Sintesi

Ottieni informazioni essenziali
per comprendere questo mercato

Dettaglio del contenuto

Informazioni

  • Pagine : 30 pags
  • Formato : Versione PDF e digitale
  • Ultimo aggiornamento : 09/09/2022
Dettaglio degli aggiornamenti

Riepilogo ed estratti

1 Market Overview

1.1 Definition and presentation

Sports apps can be defined as applications that can be downloaded to any mobile device (e.g., smartphones or tablets) that are directed toward the well-being and fitness of users. The market for sports apps can be distinguished into different sub-segments depending on the activities and/or tools provided - e.g., tracking apps, workout apps.

The market is relatively young, as it appeared only with the emergence of the first smartphones and app developers-so it is less than a decade old-but since then it has grown exponentially. Globally, increased use of mobile devices and growing health awareness are becoming driving forces. The market is expected to grow by nearly 50 percent per year over the next four years.

The Italian sports app market is following the booming trend, but it still remains quite distant from the growth trends shown globally or in Europe. Demand is growing, especially for specific population clusters-for example, Millennials, women, and Generation Z-in fact, in 2019 sports app usage was found to be around 40 percent, 28 percent, and 27 percent, respectively. The changing landscape in 2020, however, saw an increase in sports app downloads among women of +40%. However, sports apps face a notable threat identified in their traditional alternative, or sometimes complement: outdoor and indoor gyms, which continue to capture the interest and resulting market share of most "sporty" Italians. The Italian landscape for mobile sports apps is highly fragmented counting a number of small international players, multinationals and recently also a growing number of domestic startups.

1.2 A booming global market

According to Hootsuite, the number of smartphone users worldwide will stand at *.** billion at the beginning of ****, an increase of nearly * percent from the previous year and a penetration rate of ** percent. In Europe, there are nearly *.* billion mobile subscriptions.

According to a study conducted by Stock Apps, the global sports ...

1.3 The Italian market

According to Data Reportal, as of January ****, there were **.** million Internet users in Italy with an Internet penetration rate of**.*% of the total population at the beginning of ****.

The Kepios analysis indicates that Internet users in Italy increased by *** thousand(***) between **** and ****.

As for fitness apps, these grossed ** million in Italy ...

1.4 The strong impact of Covid-19 on the market

In March ****, the lockdown meant not only severe restrictions on outdoor travel, but also the closure of all public places, including gyms. Thus, to exercise, people had no choice but to work out at home or run within the * km radius allowed.

As a result of the restrictions and closures imposed, ...

2 Demand analysis

2.1 The practice of sports in Italy

About ** million Italians participate in sports. Of these, according to the Eurobarometer, it is mainly freelancers and managers who do the most sports while the tendency to engage in physical activity decreases with increasing age. In Italy:

** percent of men and ** percent of women over ** do not play sports; between ...

2.2 The Use of Sport Applications in Italy

As seen, the use of sports apps in Italy is rising sharply, driven in part by the increase in sports practice.

IPSOS conducted a study of the main European and American markets to analyze consumption habits related to sports apps. It found that about ** percent of Italians have used an app ...

2.3 The development of connected devices

The Anglo-Saxon term "wearable" is used to define all those wearable technological devices that measure and monitor a person's sports performance. By means of sensors, connected to the athlete, they transmit a series of data that allow monitoring one's performance, state of health, fatigue, stress and general performance through the use ...

3 Market structure

3.1 Market organization and dynamics

There are three main categories of players in the market:

Large sports equipment companies that have developed their own app (***). Companies that specialize in developing a sports app (***). Actors who are absent from the sports industry and are trying to enter the market in another way (***).

Several types can be distinguishedamong ...

3.2 The main sports applications

The supply of applications is very wide in Italy, and their use is increasingly widespread. The main sports applications in Italy, by number of downloads and usage are :

Nike Training Club (***)

It is one of the most popular apps, developed by Nike, suggests *** free workouts differently focused on arms, legs, abs ...

3.3 The main Italian applications

Sport-related applications are also increasingly being developed in Italy. As many as * Italian startups that have invested "in sports innovation" have entered the SpinLap program, the first European sports-tech acceleration program born from the collaboration between the Israeli network Hype-Sports Innovation, Trentino Sviluppo and the University of Trento. In all, there ...

4 Supply analysis

4.1 Type Of Offering

Whether it is large international groups such as Samsung (***), there is a huge variety of mobile applications for sports.

PlayStore

On the Play Store, the app platform for Android phones, all apps dedicated to sports activities are grouped under the category"Health and Fitness," which in turn is segmented into different ...

4.2 The Different Business Models

We can distinguish four different business models in the mobile application market The Freemium model consists of offering the application for free and pushing customers to purchase additional features. This model maximizes the value of a customer over time and then deploys a free customer base that will convert new customers. ...

4.3 The development of applications for Yoga

Since the early ****s, the practice of meditation has begun to be widespread, mainly due to the development of meditation apps. These allow the user to conduct "mindfulness" meditation sessions lasting between * minutes and an hour. The meditation market is very promising and could be worth as early as the end ...

5 Regulations

5.1 Regulation

Regulation of this type is still under development. However, the European Union has repeatedly issued provisions in terms of privacy protection by applications, and these types of applications are strongly affected. These in fact, thanks also to the connection to wearable deviceshave access has a large amount of private data related ...

6 Positioning of actors

6.1 Segmentation

  Company Type Sport Compatibility with wearable devices Turnover Activity trackers Runtastic (***) International Generalist Yes $** Billion (***) Strava International Generalist Yes ** Million $ (***) Nike Run Club (***) International Running Yes **.* Billion $ (***) Workout Export Start-up Fitness No na Coaching Activities * minutes Workout Startup Fitness No na Fizzup ETI Fitness Yes * Million $ (***) * minutes fitness maison Start-up Fitness No na Zova SME Coaching No * ...

Tutti i nostri studi sono disponibili online e in PDF

Ti invitiamo a consultare un esempio del nostro lavoro di studio su altri mercato!

Una domanda su questo studio ?   +39 380 247 7810

Aziende citate in questo studio

Questo studio contiene un panorama completo di società di mercato con le ultime cifre e le notizie di ogni azienda :

Nike
7 Minutes Workout
Strava
5 minutes fitness maison
Zova
Apple Watch
FitBit
Samsung Galaxy Watch (Groupe Samsung)
Athos
Adidas Italia
Headspace Inc

Perché Scegliere Questo Studio :

Accedi a più di 35 ore di lavoro

I nostri studi sono il risultato di oltre 35 ore di ricerca e analisi. L'uso dei nostri studi ti consente di dedicare più tempo e aggiungere valore ai tuoi progetti.

Approfitta di 6 anni di esperienza e oltre 1.500 studi settoriali già prodotti

La nostra competenza ci consente di produrre studi completi in tutti i settori, inclusi i mercati di nicchia o emergenti.

Il nostro know-how e la nostra metodologia ci consentono di produrre studi con un valore unico di denaro

Accedi a diverse migliaia di articoli e dati a pagamento

BusinessCoot ha accesso all'intera stampa economica a pagamento e ai database esclusivi per svolgere studi di mercato (+ 30.000 articoli privati e fonti).

Al fine di arricchire i nostri studi, i nostri analisti utilizzano anche indicatori Web (semrush, tendenze, ecc.) Per identificare le tendenze in un mercato e strategie aziendali. (Consulta le nostre fonti a pagamento)

Supporto garantito dopo l'acquisto

Una squadra dedicata al servizio post-vendita, per garantirti un alto livello di soddisfazione. +39 380 247 7810

Un formato digitale progettato per i nostri utenti

Accedi a un PDF ma anche una versione digitale per i nostri clienti. Questa versione consente di accedere a fonti, dati in formato Excel e grafica. Il contenuto dello studio può quindi essere facilmente recuperato e adattato per i tuoi supporti.

Le nostre offerte :

the market for sports applications | Italy

89 €
  • Quali sono i dati relativi alle dimensioni e alla crescita del mercato?
  • Cosa sta influenzando l'andamento e l'evoluzione del mercato?
  • Qual'è il posizionamento degli attori di mercato?
  • Segmentazione e profilo delle aziende operanti nel mercato
  • Dati e numeri da una molteplicità di fonti

Pacchetto di 5 studi (-15%) IT Italy

75.6 € / studi
378 € Invece di 445 € -15%
  • 5 rapporti a 75,6 € IVA esclusa per studio da scegliere dal nostro catalogo italiano per 12 mesi
  • Risparmiare il 15% sugli studi aggiuntivi acquistati
  • Scegliere il rimborso del credito non utilizzato al termine dei 12 mesi (durata del pacchetto).

Consulta i termini e le condizioni del pack e del rimborso del credito non utilizzato.

Aggiunte e aggiornamenti

Hai delle domande?
Il nostro team è a tua disposizione a   +39 380 247 7810