Super Apps Market (By Platform: iOS, Android; By Device: Smartphone, Tablets; By Application; By End-user) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

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.

Super Apps Market Size 2023 to 2032

Key Pointers

  • The Android segment dominated the super apps market, gaining a revenue share of 61.04% in 2022.
  • The iOS segment is anticipated to advance at a considerable CAGR of 26.62% throughout the forecast period.
  • The smartphone segment dominated with a revenue share of 75.63% in 2022 and is expected to expand at the fastest CAGR of over 28.06% throughout the forecast period.
  • The social media & messaging segment held the largest market share of 27.33% in 2022 and is expected to witness a CAGR of over 27.02% during the forecast period. 
  • The financial services segment is anticipated to witness the fastest CAGR of 29.64% throughout the forecast period.
  • The businesses segment dominated with a revenue share of 61.64% in 2022 and is anticipated to witness a CAGR of over 27.08% during the forecast period. 
  • The consumers segment is anticipated to witness the fastest CAGR of 28.57% throughout the forecast period. 
  • Asia Pacific led the overall market in 2022, with a revenue share of 46.42%.It is expected to advance at the fastest CAGR of over 29.01% throughout the forecast period.
  • Middle East & Africa is expected to progress at a substantial CAGR of 28.34% during the forecast period.

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

Frequently Asked Questions

The global super apps market size was reached at USD 61.35 billion in 2022 and it is projected to hit around USD 714.73 billion by 2032.

The global super apps market is growing at a compound annual growth rate (CAGR) of 27.83% from 2023 to 2032.

The Asia Pacific region has accounted for the largest super apps market share in 2022.

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

Proceed To Buy

USD 4500
USD 3800
USD 1900
USD 1200

Customization Offered

  • check-imgCross-segment Market Size and Analysis for Mentioned Segments
  • check-imgAdditional Company Profiles (Upto 5 With No Cost)
  • check-img Additional Countries (Apart From Mentioned Countries)
  • check-img Country/Region-specific Report
  • check-img Go To Market Strategy
  • check-imgRegion Specific Market Dynamics
  • check-imgRegion Level Market Share
  • check-img Import Export Analysis
  • check-imgProduction Analysis
  • check-imgOthers