The global super apps market was valued at USD 61.35 billion in 2022 and it is predicted to surpass around USD 714.73 billion by 2032 with a CAGR of 27.83% from 2023 to 2032.
Key Pointers
Report Scope of the Super Apps Market
Report Coverage | Details |
Market Size in 2022 | USD 61.35 billion |
Revenue Forecast by 2032 | USD 714.73 billion |
Growth rate from 2023 to 2032 | CAGR of 27.83% |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Regions Covered | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Companies Covered | WeChat (Tencent); Paytm; Gojek tech (goto); Tata Neu (Tata Sons Private Limited); Grab; Rappi Inc.; Revolut Ltd; LINE Corporation; Alipay (Ant Group CO., Ltd.); PhonePe (Flipkart.com); Kakao Corp. |
Growing internet & smartphone penetration and rising e-commerce & digital payment adoption are some of the factors fueling the growth. A super app is a single application that provides multiple functionalities such as digital payments, social media, and booking cabs & movie tickets. Moreover, it offers e-commerce services on the application. Users do not need to switch to different applications in their smartphone for different use cases as the super app provides most functionalities. The wide array of services offered by super apps results in high daily usage and user engagement.
People worldwide are spending more time on their mobile and downloading more apps. According to Simform, a technology company, millennials born between 1981 and 1996 generally have over 67 apps installed on their phones, the highest among all the age groups. However, only 25 apps are commonly used.
The younger generation spends more time on mobile apps than the older generation. The average monthly hours for each mobile app user were 112.6 hours for the 18-24 years age group, followed by 102.5 hours for the 25 to 34 years age group. Moreover, there is a rise in the adoption of mobile payments, and people are adopting cashless payment methods such as mobile wallets and QR code payments.
Super apps have been adopted rapidly in the Asia Pacific, a region with 4.3 billion, or 60%, of the worldwide population. The huge unbanked and underbanked population and the presence of prominent super app players are driving the super apps’ market growth in the Asia Pacific. The super apps market is consolidated, with major market players capturing a significant share. The established market players and new entrants offer aggressive price incentives to retain users and gain a competitive edge.
COVID-19 Impact
The COVID-19 pandemic has led to rapid digitalization and the adoption of new technologies. Screen time on smartphones grew owing to professionals' and students' adoption of work-from-home and online education models, respectively. Moreover, many services offered by super apps, such as e-commerce and on-demand delivery services, saw a rise in demand. According to United Nations Conference on Trade and Development (UNCTAD), the share of online retail sales grew to 19% in 2020 from 16% in 2019. Moreover, the share of internet users who purchased online grew by 7% from 2019 to 2020.
The COVID-19 pandemic spurred the adoption of digital payments. According to The World Bank Group, around 67% of adults worldwide receive or make a digital payment. Moreover, over 100 million adults in China and 80 million adults in India made their first digital merchant payment after the beginning of the COVID-19 pandemic. Hence, there was a rise in the adoption of super apps owing to the rising adoption of the services offered by them, such as digital payments and e-commerce.
Super Apps Market Segmentations:
By Platform | By Device | By Application | By End-user |
iOS Android Others |
Smartphone Tablets Others |
Financial Services Transportation & Logistics Services E-commerce Social Media & Messaging Others |
Businesses Consumers |
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Super Apps Market
5.1. COVID-19 Landscape: Super Apps Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Super Apps Market, By Platform
8.1. Super Apps Market, by Platform, 2023-2032
8.1.1. iOS
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Android
8.1.2.1. Market Revenue and Forecast (2020-2032)
8.1.3. Others
8.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Super Apps Market, By Device
9.1. Super Apps Market, by Device, 2023-2032
9.1.1. Smartphone
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. Tablets
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Others
9.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Super Apps Market, By Application
10.1. Super Apps Market, by Application, 2023-2032
10.1.1. Financial Services
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Transportation & Logistics Services
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. E-commerce
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Social Media & Messaging
10.1.4.1. Market Revenue and Forecast (2020-2032)
10.1.5. Others
10.1.5.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Super Apps Market, By End-user
11.1. Super Apps Market, by End-user, 2023-2032
11.1.1. Businesses
11.1.1.1. Market Revenue and Forecast (2020-2032)
11.1.2. Consumers
11.1.2.1. Market Revenue and Forecast (2020-2032)
Chapter 12. Global Super Apps Market, Regional Estimates and Trend Forecast
12.1. North America
12.1.1. Market Revenue and Forecast, by Platform (2020-2032)
12.1.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.4. Market Revenue and Forecast, by End-user (2020-2032)
12.1.5. U.S.
12.1.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.1.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.1.6. Rest of North America
12.1.6.1. Market Revenue and Forecast, by Platform (2020-2032)
12.1.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.1.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.1.6.4. Market Revenue and Forecast, by End-user (2020-2032)
12.2. Europe
12.2.1. Market Revenue and Forecast, by Platform (2020-2032)
12.2.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.4. Market Revenue and Forecast, by End-user (2020-2032)
12.2.5. UK
12.2.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.2.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.2.6. Germany
12.2.6.1. Market Revenue and Forecast, by Platform (2020-2032)
12.2.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.6.4. Market Revenue and Forecast, by End-user (2020-2032)
12.2.7. France
12.2.7.1. Market Revenue and Forecast, by Platform (2020-2032)
12.2.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.7.4. Market Revenue and Forecast, by End-user (2020-2032)
12.2.8. Rest of Europe
12.2.8.1. Market Revenue and Forecast, by Platform (2020-2032)
12.2.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.2.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.2.8.4. Market Revenue and Forecast, by End-user (2020-2032)
12.3. APAC
12.3.1. Market Revenue and Forecast, by Platform (2020-2032)
12.3.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.4. Market Revenue and Forecast, by End-user (2020-2032)
12.3.5. India
12.3.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.3.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.3.6. China
12.3.6.1. Market Revenue and Forecast, by Platform (2020-2032)
12.3.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.6.4. Market Revenue and Forecast, by End-user (2020-2032)
12.3.7. Japan
12.3.7.1. Market Revenue and Forecast, by Platform (2020-2032)
12.3.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.7.4. Market Revenue and Forecast, by End-user (2020-2032)
12.3.8. Rest of APAC
12.3.8.1. Market Revenue and Forecast, by Platform (2020-2032)
12.3.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.3.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.3.8.4. Market Revenue and Forecast, by End-user (2020-2032)
12.4. MEA
12.4.1. Market Revenue and Forecast, by Platform (2020-2032)
12.4.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.4. Market Revenue and Forecast, by End-user (2020-2032)
12.4.5. GCC
12.4.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.4.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.4.6. North Africa
12.4.6.1. Market Revenue and Forecast, by Platform (2020-2032)
12.4.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.6.4. Market Revenue and Forecast, by End-user (2020-2032)
12.4.7. South Africa
12.4.7.1. Market Revenue and Forecast, by Platform (2020-2032)
12.4.7.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.7.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.7.4. Market Revenue and Forecast, by End-user (2020-2032)
12.4.8. Rest of MEA
12.4.8.1. Market Revenue and Forecast, by Platform (2020-2032)
12.4.8.2. Market Revenue and Forecast, by Device (2020-2032)
12.4.8.3. Market Revenue and Forecast, by Application (2020-2032)
12.4.8.4. Market Revenue and Forecast, by End-user (2020-2032)
12.5. Latin America
12.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.5.5. Brazil
12.5.5.1. Market Revenue and Forecast, by Platform (2020-2032)
12.5.5.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.5.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.5.4. Market Revenue and Forecast, by End-user (2020-2032)
12.5.6. Rest of LATAM
12.5.6.1. Market Revenue and Forecast, by Platform (2020-2032)
12.5.6.2. Market Revenue and Forecast, by Device (2020-2032)
12.5.6.3. Market Revenue and Forecast, by Application (2020-2032)
12.5.6.4. Market Revenue and Forecast, by End-user (2020-2032)
Chapter 13. Company Profiles
13.1. WeChat (Tencent)
13.1.1. Company Overview
13.1.2. Product Offerings
13.1.3. Financial Performance
13.1.4. Recent Initiatives
13.2. Paytm
13.2.1. Company Overview
13.2.2. Product Offerings
13.2.3. Financial Performance
13.2.4. Recent Initiatives
13.3. Gojek tech (goto)
13.3.1. Company Overview
13.3.2. Product Offerings
13.3.3. Financial Performance
13.3.4. Recent Initiatives
13.4. Tata Neu (Tata Sons Private Limited)
13.4.1. Company Overview
13.4.2. Product Offerings
13.4.3. Financial Performance
13.4.4. Recent Initiatives
13.5. Grab
13.5.1. Company Overview
13.5.2. Product Offerings
13.5.3. Financial Performance
13.5.4. Recent Initiatives
13.6. Rappi Inc.
13.6.1. Company Overview
13.6.2. Product Offerings
13.6.3. Financial Performance
13.6.4. Recent Initiatives
13.7. Revolut Ltd
13.7.1. Company Overview
13.7.2. Product Offerings
13.7.3. Financial Performance
13.7.4. Recent Initiatives
13.8. LINE Corporation
13.8.1. Company Overview
13.8.2. Product Offerings
13.8.3. Financial Performance
13.8.4. Recent Initiatives
13.9. Alipay (Ant Group CO., Ltd.)
13.9.1. Company Overview
13.9.2. Product Offerings
13.9.3. Financial Performance
13.9.4. Recent Initiatives
13.10. PhonePe (Flipkart.com)
13.10.1. Company Overview
13.10.2. Product Offerings
13.10.3. Financial Performance
13.10.4. Recent Initiatives
Chapter 14. Research Methodology
14.1. Primary Research
14.2. Secondary Research
14.3. Assumptions
Chapter 15. Appendix
15.1. About Us
15.2. Glossary of Terms