
153
According to App Annie.
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168. IKEA Place lets shoppers virtually place true-to-scale 3D models in their own home
154
.
Consumers can use the augmented-reality feature to visualize the furniture in their house before
buying. The last version of the app also features Visual Search, allowing users to take a photo of
any piece of furniture they fancy, then find similar or identical Ikea products through the app.
Asos: Visual Search technology to help shoppers choose
169. Asos was created in 2000 in the United Kingdom as an online clothing retailer. However, with the
increasing mobile-phone penetration rate and m-commerce spending, the firm soon understood
the importance of developing a mobile app. Today, 70% of Asos’ traffic and 58% of purchases
happen on mobile
155
.
170. The company developed its built in-house app, which was released in 2011 in the UK and in 2014
worldwide. The app has more than 50 million downloads in total and 5 million monthly active
users in 2019.
Figure 21. Asos’ Visual Search option
Businessinsider
171. The firm’s willingness is to “build experiences that capitalize on mobile”
156
. In line with that idea,
the app proposes, since 2017
157
, a Visual Search tool: the Style Match option. This option is
valuable for users since shoppers can take an in-app photo of a product they like, and, thanks to
both data learning and intelligent digital image processing technologies, the app pulls similar
items from a pool of 85,000 product images. This option responds to an issue that users are facing
when doing online shopping: they face a dense and hard-to-digest range of products. This tool
will help narrowing down the product range and getting customers straight to the products they
are looking for.
154
App description in Apple Store.
155
https://digiday.com/marketing/asos-gets-50-percent-customers-buy-mobile/.
156
Rich Jones, Asos’s head of product.
157
2017 for the UK and 2018 Worldwide.
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3.2 Pure Players
172. The novelty and the intrinsic features of the smartphone allow anyone with a good idea to
propose a unique service and experience by launching an app. When the App Store was created
in 2008, there were 5 000 apps launched the first year. Five years later, there were more than
730 000 apps available in both stores. In this section some examples of pure players are discussed
in popular categories: health and lifestyle, travel, and games.
3.2.1 Health and lifestyle
173. Health
158
and lifestyle
159
mobile apps aim to make their users’ lives easier. These categories of
apps are growing fast. Lifestyle apps have a penetration rate of 65%
160
among Android users, and
mobile health apps are expected to increase steadily with wearable device adoption. Smartphone
features facilitate the recording of health data. Moreover, the camera of mobile devices allows
for an interaction between app functionalities, the user, and its environment, which provides a
basis for innovative services.
Yuka
174. Yuka gives users the possibility to scan food and cosmetic products and analyzes their impact
on health. The French app was launched in January 2017, after Yuka’s developers won the 2016
Food Hackathon, a startup competition, allowing them to benefit from a year of support in their
development.
Figure 22. Yuka’s interface
Yuka, 2020
175. In November 2020, Yuka counted 20 million users
161
. In total, five million products are scanned
every day, which means that on average, 55 products are scanned per second.
158
Health apps are only for users, while m-health solutions improve the collaboration between patients and healthcare professionals.
159
Some of the lifestyle apps include: Fitness apps, Food & Drink apps, Dating apps, Music apps, Fashions apps, news, etc.
160
https://www.statista.com/statistics/200855/favourite-smartphone-app-categories-by-share-of-smartphone-users/
161
Yuka’s 2020 Press Kit, 13/11/2020, https://yuka.io/wp-content/uploads/presskit/Yuka-dossier-de-presse.pdf
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176. The app has 3 main features:
It evaluates the quality of food according to nutritional quality and the presence of food
additives.
Since June 2018, Yuka also checks the quality of cosmetics according to the presence of
allergens, carcinogenic compounds, endocrine disruptors or irritant products.
For mediocre or bad products that a user has scanned, Yuka independently recommends more
healthy alternatives.
Figure 23. Yuka’s recommendations of alternative products
Yuka, 2020
177. Yuka’s success is dependent on the product database. Currently, it contains 1.5 million food and
cosmetic references. About 2 000 new products are added to the database daily
162
.
178. Yuka has an impact on consumer behaviors and on companies:
- 92% of users do not buy the scanned products when it is rated red on the app
163
;
- 21 food and cosmetic companies said that Yuka has impacted the composition of their own
products
164
.
Too Good To Go
179. Too Good to Go was created to enable everyone to fight against food waste at their own level.
Food sellers can offer unsold items that would otherwise be wasted. Consumers can obtain food
at a reduced price. The app was launched in 2016 in France and is now available in 11 European
countries. In 2021, it had 31 million users and allowed to “save 60 million meals worldwide.
162
Yuka’s 2020 Press Kit, 13/11/2020, https://yuka.io/wp-content/uploads/presskit/Yuka-dossier-de-presse.pdf
163
Op cit.
164
These companies include Nestlé France, Monoprix, Garancia, Unilever, Caudalie, Leclerc, Fleury Michon and Intermarché.
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180. More than 60 000 food businesses are registered on the app, such as bakeries, supermarkets,
restaurants, and hotels
165
. Many food leaders joined the platform to propose their unsold
items
166
.
Figure 24. Too Good To Go’s interface
Apple Store
181. The strategy of the app can be qualified as a Win-Win-Win
167
strategy. Too Good To Go’s success
is based on matching the needs of consumers, producers and the planet. Both producers and
consumers take part in an environmental effort by using the app. The app’s success is linked to
its environmental commitment, aligned with current mindset change. When developing Too
Good To Go, Lucie Basch, the Too Good To Go founder, understood that apps can be activists.
Figure 25. Too Good To Go’s environmental commitment
Source: Too Good To Go, 2020
165
Ibid.
166
Examples include Casino (FR), Carrefour (FR), Auchan (FR), Edeka (GR), Spar (NZ) and Starbucks (US).
167
Business, consumers and planet benefit reducing food waste
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3.2.2 Travel
Citymapper
182. Citymapper is an example of the innovative solutions in the field of travel and route calculations
that are enabled by the geo-localization feature of mobile devices.
Figure 26. Services offered by Citymapper
Citymapper
183. Citymapper is a mobile app for urban route calculations. The start-up was created in London in
2011. The app calculates, in real time, the routes of urban transport users, by combining several
modes of transport. It considers both public transport networks, taxi, and private hire, such as
self-service rental networks, from scooters to bicycles
168
.
184. As of 2021, Citymapper was active in more than 80 cities worldwide including Amsterdam,
Berlin, London, Madrid, and New York, Paris, Rome, Tokyo and Vienna, and headquarters are
based in London
169
.
185. The app offers many innovative features. Citymapper indicates to the user where to board the
train i to be close to the exit when leaving the train and suggests the best entrance to get quickly
to the platform. Citymapper also has a live service alert concerning disruptions and offers
alternative routes taking them into account. It also indicates availability of bikes and docks at
nearby locations.
186. Its success led the app to innovate beyond the app ecosystem. Citymapper has created a
“Citymapper Pass”, a subscription to all transport modes available in London. This new pass
integrates ticketing and payment and allows the user to avoid queues. Citymapper aims to extend
this pass to other cities. Hence, with a single subscription, users are able to travel easily
everywhere.
168
In London, Citymapper includes Bus, Santander, beryl, JUMP, Mobike, Tube, Train, Turo, Zipcar Flex, Virtuo, Getaround, Ola, Kapten,
Uber, Black Cab, FREE NOW, Ferry, Tram and on foot.
169
Citymapper’s official website.
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3.2.3 Games
187. Of all the mobile apps available on the app platforms, the most popular category is gaming. Nearly
25% of all mobile apps fall into this category
170
.
188. Mobile has helped broaden the age range of gamers: most time spent in mobile games is by
people over 25, who do not identify themselves as gamers
171
. Europe groups many successful
mobile game developer companies.
Supercell: Clash of Clans
189. Supercell is a Finish mobile game development company founded in 2010. The company has
released five mobile games which are freemium fast-paced games
172
. Supercell’s games have
been downloaded 1.8 billion times and in 2019, the company’s revenues topped €1.4 billion
173
.
190. The firm’s strategy relies on developing long-lasting games. More than 8 years after it was
launched, Clash of Clans still has 36 million monthly active users in 2020. The firm managed to
keep players using their app: the app never had less than 19 million monthly active users. This
success is explained by app store and smartphone specificities:
Games are community-based: players join teams and fight against other teams. The app
platforms offer visibility to the game and allow players to battle against million players
worldwide.
Adaption to user behavior: most smartphone apps are opened for less than 3 minutes.
Clash of Clans and Clash Royal apps are adapted to this behavior. To upgrade levels,
players must play several times during the day, for small intervals.
Playgendary and Voodoo
191. Even though mobile games are very popular, app usage analysis reveals that users often
download an app and use it for a very short period of time: the user retention rate of mobile
applications worldwide was 32%
174
in 2019.
192. With this in mind, some game developers choose a strategy to keep users playing their games:
develop multiple small games. Once players are bored with one game, they can download
another game of the company.
170
Statista, Most popular Apple App Store categories by share of available apps, 2019
171
App Annie, State of Mobile: 2019 and beyond, 2019
172
Hay Day, Clash of Clans, Boom Beach, Clash Royale, and Brawl Stars
173
Statista, 2020
174
Percentage of users that returned to an application 11 times and more.
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Figure 27. Voodoo’s and Playgendary’s top Games by number of downloads
Voodoo’s Top Games
Helix Jump 550M
downloads
Crowd City 190M
downloads
Color Road 103M
downloads
Paper.io 253M
downloads
Hole.io 184M
downloads
Rolly Vortex 61M
downloads
Balls VS blocks 170M
downloads
Fire Balls 3D 89M
downloads
Playgendary’s Top Games
Kick the Buddy 51M
downloads
Polysphere 53M
downloads
Tank stars 31M
downloads
Partymasters 16M
downloads
SensorTower
193. Playgendary, founded in Germany in 2016 and Voodoo, founded in France in 2013
175
, have both
based their strategy on developing multiple hyper-casual games
176
. Voodoo has more than 90
mobile games available on the major app platforms, of which 12 were released in the last three
months. Playgendary has a total of 69 apps available. The firms’ success relies on developing
games that attracts many users, even if is only for a short period of time. Both developers
constantly have games in the top 10 games.
175
In 2019, Playgendary had a total of 1.2 billion downloads, and $59 million revenues while Voodoo had 2.9 billion downloads and $7.5
million in revenue. Voodoo and Playgendary respectively have 1 billion and 500 million individual players worldwide.
176
Hyper-casual games are games that have simple tap-to-play mechanics and offer instant gameplay. They don’t take much of users’ time
and can be played while multitasking.
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3.3 Seizing mobile apps’ potential: technologies and companies of tomorrow
3.3.1 Apps of the future
IoT and connected devices
194. The internet of things
177
(IoT) refers to a vast network of connected devices that share and exploit
many different types of data. Mobile apps play a fundamental role in the IoT: they constitute
the interface enabling users to interact with physical connected devices. Gartner
178
predicts
that, globally, there will be more than 50 billion connected devices by 2030
179
(Figure 28).
Figure 28. Change in the number of connected devices globally in millions (estimates)
Statista
195. More and more homes will be connected throughout Europe: in 2019, there were 20 million
smart homes. This number is expected to exceed 80 million by 2023
180
, or 23% of European
households. Hence, smart homes will be a strong driver of the future development of connected
devices.
196. A connected home has a network that interconnects multiple devices and sensors. Services range
from communications and entertainment to healthcare, security, and home automation. Users
are connected in real-time with their home, and mobile apps enable them to control and monitor
their homes.
197. Connected devices inside smart homes can be regrouped into 5 categories: control and
connectivity, smart appliances, security, media and entertainment, comfort and lightning and
energy management. Table 11 describes the different categories and evaluates their growth in
2023 in terms of number of households equipped with the different connected devices.
177
63. This term includes a wide range of devices connected via mobile apps ranging from household appliances, to cars, and even
buildings forming a concept widely referred to as smart cities.
178
Gartner is the world's leading IT research and consultancy firm. Gartner regularly publishes sector analysis of the IT market. Gartner
advises more than 12,000 companies all over the world. The company employs more than 8,000 people in 85 countries and in 2016
Gartner generated $2.4 billion in revenue.
179
https://www.statista.com/statistics/802690/worldwide-connected-devices-by-access-technology/
180
Berg Insight (2019)
22
38
50
2018 2025 2030
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Table 11. European households (in million) equipped with connected devices, by categories
of connected devices
Category
Description
2018
2023
Control and Connectivity
The segment includes smart speakers, central control
and communication units, programmable control buttons, and
smart plugs for the control of non-smart devices.
21
57
Growth: 173%
smart appliances
This includes connected versions of all kinds of
household appliances, provided they are connected to the internet.
9
27
Growth: 198%
Security
The Security segment includes surveillance products as well as
equipment for risk monitoring
11
31
Growth: 185%
Home entertainment
The Home Entertainment segment comprises the sale of products
and services for multi-room entertainment as well as connected
remote controls and streaming devices.
16
41
Growth: 157%
Comfort and Lighting
The Smart Home segment Comfort and Lighting
includes devices for the improvement of the living
atmosphere.
14
40
Growth: 185%
Energy management
181
The Energy Management segment covers the sale of products and
services for the control and reduction of energy consumption.
12
41
Growth: 237%
Smart Home Report (2019), Statista
Enterprise mobile applications and Enterprise mobility management
198. Enterprise mobility management (EMM) apps enable ubiquitous access to tools and processes for
workers. The rise of EMM goes hand in hand with the allover rise of the use of smartphones. The
modern workforce becomes more and more mobile, and firms thus increasingly use mobile
devices: 60% of employees use apps for work-related activities
182
.
199. Moreover, enterprise mobile apps are designed to improve business and employee efficiency. For
example, mobile access to emails has been shown to increase labor productivity
183
. Employees
perform work-related tasks on mobile devices during transport time, which increases the total
time employees spend working
184
.
200. EMM is a growing industry. Many companies plan to adapt by offering new/additional mobile
apps: 87% of companies plan to expand their app portfolio
185
. Revenues are expected to grow
from $6.9 billion in 2017 to $16.3 billion in 2021
186
.
181
This category is still mainly linked with smart cities, but consumers are progressively proposed devices and apps allowing them to track,
control and monitor their gas/electricity consumption.
182
Digital Strategy consulting, (2014)
183
Bertschek, I. and Niebel, T. (2016)
184
iPass, 2011
185
Apprian (2016)
186
451 Research report, 2017
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3.3.2 Innovation and apps of the future
201. In April 2020, interviews with several app developers were conducted on their view on innovation
in the app sector. As sector specialists, they shed a light on why and how they innovate, and on
the types of innovations to be expected in the future.
Innovation in the app sector
“Innovation is something that should be valued, that we should embrace and appreciate in Europe.
F. Ronchi, president and CEO of Synesthesia
187
202. Even though apps already are an “integral part of our life” (F. Ronchi), Stanislas Dewavrin, co-
founder and CEO of Oh BiBi, explains why many innovations are still to come: Aspects of our lives
that have not been revolutionized yet are the next frontier, anything that has been done the same
way for a century is about to change. Consider the way you're exercising your democratic rights
for example: do you think the next generation will feel comfortable doing it this way? They're used
to a level of communication and interactivity with leaders that has yet to be invented”.
203. Over the past years, there have been many hardware innovations for smartphones. According to
S.Dewavrin: Tech is already great. We have tons of bricks that allow us to create whatever we
want”. Future innovations will come from software combined with the use of big data.
“Innovation is progress, it's a perpetual race towards unlocking competitive advantage in the segment”.
Stanislas Dewavrin, CEO of Oh BiBi
188
204. For app developers, Innovation is vital to remain competitive”, says F. Ronchi
189
. He adds that
innovation is important both for developing new solutions for their customers, as well as for
increasing the efficiency of the internal work process.
205. In the mobile game industry, innovation is strongly driven by user behavior. An important share
of games are hyper-casual games: “games that can get the attention from anyone out there and
which let users play for a short period of time” as Kristian Nordahl, Senior Vice President
Operations at Kiloo, puts it. These games are adapted to the way users interact with a
smartphone: the phone is used for short moments, up to 10 minutes, and users go back often to
their phone
190
. K. Nordahl gave an insight into hyper-casual games’ importance: of the top 10
games today, give and take but we will see half of those being hyper-casual games”. Users play
these games for not more than a year and then pass on to other games. This dynamic drives
innovation, as S. Dewavrin says: you can expect a lot of innovation [in mobile games] as the cycles
are shorter and pressure to understand people in multiple situations is pretty high
191
.
187
Interview with Deloitte, April 2020.
188
Interview with Deloitte, April 2020.
189
Ibid.
190
Source: Statista
191
Ibid.
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The innovation process
206. App developers transform inventions, which are new technologies or processes, into innovations.
Innovation happens when an invention is implemented in marketable products and adopted by
consumers and enterprises. Inventions relevant for app developers are big data analysis
techniques such as artificial intelligence and virtual and augmented reality. Developers use these
inventions to propose innovative apps for consumers. A. Normand, founder of Greenly, illustrates
this transformation of invention to innovation. The app’s concept is to inform users on the
greenhouse gas emissions generated by their consumption pattern, obtained via their bank
transactions. For this, detailed databases on emissions for individual brands and products are
used. In addition, as he explains, the app “takes advantage of the consequences of the European
Directive DSP2 which obliges banks to make banking information available to third party
applications with the consent of users”.
207. Innovation in app development is a two-way process. On the one hand, new needs and
expectations emanate from users: enterprises and consumers. On the other hand, developers are
aware of inventions and societal evolutions of which non-specialist end-users might be less
aware. As Synesthesia’s developers state: We have two ways to do research: bottom-up and top-
down”. Bottom-up research is more short-term and consists of collecting customer needs and
then develop prototypesthat can be proposed to their clients. The driving idea is to “identify the
gaps in the current technology”.
208. The top-down process concerns longer-term development of new solutions. In collaboration with
startups and research groups at universities, technologies are selected “that will bring value for
example five 5 years from now”.
F. Ronchi gave an example of top-down innovation: “People in the future will want to know how Artificial
Intelligence decisions are made, and to be part of the process. In the future, the non-transparent nature
of AI technologies will be less acceptable for users. Developers need to be ready in time.”
192
209. Developers acknowledge the importance of professional networks for the innovation process. For
Synesthesia, this network is both academic and business oriented.
210. Developers agree on the importance of training and education for app development,
encompassing both hard and soft skills. Also, in development companies, a stimulating work
environment is an important factor for innovation. Freedom and intrinsic motivation are highly
valued: what we have are highly-skilled, highly educated people who can think: they have the
liberty to think.”, says K. Nordahl. My colleagues are passionate: they could be musicians or
soccer players. They love [their job], and that affects the creation of the games”.
192
Interview with Deloitte, April 2020.
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Future developments in apps
“Innovation will continue, there are fantastic things to do and many problems to solve.”
P. Abel, Escapadou
211. Interviewees agreed on the importance of connected devices for the mobile app sector. In
particular, app development for medical and health-related connected devices will further
develop. If connected devices, such as connected watches, are already largely adopted by
individuals, professional adoption in the health sector is less advanced. In Europe, Doctors are
not equipped for remote monitoring with connected objects and applications” observes A.
Normand, who previously worked at Withings. In the future, mobile apps will be used to
aggregate telemedicine data to identify at-risk patients in heart failure, diabetes, hypertension,
etc.”
212. F. Ronchi identifies digital identity as an area which will further develop. Many technologies are
included in this topic: connection with public administrations, healthcare, digital payments, etc.”
213. If mobility and micro-mobility are already important in the mobile app economy, Synesthesia
developers predict that “Mobility is a sector that will continue to grow. We saw the explosion of
electric scooters in cities and of ridesharing. These services, that are enabled by smartphones and
apps, were quickly adopted by users. [….] This segment will continue its expansion.”
214. Finally, developers argue that app platforms have a role to play in development of the mobile app
sector. As P. Abel says, app platforms offer “great opportunities, a fantastic mediumthat give
people the opportunity to develop apps.” App platforms he says have the responsibility to help
users find the right apps:For the last ten years, the question has been: how can the user find the
right apps? This is a problem that Apple and Google have to address”. Some app categories
struggle to be visible on app stores. A. Normand points out that “neither Apple nor Android have
an environment category on their platform.He defends that If a central topic of the next few
years is the environment, and mobile applications have a major role to play in this, then it is
important to have an environment category.”
“The platforms have enabled a lot of innovation.”
P. Abel, Escapadou
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3.4 What the Covid-19 crisis reveals about the mobile app sector
215. The health crisis has raised awareness of the importance of apps in everyday life. Apps are used
today both for market activities and public use (information and education for example). Apps
went from a nice-to-have product to a must-have product: mobile apps are moving from
complementary components to essential components.” says F. Ronchi, CEO of Synesthesia
193
.
216. App downloads for services such as business apps, food & drink apps, medical, and health &
fitness apps, increased significantly in 2020. For example, business app downloads went from
186 million in 2019 to 476 million in 2020 (Figure 29). For these sectors, the use of apps has
enabled the continuity of social and market activities during periods of strong physical distancing
measures imposed by governments. Although it is too early to draw conclusions, some of these
evolutions may prove to be permanent changes.
Figure 29. Downloads in millions for apps in four categories in the EU (2017-2021)
Source: SensorTower
217. Since the beginning of the pandemic, many industries prepared for the possibility of a durable
change in markets and mindsets: We have been contacted by many players among the most
affected industries like tourism, education, event organizers… All these players are very concerned
with how this crisis is going to change the market and mindset of people. Some of them think that
this is going to permanently change some industries”, reports F. Ronchi in April 2020
194
.
193
Deloitte Interview with F. Ronchi from Synesthesia, April 2020.
194
Interview with F.Ronchi, CIO at Synesthesia, April 2020.
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3.4.1 The app economy strengthens the resilience of existing sectors
218. During the Covid-19 crisis, mobile apps enabled business continuity for several sectors. Apps allow
efficient teleworking, especially in the service sector (office jobs) which accounts for more than
70% of GDP in the EU. For the restaurant sector, the Covid-19 pandemic significantly affected
consumers’ relationship with food and eating. Food delivery apps allowed many restaurants to
continue to operate and meet the new expectations form consumers.
Teleworking
219. Downloads of professional applications such as mail and teleconferencing apps increased by 94%
in the first quarter of 2020, and by 55% in the second quarter. Throughout 2020 and 2021, during
periods of strong distancing requirements in Europe, the use of professional applications has
increased to a level almost three times higher than in 2019 (Figure 30)
195
. Hours spent on apps in
the business category increased from 65 million in Q1 2019 to 137 million in Q4 2020 cumulatively
in the UK, France, and Germany
196
(Figure 31). This trend illustrates that apps have played a crucial
role in working and collaborating throughout the crisis.
220. Indeed, apps related to cloud technology, collaborative work, and scheduling tools have made
teleworking highly efficient. Features such as videoconferencing, content sharing and interactive
presentations have been developed to introduce more interactivity between workers.
Figure 30. Number of downloads of business apps per quarter in the EU and in the UK, Q1
2019 to Q4 2021 (in millions)
Source: SensorTower (downloads), Oxford Covid-19 Government Response Tracker (Covid-19 Stringency Index)
195
The “periods with strong distancing requirements” in Europe and in the UK were defined with the Covid-19 Stringency Index (Oxford
Coronavirus Government Response Tracker). The nine metrics used to calculate the Stringency Index are: school closures; workplace
closures; cancellation of public events; restrictions on public gatherings; closures of public transport; stay-at-home requirements; public
information campaigns; restrictions on internal movements; and international travel controls.
196
State of mobile 2021, App Annie
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Figure 31. Hours per capita spent in business apps, Q1 2019-Q4 2020, UK, France and
Germany (Android phones only)
App Annie, State of mobile 2021
Restaurant delivery through apps
221. Restaurant delivery services through apps provided a level of business continuity in the restaurant
industry during the lockdown periods
197
. The success of online restaurant delivery is reflected in
its use since the start of the Covid-19 pandemic. Consumer spending through restaurant delivery
apps increased by 46% in 2020 and by 26% in 2021 in the EU and the UK combined, compared to
average growth of 19.5% over 2017-2019 (CAGR) (Figure 32)
198
.
Figure 32. Annual online food delivery revenue and revenue change, in the EU and in the UK,
2017 to 2021
Statista data for Online Food Delivery extracted on the 02/11/2022
197
The restaurant delivery market encompasses the delivery of meals carried out by delivery service platforms or by restaurants
themselves.
198
Statista data for Online Food Delivery, extracted on the 02/11/2022. “Consumer spending” corresponds to the gross merchandise value,
which is defined as the total sales value for merchandise/food sold through the Online Food Delivery marketplace.
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222. Worldwide, the use of food delivery apps increased significantly: the number of connections to
food delivery apps doubled in 2020
199
. In France, the number of connections to food delivery apps
(ex. Uber Eats, Deliveroo, Phenix) went from 23 million per week in January 2020 to 45 million
per week in December
200
.
223. Specifically during the periods of the crisis with strong governmental physical distancing
measures, food delivery apps were even more used. For example, downloads of the Deliveroo
app peaked during those periods, increasing for instance by 47% in one quarter between Q3 and
Q4 2020 in the EU and UK (Figure 33).
Figure 33. Number of downloads of the Deliveroo app per quarter in the EU and in the UK, Q2
2019 Q4 2021 (in millions)
Source: SensorTower (downloads), Oxford Covid-19 Government Response Tracker (Covid-19 Stringency Index)
3.4.2 The Covid-19 crisis has accelerated the digital transition
224. The crisis has been an accelerator of the digital transition. In Europe, all countries have witnessed
a surge in the use of apps, which allowed the continuity of public services, business, and social
activities during lockdown periods. This increase in app utilization is set to become a permanent
trend, as stated by F. Ronchi from Synesthesia:
225. A lot of trends we are seeing during [the sanitary crisis] are going to set permanent changes on
how people work, study, teach, get distraction and entertain in the future. The digital way is going
to be more and more wide-spread and accepted.”
201
199
Bregeon B., “Les applications mobiles ne connaissent pas la crise”, 2021. https://www.digital-mobile-retail.com/category/apps/. The
number of connections is counted on Android apps.
200
Op. cit.
201
Interview conducted with Synesthesia in April 2020.
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226. The pandemic has disrupted activities in all sectors of the economy. Even traditional sectors such
as education or events had to adapt to lockdown constraints. Digital tools and mobile apps were
key in this adaptation, as shown in the following examples:
Education: education was provided online or via digital tools in several countries during
the crisis. Ed-tech, or the use of technology in education, proved to be a consistent
alternative for children and youth to pursue their classes during lockdowns. The pandemic
has proven its benefits and its use might further expand in the future.
“Apps are not teachers but rather facilitators. Educational apps can guide children and provide them
autonomy in their learning process. For small children, using fingers on a tablet is a very intuitive way to
interact with a machine.”
P. Abel, Escapadou
202
Online and hybrid events: conferences, theatre shows, and concerts were held online
during the crisis. Democratization of online events or hybrid events that mix physical and
digital experiences is likely to continue in a post-Covid-19 world. Mobile apps are likely to
play a crucial role in the hybridization of events. According to F. Ronchi For these kinds of
events, we need software and mobile apps to let people interact just as if they were going
physically to the event
203
.
Micro retail and grocery delivery: shopping at micro-retailers that sell locally made
products, and ordering groceries on mobile apps, were two trends already seen before the
sanitary crisis, but which accelerated significantly during lockdowns. Examples of grocery
delivery apps include German Gorillas, created at the beginning of 2020 and French Cajoo.
These two trends are expected to become “a big deal in the future
204
.”
227. Teleworking and digital heath are two other major trends using digital apps and that are expected
to continue to increase after the pandemic. Both are discussed in more detail below.
Teleworking
228. Since the outbreak of the pandemic, an increasing number of companies allows their employees
to work from home. This has resulted in an acceleration of digital transformation in the business
sector, and in parallel the general adoption of business apps. What was considered as an
exception before the pandemic became the “new normal” for employees, especially in the
services sector.
202
Interview with Deloitte in April 2020.
203
Synesthesia, April 2020.
204
Ibid.
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Figure 34. Correlation between the number of downloads of business apps and the Covid-19
Stringency Index, the EU and UK, Q1 2019 Q4 2021
Source: SensorTower (downloads), Oxford Covid-19 Government Response Tracker (Covid-19 Stringency Index)
229. Business app downloads increased significantly since the start of the pandemic (Figure 30).
Moreover, a strong correlation was observed between the stringency of governmental measures
and the volume of business apps downloaded (Figure 34). The use of business apps has been
crucial in the transition to teleworking during the crisis.
230. In 2019, the mail app Microsoft Outlook was the most downloaded app with 15 million downloads
in the EU and the UK combined. In 2020, the top 3 most downloaded apps were teleconferencing
apps, totaling nearly 130 million downloads
205
(Figure 35). The success of teleconferencing marks
a new stage in the digital transition of work, where apps allow to communicate and to partially
reproduce real working conditions.
Figure 35. Top 10 of the downloaded business apps in 2019, 2020 and 2021 in the EU
Data from SensorTower, analysis by Deloitte
205
Sensor Tower data, 2021.
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231. Teleworking was first used to adapt to the crisis, but its massive adoption during lockdowns might
have permanently changed Europeans’ perception on work and workplace organization.
Figure 36. Number of teleworking days in 5 European countries in 2021
IFOP and Fondation Jean Jaurès
232. A survey on teleworking in five European countries in 2021 revealed that the desired number of
teleworking days by employees is higher than the actual number of teleworked days, by on
average 1.5 days. Indeed, the desired number of teleworking days varies between 1.8 (France)
and 2.7 (Spain), while the average number of teleworked days varies between 0.4 and 1.3 (Figure
36).
233. The difference between desired and actual teleworking rates suggests that working conditions in
Europe are evolving towards more flexibility. The digitization of work is likely to increase workers’
welfare and also firm productivity in the future (cf. section 2.2.1).
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e-Health
234. The pandemic has accelerated the adoption and use of mobile apps in healthcare. The increase
in use was remarkable for medical apps and health and fitness apps.
The use of medical apps surged in all European countries in 2020: in Great Britain
downloads more than tripled (226%) and in the EU downloads doubled (104%). (Figure
37). In comparison, the average annual growth rate of downloads over the period 2017-
2019 was 21% in the EU and in the UK combined
206
.
Health & fitness apps were already widely used before the crisis, with a 51% average
growth rate of revenues in the EU and the UK over the period 2017-2019 (CAGR). Revenue
growth was even higher in 2020, with a 72% increase (Figure 38)
207
.
Figure 37. Downloads of Medical apps by Country, 2017-2021, in millions
Source: SensorTower
Figure 38. Revenue of Health & Fitness Apps by Country, 2017-2021, in million USD
Source: SensorTower
206
Sensor Tower data for the period 2017-2021 on medical apps.
207
Sensor Tower data for the period 2017-2021 for health & fitness apps.
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235. eHealth apps have played an important role during the crisis. Governments and private
organizations have created apps to fight the pandemic through contact tracing, symptom
monitoring and information provision. Apps used different data collection technologies such as
Bluetooth or GPS, to facilitate analysis of contacts and contaminations. Downloads of Covid-19
tracking apps, and vaccination and testing result apps, became the most downloaded medical
apps in Europe in 2021
208
(Figure 39).
Figure 39. Top 10 of the downloaded health apps in 2019, 2020 and 2021 in the EU & UK
Source: Sensor Tower
236. In order to adapt to physical distancing recommendations, telemedicine was also widely adopted
during the crisis (Figure 40). For example, downloads of the NHS App (used in the UK) almost
tripled in 2020 and more than quadrupled in 2021
209
(Figure 39). The NHS App allows users to
access health advice, use emergency services, register as organ donors, and choose whether the
NHS can use personal data for research and planning
210
. The number of teleconsultations on the
platform Doctolib in France multiplied by 100 in one month, to reach 100 000 per day at the end
of March 2020
211
. Similarly, the demand for teleconsultations doubled for Swedish digital health
provider KRY, and the demand for the Top Doctors platform increased 30 times in Italy, Spain,
and the UK
212
.
237. Downloads for other medical apps such as health monitoring and health reminder apps remained
stable before and during the crisis
213
(Figure 39).
208
Sensor Tower
209
Ibid.
210
NHS Digital, Introducing the NHS App, accessed February 2022. https://digital.nhs.uk/services/nhs-app#introducing-the-nhs-app
211
https://siecledigital.fr/2020/04/24/doctolib-les-chiffres-de-la-teleconsultation-sont-tombes/
212
The rise of digital health technologies during the pandemic (europa.eu), European Parliament
213
Ibid.
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Figure 40. Map of European Teleconsultation Platforms in 2020
Source: Source: HealthAdvances (2020), Deloitte 2022
238. As the crisis continued, the sector received more financing. In 2020, investment in Europe for
digital health increased by $ 750 million
214
. Venture capital and private equity have invested
massively in European health-techs, mainly in telemedicine, operations, software and
insurtechs
215
. Large funding rounds included $ 150 million for the Swedish teleconsultation
platform LIVI
216
and $ 30 million for the German dermatology platform Formel Skin. By 2021,
the combined value of European-based health-techs was estimated at $ 41 billion, reaching six
times its 2016 value
(Figure 41)
217
.
Figure 41. Combined value of European health tech companies ($B)
Source: Healttechs in 2021 in 6 charts, Sifted
214
https://www.digitalhealth.net/2020/01/livi-raises-118m-to-fund-ambitious-expansion-plans/
215
Insurtechs are firms that use technological innovations to expand and optimize the sector. Examples include Wefox in Germany and Alan
in France.
216
https://www.digitalhealth.net/2020/01/livi-raises-118m-to-fund-ambitious-expansion-plans/
https://www.eu-startups.com/2021/12/german-healthtech-startup-formel-skin-gets-e30-million-boost-to-make-dermatology-more-
accessible/
217
The healthtech trends of 2021, in six charts | Sifted
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239. The crisis has improved consumer perception of telemedicine which for many was a new way of
accessing health services. In France, only 7% of the population used teleconsultations before the
first lockdown, compared to 22% after
218
. Between 2019 and 2020, the proportion of French
patients with a positive opinion of telemedicine rose from 60% to 73%, and that of health
professionals from 70% to 84%
219
. In the United Kingdom, appointments through the National
Health Service (NHS) App increased by 111% in March 2020, with a rapid increase in adoption
rates on patient portals
220
.
240. The growing use of eHealth services during the crisis has contributed to the uniformization of
regulatory frameworks across Europe, allowing countries with lower institutional readiness to
catch up with more advanced countries
221
. The increased adoption of public reimbursement for
teleconsultations during the crisis is an example of this. Progress in regulation shows that
governments are eager to develop telemedicine and digital health at scale, setting the framework
for after the crisis.
“The pandemic has helped pushing doctors and hospitals into more digital environments. Doctors
started receiving their patients remotely, and when Ministries of Health started to reimburse remote
visits, suddenly, everything was moving in the right direction very fast. What the Covid-19 crisis has
done with telemedicine for doctors, it has also done with decentralized clinical trials for research
stakeholders. And Andaman7 is helping with these new opportunities.
V. Keunen, CEO of digital health platform Andaman7
241. The rise in the number of mHealth research publications reveals a growing scientific interest in
the field, and a willingness to further develop the sector
222
. Apps allow to optimize health
procedures like monitoring of chronically ill patients or assisted cognitive rehabilitation.
Moreover, data collected through mobile apps support clinical diagnosis and medical analysis.
mHealth innovations will help shape the future of the health sector.
218
France Assos Santé, Les français et la e-santé, Juillet 2021
Diapositive 1 (france-assos-sante.org)
219
Odoxa pour l’Agence du Numérique en Santé, Rapport Baromètre Vague 1 et 3
220
Rachel Hutchings, The impact of Covid-19 on the use of digital technology in the NHS, August 2020.
https://www.nuffieldtrust.org.uk/files/2020-08/the-impact-of-covid-19-on-the-use-of-digital-technology-in-the-nhs-web-2.pdf
221
G. Chittim, A. Pappas, J. Bomba, “The Changing Fortunes of Telemedicine in Europe Past, Present and Future beyond Covid-19”, Health
Advances Blog, May 2020
222
Cao J, Lim Y, Sengoku S, Guo X, Kodama K, Exploring the Shift in International Trends in Mobile Health Research From 2000 to 2020:
Bibliometric Analysis, JMIR Mhealth Uhealth 2021;9(9):e31097.
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Conclusion
242. Mobile apps have introduced significant changes in the life of Europeans across consumer and
enterprise frameworks. These were especially accelerated in the context of the crisis. This report
has quantified the app economy in the EU and UK and discussed the increase in the use of apps
in all aspects of daily life, a trend expected to further develop in the post-Covid-19 era. The
health crisis notably raised awareness of how mobile apps have become an essential part of life.
The report furthermore discusses the active European landscape of small and medium-sized
enterprises (SMEs) in the app development sector.
243. Our research demonstrates that app stores have a positive impact on the mobile app
ecosystem
223
:
- App stores enable disintermediation between buyers and developers which is one way
through which app stores reduce transaction costs for app developers and their users.
- App stores reduce entry barriers for developers and therefore increase the level of
competition.
- App stores increase consumer trust and security by creating a trustworthy platform for users
and developers.
244. The direct revenues of the app economy in the European Union amounted to €95.7 billion in
2021
224
these are revenues for mobile app developers. In comparison, box office revenues in
the EU stood at 3 billion in the same year
225
, and revenues for the provision of sporting and
recreation services were estimated at €168 billion
226
.
245. Including direct and indirect contributions, the app economy generated €210 billion in revenue
throughout all sectors of the EU’s economy
227
. The breakdown of this sum is as follows:
Direct contributions are estimated at 95.7 billion with the following categories:
i. Advertising revenue: € 19.2 billion
ii. Paid downloads, subscriptions, and in-app purchases: 6.5 billion. Mobile games
represented 63% of this revenue.
iii. Contract work: 66.4 billion
iv. Mobile commerce: 3.6 billion is attributable to the app sector (out of a total of
499 billion total revenue)
Indirect contributions: 114 billion in indirect contributions due to additional business and
household consumption triggered by app development.
In terms of value-added, the app economy represented 0.7% of the European Union’s GDP in
2021.
223
App stores refer to all app platforms including Google Play store, Apple App Store, Amazon app store, etc.
224
See Appendix 4.2.
225
Eurostat, Symmetric input-output table at basic prices. NACE R93, Sporting services and amusement and recreation services.
226
Ibid.
227
See Appendice 4.2.
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246. In the United Kingdom, the direct revenues of the app economy in 2021 amounted to
€38.4 billion.
247. Including direct and indirect contributions, the app economy generated €86.5 billion in revenue
throughout all sectors of the UK’s economy:
- Direct contributions are estimated at €38.4 billion with the following categories:
i. Advertising revenue: €13.8 billion
ii. Paid downloads, subscriptions, and in-app purchases: €2.1 billion. Mobile games
represented 55% of this revenue.
iii. Contract work: €21.3 billion.
iv. Mobile commerce: €1.2 billion is attributable to the app sector.
v. Indirect contributions: €48 billion in indirect contributions due to additional business
and household consumption triggered by app development.
- In terms of value-added, the app economy represented 1.5% of the UK’s GDP in 2021.
248. The total number of jobs generated throughout all sectors of the EU’s economy by the app sector
in 2021 is estimated at 1.4 million, and 400 000 in the UK.
249. Europe is generally considered to benefit from highly skilled app developers and is home to a
rich ecosystem of SMEs in the app development sector. These include pure players and agencies
that work for the outsourcing market. The UK has the most app development firms in absolute
terms, but smaller countries such as Bulgaria, Poland, Romania, Estonia, Lithuania, and Croatia
show a relative specialization in app development with two to five times more SMEs in the sector
per unit GDP than the UK.
250. Nearshoring contributes to the success of app development SMEs in Europe. Notably, app
development firms in above-mentioned relatively specialized countries often work for clients in
for example Northern and Western Europe, leveraging their high-skilled, cost-competitive
developers. Cost difference between these countries and developers in Northern or Western
Europe can reach a factor of two to three. In addition, nearshoring benefits from low risk due to
proximity (language, culture, time-zone). Indeed, the remote delivery model works very well in
the app development sector, resulting in intra-European trade, benefits for both clients and
developer firms, and more opportunities for SMEs and startups throughout Europe.
251. Apps have permeated business models in several ways. Many firms integrated apps into the
way they provide services to their clients. For example, European airline and railways companies
facilitate the booking and travel process with mobile apps. Moreover, specific features of mobile
phones (geo-localization, accelerometer, camera, touch screen) have enabled the development
of new services.
252. Furthermore, pure players, companies that have built their activities only on apps, have
confirmed their importance in the ecosystem. Well-known examples are ride-hailing apps, which
use geo-localization, and mobile games. Europe counts innovative mobile game developers and
specialized firms such as Citymapper or Greenly, which are transforming consumer behavior.
253. In interviews conducted for this study, several app developers stated that future innovation in
apps will not come from hardware developments but from the software side.
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254. The mobile app sector has been resilient during the Covid-19 pandemic. Growth of the app
sector decoupled from the evolution of GDP in the EU and the UK. While real GDP in the EU
decreased in 2020 by 7.8%, and by 11.5% in the UK, the mobile app sector has seen an
acceleration in its growth trajectory in 2020: In the EU, real growth of consumer spending on apps
was 30% in 2020, and in Great Britain 29%. Comparison of pre-covid market estimates and 2021
growth of app store revenue suggests that the long-term growth trajectory is unaffected.
255. This resilience is related to the fact that the use of apps such as mobile games was not impaired
by physical distancing requirements. Furthermore, mobile apps have provided innovative
solutions to deal with the crisis. They contributed to the continuity of public services, social and
business activities during lockdown periods. Teleworking apps allowed desk-type jobs in mainly
the service sector mainly to pursue activities. In the health sector, covid-19 tracking-, vaccination-
and testing-apps became the most downloaded medical apps in Europe in 2021. Apps for
teleconsultation facilitated the provision of health services. Finally, the use of food delivery apps,
such as Uber Eats or Deliveroo, increased dramatically during periods with strong physical
distancing requirements, allowing restaurants to continue to operate.
256. The pandemic has accelerated the digital transition in many sectors. Trends initiated during the
Covid-19 pandemic are set to become permanent, as the crisis has shaped new ways of life. For
example, the increased use of telemedicine changed the publics’ view on this practice: for
example, in France between 2019 and 2020, the proportion of patients that had a positive opinion
on telemedicine grew from 60% to 73%, and that of health professionals from 70% to 84%
228
.
Along the same lines, teleworking was first used to adapt to the crisis, but its massive adoption
during lockdowns has changed Europeans’ perception on work and workplace organization.
257. App developers shared how they think their solutions will continue to permeate more areas of
our lives. Areas where the use of mobile apps will further increase in Europe are hybrid events,
education, and healthcare (online health records, connected medical devices, etc.). In addition,
5G networks now enable higher connection density which allows the use of many connected
devices in the Internet of Things (IoT). The value created by mobile apps in the European
economy is expected to grow significantly in the years to come, and apps will continue to
introduce innovations that will shape the future of European consumers and firms.
228
Odoxa pour l’Agence du Numérique en Santé, Baromètre Vague 1 et 3
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4 Appendices
4.1 Methodology to determine the size of the smartphone-only population
258. For each country in the European Union and for the UK, the size of the mobile-only population
was estimated by taking the difference between the number of people having access to the
internet via a mobile and via a fixed connection.
259. Data on the number of fixed broadband and mobile broadband subscriptions at the country level
are provided by the ITU. We assumed that a mobile subscription provides a personal access to
the internet (for one person) and a fixed subscription for the household. World Bank data on the
size of households per country were used to estimate the number of people per country that have
internet access via a fixed connection.
260. The penetration rate is calculated with respect to the population aged 10 to 80 years old, as we
consider that this is the population likely to have a mobile phone
229
.
261. Finally, we are interested at people who have only a mobile access to the internet and use a
smartphone. At the European level, 75%
230
of mobile subscriptions concern smartphones. This
final adjustment results in a smartphone-only population of 21% in the EU and 14% in the UK.
229
https://techcrunch.com/2016/05/19/the-average-age-for-a-child-getting-their-first-smartphone-is-now-10-3-years/
230
Eurostat data
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4.2 M-commerce revenue
262. Criteo reports that M-commerce represents 47% of e-commerce in the EMEA region in 2020
231
.
By hypothesis, we assumed this share the same for 2021.
263. E-commerce revenue from consumers was obtained from Eurostat data gathered through the
2021 survey on 'ICT usage and e-commerce in enterprises'
232
. The data provides the share of
turnover due to e-sales. Only 7% of total enterprise turnover in the EU stems from consumer e-
spending (2020)
233
. These figures were combined with Eurostat’s enterprise turnover data to
obtain the value of e-commerce due to consumers. Total turnover in EU27 was 13 394 billion in
2020, and in the UK, 2527 billion in 2019 (Table 12).
264. An estimate for 2021 was obtained by assuming that enterprise turnover increased with the same
growth rate as GDP. GDP projections for 2021 were used from the OECD (Table 12).
265. The value of total M-commerce revenue in 2021 was obtained by determining the consumer
share of e-commerce equal to 3.3% = 47%*7% (Table 12).
Table 12. Estimate of the value of M-commerce in the EU and in the UK in 2021
2019
2020
2021
Source
Total output EU27
(billion euro,
current)
13 394
15 154
Eurostat 2020 value
(NAMA_10_GDP)
Total output UK
(billion euro,
current)
2 527
2 302
2 542
Eurostat 2019 value
(NAMA_10_GDP)
Real growth EU27
5,2%
OECD
Real growth UK
-9,7%
6,9%
OECD
CPI EU27
1,05055
1,07583
OECD
CPI UK
1,00881
1,033041
OECD
Share E-commerce
websites
7%
7%
7%
Eurostat, 2021 survey on
'ICT usage and e-commerce
in enterprises'.
Share M-commerce
47%
47%
47%
Criteo
Value M-commerce
(billion euro,
current)
441
499
Calculated
Value M-commerce
(billion euro,
current)
76
84
Calculated
Source: Eurostat, OECD, Criteo
231
Criteo, november 2020 (App Commerce Booming in APAC | Criteo)
232
https://ec.europa.eu/eurostat/statistics-explained/index.php?title=E-commerce_statistics
233
Note: The figure of 7% corresponds to the turnover from web sales. The turnover from EDI-type sales is not taken into account (source
E-commerce statistics - Statistics Explained (europa.eu) )
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4.3 The Covid-19 Stringency Index
266. The Covid-19 stringency index is a composite measure based on nine response indicators
including school closures, workplace closures, and travel bans, rescaled to a value from 0 to 100
(100 = strictest)
234
. If policies vary at the subnational level, the index shows the response level of
the strictest subregion.
267. From the daily Stringency Index data, quarterly averages are calculated for each country of the
area of interest (the EU + the UK). Then, these quarterly averages are weighted by the weight of
the country in the GDP of the area to obtain an aggregate index for the EU and the UK.
268. The results highlighted 2 periods of high stringency measures. The first one occurred during the
second quarter of 2020 and coincides with the outbreak of the virus in Europe. The second one
lasted during three quarters, from Q4-2020 to Q2-2021.
Figure 42. Quarterly average weighted Covid-19 stringency index by GDP EU+UK
Source: GDP data World Bank, Covid-19 stringency index https://ourworldindata.org/grapher/covid-stringency-index?tab=chart
234
Covid-19 Stringency Index (ourworldindata.org)
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