Market Size for Mobile app in 2026 [Example]

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1. Total Addressable Market (TAM)

High-level market for your niche.
Your audience is a part of this community.

Money

Annual spendings

$150 billion

People

Annual customer base

3 billion

Calculations

Step-by-step logic

The total available market (TAM) for mobile apps globally is influenced by various factors, including mobile device penetration and usage. As of 2023, there are approximately 3 billion smartphone users worldwide. Given the average spend on apps is estimated to be around $50 per user per year, this results in an estimated TAM of $150 billion annually. This figure includes users in all demographics and across all types of mobile applications, not limited by specific niches.

2. Serviceable Addressable Market (SAM)

The portion of your TAM that you can realistically reach.
These people are your potential customers.

Money

Annual spendings

$30 billion

People

Annual customer base

600 million

Calculations

Step-by-step logic

For the serviceable addressable market (SAM), we must refine our focus to users interested in mobile apps specifically within a particular niche, such as productivity or lifestyle. Assuming a more targeted approach, around 20% of the TAM can be realistically reachable, which affects both spending and user engagement. Considering that these targeted users might spend an average of $50 on relevant apps annually, the SAM indicates a total of approximately $30 billion or 600 million users who would be interested in such specific applications worldwide.

3. Serviceable Obtainable Market (SOM)

The portion of SAM that you can realistically capture.
These people are your customers.

Money

Annual spendings

$3 million

People

Annual customer base

60,000

Calculations

Step-by-step logic

The serviceable obtainable market (SOM) represents the portion of the SAM that is realistically achievable within the first year of operation for a solopreneur. A conservative estimate would suggest capturing about 10% of the SAM given marketing efforts and competition, leading to approximately $3 million in first-year revenue. With an average number of 60,000 potential users and mindful of typical conversion rates for new apps, this aligns expectations for realistic customer acquisition in the first year.

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