Posts tagged with "Statista"

Mobility Brand Lynk & Co Pledges Gender Equality for use by 360 Magazine

MOBILITY BRAND LYNK & CO PLEDGES GENDER EQUALITY

The automotive industry is a dinosaur. Existing for over 100 years and failing to adapt fast enough to society as it evolves.

New research from global mobility brand Lynk & Co and global market & consumer data analysts, Statista, compared gender ratios from some of the world’s leading automotive manufacturers and found that the industry has large equality gaps. On average, automotive brands are 15% female, with numbers ranging from 30% at the top and 2% at the very low end.

In response to the seriousness of the problem, Lynk & Co is pledging to achieve an equal 50/50 gender split across the company by the end of 2021 and an equal 50/50 split in management positions by the end of 2023.

While Lynk & Co tends to define itself as a mobility brand, it is still, in many ways, part of the automotive industry. Lynk & Co was founded as an alternative to traditional car brands, and the company is dedicated to creating a more fair, progressive and sustainable society. Sure, diverse teams are linked to increased profitability. But (much) more importantly: it’s also simply the right thing to do. Huge numbers of talented people are still being excluded and discriminated against based on factors like gender.

“The gatekeepers of the automotive industry have excluded women, and pretty much anyone that isn’t a straight white man, for too long. Lynk & Co is committed to changing that. How can we create solutions that work for everyone, if we don’t have everyone at the table?” – Alain Visser, CEO of Lynk & Co

In general, Lynk & Co is doing well compared to others in the industry…but it’s a pretty low bar. Lynk & Co currently has a 3X better ratio than the industry average (15%), with 45% of the team identifying as female. The industry numbers are bleak when it comes to women in management as well, with an average of 11% women in management teams and 18% female board directors. At Lynk & Co, 33% of management teams are made up of women and there is an even 50/50 split at board director level.

What’s more, recent studies have shown that companies with a larger representation of females offer a higher financial return and a more collaborative and innovative workforce, proving equality is a powerful strength to drive a company forward when encouraged and utilized.

“Equality within the workplace should not just be a goal or a target, what we have found is that it is absolutely critical to the growth & productivity of a company. If people are held back, then we shall never move forward as an industry. Today we have revealed some truly sobering statistics and we are not perfect. That is why we’re setting ourselves a challenging and bold pledge to have a total parity between genders across our entire workforce by the end of 2023.” – Telma Negreiros, VP of PR and Communications

Lynk & Co has taken immediate action in developing a long-term strategy to further improve gender equality and diversity across the brand in the future.

statistics illustration via Maria Soloman for use by 360 Magazine

BoldData’s Sushi Restaurant Statistics

Growth of Sushi Restaurants Comes to Halt

Tomorrow is International Sushi Day, a day in honor of the popular rice dish from Japan. The latest statistics from BoldData show that the number of sushi restaurants in America has nearly doubled in the last 10 years. However, the growth seems to have come to a halt.

Is Sushi Hype Over?

Craving Sushi? There are currently 18,944 sushi restaurants in The United States. An increase of 57% compared to 2011. In 2011, there were 11,939 sushi shops. 2017 was an especially good year for the Japanese snack, as there was an increase of 1,868 sushi shops (12%). 2018 seems to be a tipping point for the popularity of sushi–after this year, the growth of sushi restaurants slows down. In 2021, there has been a decrease of 311 sushi restaurants– a decrease in the US’ sushi restaurant growth for the first time.

First Sushi Shop in L.A.

In 1966, Kawafuku Restaurant, based in Little Tokyo in Los Angeles, was the first real sushi restaurant in the Unites States. By the late 1960s, the Japanese dish had become trendy, and new sushi restaurants were opening up all across the city. In the year 1970, the US hit 50 sushi shops. Nowadays, L.A. is still the sushi place to be, with a staggering 833 sushi shops. New York is also a good place to satisfy your sushi cravings with 467 restaurants–a growth of 72% compared to 2011.

Japan 1st, US 2nd

It’s not a surprise that Japan is home to the highest number of sushi restaurants: 42,897. USA comes in second with 18,944 sushi shops. Canada completes the top 3 with 2,529 sushi restaurants. Canada, UK and Germany are the only countries in which the number of sushi restaurants is still growing.

BoldData’s complete report can be read HERE. This report is based on BoldData’s worldwide restaurant database.

About BoldData:

We are data experts with a highly accurate database of 287+ million companies worldwide. With our data have helped 2.000+ companies with analytics, research and CRM. Our data is being used by renowned research companies such as Statista. As well by FMCG companies such as Heineken, P&G, Danone and UberEats.

Cash and wallet illustration for 360 Magazine

Digital Health Revenues to Jump 34% by 2023

Although the COVID-19 pandemic put enormous pressure on the global healthcare sector, one of the promising side effects has been the rapid growth of digital health services. During the crisis, hospitals were facing the most challenging public health threat they have ever experienced. However, digital health has stepped in providing innovative and effective solutions for chronic patients or those in need of immediate healthcare. As a result, the revenues of the entire sector jumped by 30% YoY, reaching $109bn in 2020.

According to data presented by Trading Platforms, digital health revenues are expected to hit $132.2bn in 2021. The entire industry is forecast to continue growing and reach a $177.5bn value by 2023, a 34% increase in two years.

Digital Fitness Revenues to Jump by 40% in Two Years, eHealth Segment Follows with a 27% Increase

The digital health market covers many technologies, including mobile health apps, connected wearable devices, and telemedicine. By tracking physical activities or identifying early signs of developing diseases, these technologies enable millions of people worldwide to monitor and record their health conditions more efficiently and in a user-friendly manner.

The surge in the use of the internet and smartphones and the shift towards a healthier lifestyle have been driving the impressive growth of the entire sector even before the pandemic. However, the COVID-19 has undoubtedly fueled the widespread use of digital health apps and solutions.

In 2019, the entire market generated $83.3bn in revenue, revealed the Statista data. After the pandemic struck, revenues jumped by $25.6bn in a year. The widespread use of digital health solutions is expected to continue this year, with the entire sector growing by 20% YoY. By 2023, global digital health revenues are forecast to increase by another $45.3bn.

As the largest segment of the market, digital fitness is expected to generate $76.3bn in revenue in 2021. By 2023, this figure is forecast to grow by nearly 40% to $106.2bn.

E-health services are set to witness a 27% growth in this period, with revenues rising from $55.8bn to $71.3bn.

China and the United States to Generate 50% of Total Revenues

The Statista survey also revealed the following years are set to witness substantial growth in the number of people using digital fitness apps and eHealth services.

In 2021, the unified market is expected to count close to 3 billion users, almost 40% more than before the pandemic struck. By 2023, this figure will jump over 3.5 billion and continue growing to 4 billion by 2025.

The number of people using digital fitness apps is expected to jump by 27% in the next two years, rising from 980 million to over 1.2 billion. The eHealth segment is forecast to witness a 17% growth in this period, with the number of users reaching 2.2 billion by 2023.

As the world`s largest digital health market, China is forecast to generate $38.5bn in revenue in 2021, up from $30.8bn last year. In the next two years, the Chinese market is expected to hit $52.7bn value.

With 261.6 million users and $26.3bn in revenue in 2021, the United States ranked as the second-largest market globally. By 2023, this figure is set to jump to $31.4bn.

India, Japan, and Germany follow with $6.2bn, $4.2bn, and $3.5bn in revenue in 2021, respectively. Statistics show that China and the US, as the two largest markets, are expected to generate nearly 50% of global digital health revenues this year. By 2023, their combined revenue share is expected to slip to 47%.

The full story can be read here.

Headphones illustration by Heather Skovlund for 360 Magazine

Music Streaming Revenues Jump

Music Streaming Revenues to Hit $23B in 2021:

A 50% Jump Compared to pre-COVID-19 Figures

Like many other sectors, the music industry has been significantly affected by COVID-19, with the massive cancelation of live events and huge ticket sales revenue drops amid the lockdown. With earnings from live music events shrunk to the lowest level in history, artists increasingly rely on income from streaming platforms. According to data presented by BuyShares.co.nz, music streaming revenues are expected to hit $23bn in 2021, a 50% increase compared to pre-COVID-19 figures.

Revenues to Jump by $3.3bn in a Year, Number of Users to hit 620 Million

Even before the pandemic, the music streaming industry witnessed impressive growth, with revenues rising by a CARG of 20% year-over-year. Statista survey showed that in 2017, the unified market was worth $10.5bn. In the next two years, this figure jumped to $15.2bn. However, last year, music streaming platforms witnessed the biggest annual revenue growth, as COVID-19 halted live events. Statistics show that revenues surged by almost 30% year-over-year and hit $19.7bn in 2020. The ongoing lockdown is expected to continue driving a rise in music streaming consumption, with revenues growing by another $3.3bn this year. By 2025, the entire market is forecast to hit a $33.3bn value. The Statista survey showed the number of people using music streaming platforms also surged amid the pandemic and jumped from 425.6 million in 2019 to 626.2 million in 2021. More than 900 million people worldwide are expected to use music streaming services in the next four years.

Spotify hit 155 Million Premium Subscribers in 2020, Double than Apple Music

As the world’s largest music streaming market, the United States is expected to reach 100.7 million users and $8.7bn in revenue in 2021, a 16.6% increase in a year. The Chinese market, the second-largest market globally, is forecast to grow by 20% YoY and hit $2.2bn value this year, almost four times less than the leading US. Nevertheless, with 177.7 million users in 2021, the country has the largest number of people using music streaming services globally. According to Hootsuite’s Digital 2021 Report, more than 81% of surveyed internet users in China reported listening to music streaming services last year. The United Kingdom ranked as the third-largest music streaming market with $1.4bn in revenue this year.

As the biggest music streaming service globally, Spotify (NYSE: SPOT) hit 345 million monthly active users and 155 million premium subscribers in December 2020, a 25% jump in a year. While Apple (AAPL: NASDAQ) hasn’t publicly commented on its subscriber count since reaching 60 million in June 2019, estimates from MIDiA Research put Apple Music subscribers at 72 million in 2020, or half the Spotify count.

 

The full story can be read here.

Nintendo Switch: Top-Selling Game Console of 2020

As one of the most popular consoles globally, Nintendo Switch witnessed a surge in the number of new players since its release in 2017. With millions of people spending more time playing video games during the coronavirus lockdown, 2020 brought an influx of new Nintendo fans. 

According to data presented by SafeBettingSites.com, Nintendo Switch is the top-selling gaming console in 2020, with 15.6 million units sold as of September, 65% more than PlayStation 4 and Xbox combined.

Nintendo Switch Sales Grows, PlayStation 4 and Xbox Consoles Drop

One of the key reasons for the Switch’s success is the popularity of Nintendo’s first-party titles. Blockbuster series like Mario, The Legend of Zelda, and Pokémon are exclusive to Nintendo, meaning that fans can only play them on Nintendo consoles. These Nintendo exclusive games dominate the list of top-selling Switch titles worldwide, with Mario Kart 8 Deluxe being the most popular game.

Statista and VGChartz data revealed that PlayStation 4 represents the second most popular gaming console this year, with 7.22 million units sold as of September. Xbox One ranked third, with 2.17 million units sold in the nine months of 2020. During the same period, gamers bought 330,000 Nintendo 3DS consoles. 

The annual sales of Nintendo Switch consoles have been increasing continuously in the last three years, while PlayStation 4 and Xbox are being affected by a downsizing trend. 

A year after its launch in March 2017, the Nintendo Switch hit 15.5 million units sold worldwide. The growing popularity of Nintendo’s gaming console continued in 2019, with the lifetime sales reaching 49.8 million units in December, a 55% jump from the year before. Nintendo sold nearly 4 million Switch consoles in the first quarter of 2020, with its lifetime sales growing to 53.7 million. However, between March and August, another 9.6 million units were sold, with the cumulative sales surging to 63.4 million units.

In 2017, Sony sold almost 20 million Playstation 4 consoles all around the world. By the end of 2019, annual sales dropped to 14.2 million, a 30% plunge in two years. Statistics indicate that the sales of the third most popular gaming console, Xbox One, fell by 35% in this period, decreasing from 7.6 million units in 2017 to 4.9 million last year. 

Playstation 4 Leads in Lifetime Unit Sales

Although Nintendo Switch is ranked as the world’s most popular gaming console, Playstation 4 still dominates in terms of lifetime unit sales. 

In the first three years after its launch in 2013, Sony sold 35.9 million PlayStation 4 units. Between January 2016 and December 2017, the lifetime unites sales surged by 105% to 73.6 million. Since then, another 40 million units were sold worldwide, with the cumulative sales of Sony’s PlayStation 4 gaming console rising to almost 113 million, as of August. Xbox One hit 48.2 million units in lifetime sales as of August, a 22% increase in two years. 

Roblox Mobile Player Spending Surge

Roblox Mobile Player Spending Hit $102.9 Million in May, a 175% Jump in a Year

As one of the most popular mobile games worldwide, Roblox has witnessed a surge in revenue amid the COVID-19 lockdowns. According to data gathered by SafeBettingSites.com, Roblox Mobile player spending hit $102.9 million in May, a 175% jump compared to the same month in 2019.

Over $1.5 bn in Lifetime Revenue

In May 2019, Roblox Mobile players worldwide spent $37.5 million on the game, revealed Statista and SensorTower data. In the next three months, this figure rose to $50.9 million. Thanks to in-app purchases and microtransactions, the app generated $79.3 million profit in December 2019, the highest value in the second half of the year.

However, with millions of Roblox fans spending more time indoors and online amid coronavirus lockdown, the famous kid-friendly creation hit a new record in 2020. Statistics show that in January, Roblox Mobile player spending amounted to $65.2 million. After a slight drop to $54.6 million in February, this figure jumped to $68.9 million in March.

The increasing trend continued in the next two months, with Roblox players spending nearly $103 million in May, a 55% increase since the beginning of the year. The Sensor Tower data also revealed the mobile version of the popular game hit over $1.5 bn in lifetime revenue.

The United States Leads in Roblox Player Spending

Statistics show that in June, Roblox mobile was the second top-grossing iPhone app worldwide, with $26.15 million in revenue. The kid-friendly creation platform also ranked as the sixth most popular Android game last month, with $28.28 million profit in Google Play Store. Statista data also revealed that Roblox was the most popular app among iPad users, who spent $30.34 million on the game last month.

Analyzed by geography, the United States represents the leading country with more than $1bn in lifetime player spending in May. Statistics show that Roblox Mobile was the top-grossing App Store app in the United States last month, with $21.9 million profit generated from iPhone users.

Android users spent $16.69 million on the popular game in June, ranking it as the third top-grossing Google Play Store app in the United States.

Read the full story HERE.