App Annie

‘Harry Potter: Wizards Unite’ reaches 400K downloads, $300K in consumer spend in UK and US

Posted by | App Annie, Apps, games, Gaming, harry potter, harry potter wizards unite, Mobile, niantic, sensor tower | No Comments

Harry Potter: Wizards Unite, the highly anticipated new mobile game from Pokémon GO makers Niantic and Warner Brothers’ games division, is off to a good start, but it’s not breaking Pokémon GO records. According to preliminary estimates from Sensor Tower, the new game has been installed some 400,000 times in its first 24 hours in its launch markets of the U.S. and U.K. — where the game arrived ahead of schedule on Thursday. Gross player spending in these markets hit around $300,000 across both iOS and Android during this time.

This is not the full picture, however.

The game was also available in Australia and New Zealand during a pre-launch beta trial of sorts, and is only now rolling out to worldwide users on a country-by-country basis. During its beta test period, Sensor Tower estimates the game grossed around $80,000.

But in the same number of days, Pokémon GO grossed $1.6 million in those two markets.

Following its U.S. launch, it took Harry Potter: Wizards Unite around 15 hours to reach the No.1 position on the iOS App Store. This ascension is also going a bit slower than Pokémon GO did when it arrived. That game was an immediate hit, debuting at No. 1 on its launch day of July 6, 2016. It was then installed 7.5 million times in the U.S. during its first 24 hours. And it didn’t reach the U.K. until seven days later.

In its first 24 hours, Pokémon GO became the No. 1 app by revenue in the U.S., as well. The new Harry Potter title is ranked No. 102 overall for iPhone revenue and No. 62 among top grossing games, Sensor Tower says. It’s also No. 48 for U.K. revenue. (It’s not yet ranked on Google Play.)

App Annie hasn’t yet put out numbers related to Harry Potter: Wizards Unite’s revenue, but the company tells us it hit No. 1 in the U.S. for downloads as of 12 AM on June 21, 2019. And for consumer spending, App Annie says the game broke into the top 100 grossing games by hitting No. 63 as of 7:00 AM June 21 on iPhone in the U.S.

The new game’s lesser demand compared with Pokémon GO could be attributed to a number of factors. Pokémon GO was hugely anticipated, had a massive fan base ready to download and was one of the first compelling use cases of AR in gaming.

Harry Potter’s fan base is active as well, but they’ve also had other games to play before now.

For example, Jam City has a Harry Potter: Hogwarts Mystery game that’s been getting a huge boost since yesterday’s news of the new Niantic title. That points to a case of mistaken identity or perhaps clever App Store SEO… or both.

It’s also worth noting the App Store itself has changed in the years since Pokémon GO’s launch.

In September 2017, Apple introduced its brand-new App Store that took the emphasis off its Top Charts as a means of discovery, and instead features apps in editorial “stories” on its Today tab. Within the dedicated apps and games section, the revamped App Store points users to editorial collections, with Top Charts only found upon scrolling down the page quite a bit.

We’ve heard from some developers that these changes reduced their downloads, as getting into the Top Charts doesn’t drive numbers like it used to. They said getting into the Today tab’s feature editorial doesn’t send as many installs, either. But this is all anecdotal — and of course, Apple doesn’t talk about numbers like this. Further investigation is needed.

In any event, the two app store intelligence firms — App Annie and Sensor Tower — both predict big numbers for the new Harry Potter title over time.

Sensor Tower estimates the game will pull in $400 million to $500 million in revenue in its first year. However, the firm notes that Harry Potter isn’t as popular in Asia — a market that delivers Pokémon GO over 40% of its revenue.

App Annie, meanwhile, predicts the game will hit $100 million in consumer spend in its first 30 days. (Pokémon GO hit this milestone in two weeks.)

“Pokémon GO shattered mobile gaming records, clearing $100 million in its first two weeks and becoming the fastest game to reach $1 billion in consumer spend,” noted App Annie. “While we don’t expect it to surpass Pokémon GO’s launch, Harry Potter: Wizards Unite is set to clear $100 million in its first 30 days — which is no small feat.”

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Mobile games now account for 33% of installs, 10% of time and 74% of consumer spend

Posted by | Android, android apps, App Annie, app stores, app-store, Apps, games, Gaming, Google Play, iOS, iOS apps, Mobile | No Comments

Mobile gaming continues to hold its own, accounting for 10% of the time users spend in apps — a percentage that has remained steady over the years, even though our time in apps overall has grown by 50% over the past two years. In addition, games are continuing to grow their share of consumer spend, notes App Annie in a new research report out this week, timed with E3.

Thanks to growth in hyper-casual and cross-platform gaming in particular, mobile games are on track to reach 60% market share in consumer spend in 2019.

The new report looks at how much time users spend gaming versus using other apps, monetization and regional highlights within the gaming market, among other things.

Despite accounting for a sizable portion of users’ time, games don’t lead the other categories, App Annie says.

Instead, social and communications apps account for half (50%) of the time users spent globally in apps in 2018, followed by video players and editors at 15%, then games at 10%.

In the U.S., users generally have eight games installed per device; globally, we play an average of two to five games per month.

The number of total hours spent on games continues to grow roughly 10% year-over-year, as well, thanks to existing gamers increasing their time in games and from a broadening user base, including a large number of mobile app newcomers from emerging markets.

This has also contributed to a widening age range for gamers.

Today, the majority of time spent in gaming is by those aged 25 and older. In many cases, these players may not even classify themselves as “gamers,” App Annie noted.

While games may not lead the categories in terms of time spent, they do account for a large number of mobile downloads and the majority of consumer spending on mobile.

One-third of all worldwide downloads are games across iOS, Google Play and third-party app stores.

Last year, 1.6+ million games launched on Google Play and 1.1+ million arrived on iOS.

On Android, 74 cents of every dollar is spent on games, with 95% of those purchases coming as in-app purchases, not paid downloads. App Annie didn’t have figures for iOS.

Google Play is known for having more downloads than iOS, but continues to trail on consumer spend. In 2018, Google Play grabbed a 72% share of worldwide downloads, compared with 28% on iOS. Meanwhile, Google Play only saw 36% of consumer spend versus 64% on iOS.

One particular type of gaming jumped out in the new report: racing games.

Consumer spend in this subcategory of gaming grew 7.9 times as fast as the overall mobile gaming market. Adventure games did well, too, growing roughly five times the rate of games in general. Music games and board games were also popular.

Of course, gaming expands beyond mobile. But it’s surprising to see how large a share of the broader market can be attributed to mobile gaming.

According to App Annie, mobile gaming is larger than all other channels, including home game consoles, handheld consoles and computers (Mac and PC). It’s also 20% larger than all these other categories combined — a shift from only a few years ago, attributed to the growth in the mobile consumer base, which allows mobile gaming to reach more people.

Cross-platform gaming is a key gaming trend today, thanks to titles like PUBG and Fortnite in particular, which were among the most downloaded games across several markets last year.

Meanwhile, hyper-casual games are appealing to those who don’t think of themselves as gamers, which has helped to broaden the market further.

App Annie is predicting the next big surge will come from AR gaming, with Harry Potter: Wizards Unite expected to bring Pokémon Go-like frenzy back to AR, bringing the new title $100 million in its first 30 days. The game is currently in beta testing in select markets, with plans for a 2019 release.

In terms of regions, China’s impact on gaming tends to be outsized, but its growth last year was limited due to the game license regulations. This forced publishers to look outside the country for growth — particularly in markets like North America and Japan, App Annie said.

Meanwhile, India, Brazil, Russia and Indonesia lead the emerging markets with regard to game
downloads, but established markets of the U.S. and China remain strong players in terms of sheer numbers.

With the continued steady growth in consumer spend and the stable time spent in games, App Annie states the monetization potential for games is growing. In 2018, there were 1,900 games that made more than $5 million, up from 1,200 in 2016. In addition, consumer spend in many key markets is still growing too — like the 105% growth in two years in China, for example, and the 45% growth in the U.S.

The full report delves into other regions as well as game publishers’ user acquisition strategies. It’s available for download here.

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Consolidation is coming to gaming, and Jam City raises $145 million to capitalize on it

Posted by | App Annie, Bank of America, Chris DeWolfe, computing, Disney, Electronic Arts, Europe, Facebook, Gaming, helsinki, jam city, King, Los Angeles, mobile game, Pixar, Recent Funding, silicon valley bank, Software, Startups, TC, toronto, United States, Zynga | No Comments

A slew of banks are coming together to back a new roll-up strategy for the Los Angeles-based mobile gaming studio Jam City and giving the company $145 million in new funding to carry that out.

There’s no word on whether the new money is in equity or debt, but what is certain is that JPMorgan Chase Bank, Bank of America Merrill Lynch and syndicate partners, including Silicon Valley Bank, SunTrust Bank and CIT Bank, are all involved in the deal.

“In a global mobile games market that is consolidating, Jam City could not be more proud to be working with JPMorgan, Bank of America Merrill Lynch, Silicon Valley Bank, SunTrust Bank and CIT Group to strategically support the financing of our acquisition and growth plans,” said Chris DeWolfe, co-founder and CEO of Jam City. “This $145 million in new financing empowers Jam City to further our position as a global industry consolidator. As we grow our global business, we are honored to be working alongside such prestigious advisers who share Jam City’s mission of delivering joy to people everywhere through unique and deeply engaging mobile games.”

The new money comes after a few years of speculation on whether Jam City would be the next big Los Angeles-based startup company to file for an initial public offering. It also follows a new agreement with Disney to develop mobile games based on intellectual property coming from all corners of the mouse house — a sweet cache of intellectual property ranging from Pixar, to Marvel, to traditional Disney characters.

Jam City is coming off a strong year of company growth. The Harry Potter: Hogwarts Mystery game, which launched last year, became the company’s fastest title to hit $100 million in revenue.

Add that to the company’s expansion into new markets with strategic acquisitions to fuel development and growth in Toronto and Bogota and it’s clear that the company is looking to make more moves in 2019.

Jam City already holds intellectual property for a new game built on Disney’s “Frozen 2,” the company’s newly acquired Fox Studio assets like “Family Guy” and the Harry Potter property. Add that to its own Cookie Jam and Panda Pop properties and it seems like the company is ready to make moves.

Meanwhile, games are quickly becoming the go-to revenue driver for the entertainment industry. According to data collected by Newzoo, mobile games revenue reached a record $63.2 billion worldwide in 2018, representing roughly 47 percent of the total revenue for the gaming industry in the year. That number could reach $81.3 billion by 2020, the Newzoo data suggests.

Roughly half of the U.S. plays mobile games, and they’re spending significant dollars on those games in app stores. App Annie suggests that roughly 75 percent of the money spent in app stores over the past decade has been spent on mobile games. And consumers are expected to spend roughly $129 billion in app stores over the next year. The data and analytics firm suggests that mobile gaming will capture some 60 percent of the overall gaming market in 2019, as well.

All of that bodes well for the industry as a whole, and points to why Jam City is looking to consolidate. And the company isn’t the only mobile games studio making moves.

The publicly traded games studio Zynga, which rose to fame initially on the back of Facebook’s gaming platform, recently expanded its European footprint with the late-December acquisition of the Helsinki-based gaming studio Small Giant Games.

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App stores to pass $122B in 2019, with gaming and subscriptions driving growth

Posted by | App Annie, app stores, app-store, Apps, games, Gaming, Media, Mobile, mobile video | No Comments

Mobile intelligence and data firm App Annie is today releasing its 2019 predictions for the worldwide app economy, including its forecast around consumer spending, gaming, the subscription market and other highlights. Most notably, it expects the worldwide gross consumer spend in apps — meaning before the app stores take their own cut — to surpass $122 billion next year, which is double the size of the global box office market, for comparison’s sake.

According to the new forecast, the worldwide app store consumer spend will grow five times as fast as the overall global economy next year.

But the forecast also notes that “consumer spend” — which refers to the money consumers spend on apps and through in-app purchases — is only one metric to track the apps stores’ growth and revenue potential.

Mobile spending is also expected to continue growing for both in-app advertising and commerce — that is, the transactions that take place outside of the app stores in apps like Uber, Amazon and Starbucks, for example.

Specifically, mobile will account for 62 percent of global digital ad spend in 2019, representing $155 billion, up from 50 percent in 2017. In addition, 60 percent more mobile apps will monetize through in-app ads in 2019.

Mobile gaming to reach 60% market share

As in previous years, mobile gaming is contributing to the bulk of the growth in consumer spending, the report says.

Mobile gaming, which continues to be the fastest growing form of gaming, matured further this year with apps like Fortnite and PUBG, says App Annie . These games “drove multiplayer game mechanics that put them on par with real-time strategy and shooter games on PC/Mac and Consoles in a way that hadn’t been done before,” the firm said.

They also helped push forward a trend toward cross-platform gaming, and App Annie expects that to continue in 2019 with more games becoming less siloed.

However, the gaming market won’t just be growing because of experiences like PUBG and Fortnite. “Hyper-casual” games — that is, those with very simple gameplay — will also drive download growth in 2019.

Over the course of the next year, consumer spend in mobile gaming will reach 60 percent market share across all major platforms, including PC, Mac, console, handheld and mobile.

China will remain a major contributor to overall app store consumer spend, including mobile gaming, but there may be a slight deceleration of their impact next year due to the game licensing freeze. In August, Bloomberg reported China’s regulators froze approval of game licenses amid a government shake-up. The freeze impacted the entire sector, from large players like internet giant Tencent to smaller developers.

If the freeze continues in 2019, App Annie believes Chinese firms will push toward international expansion and M&A activity could result.

App Annie is also predicting one breakout gaming hit for 2019: Niantic’s Harry Potter: Wizards Unite, which it believes will exceed $100 million in consumer spend in its first 30 days. Niantic’s Pokémon GO, by comparison, cleared $100 million in its first two weeks and became the fastest game to reach $1 billion in consumer spend.

But App Annie isn’t going so far as to predict Harry Potter will do better than Pokémon GO, which tapped into consumer nostalgia and was a first-to-market mainstream AR gaming title.

Mobile video streaming

Another significant trend ahead for the new year is the growth in video streaming apps, fueled by in-app subscriptions.

Today, the average person consumers more than 7.5 hours of media per day, including watching, listening, reading or posting. Next year, 10 minutes of every hour will be spent consuming media across TV and internet will come from streaming video on mobile, the forecast says.

The total time in video streaming apps will increase 110 percent from 2016 to 2019, with consumer spend in entertainment apps up by 520 percent over that same period. Most of those revenues will come from the growth in in-app subscriptions.

Much of the time consumers spend streaming will come from short-form video apps like YouTube, TikTok and social apps like Instagram and Snapchat.

YouTube alone accounts for 4 out of every 5 minutes spent in the top 10 video streaming apps, today. But 2019 will see many changes, including the launch of Disney’s streaming service, Disney+, for example.

App Annie’s full report, which details ad creatives and strategies as well, is available on its blog.

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A look at the Android Market (aka Google Play) on its 10th Anniversary

Posted by | android apps, App Annie, Apps, Google Play, Mobile | No Comments

Google Play has generated more than twice the downloads of the iOS App Store, reaching a 70 percent share of worldwide downloads in 2017, according to a new report from App Annie, released in conjunction with the 10th anniversary of the Android Market, now called Google Play. The report also examined the state of Google Play’s marketplace and the habits of Android users.

It found that, despite the large share of downloads, Google Play only accounted for 34 percent of worldwide consumer spend on apps, compared with 66 percent on the iOS App Store in 2017 — a figure that’s stayed relatively consistent for years.

Those numbers are consistent with the narrative that’s been told about the two app marketplaces for some time, as well. That is, Google has the sheer download numbers, thanks to the wide distribution of its devices — including its reach into emerging markets, thanks to low-cost smartphones. But Apple’s ecosystem is the one making more money from apps.

App Annie also found that the APAC (Asia-Pacific) region accounts for more than half of Google Play consumer spending. Japan was the largest market of all-time on this front, topping the charts with $25.1 billion dollars spent on apps and in-app purchases. It was followed by the U.S. ($19.3 billion) and South Korea ($11.2 billion).

The firm attributed some of Google Play’s success in Japan to carrier billing. This has allowed consumer spending to increase in markets like South Korea, Taiwan, Thailand and Singapore, as well, it said.

As to what consumers are spending their money on? Games, of course.

The report found that games accounted for 41 percent of downloads, but 88 percent of spend.

Outside of games, in-app subscriptions have contributed to revenue growth.

Non-game apps reached $2.7 billion in consumer spend last year, with 4 out of the top 5 apps offering a subscription model. The No. 1 app, LINE, was the exception. It was followed by subscription apps Tinder, Pandora, Netflix and HBO NOW.

In addition, App Annie examined the app usage patterns of Android users, and found they tend to have a lot of apps installed. In several markets, including the U.S. and Japan, Android users had more than 60 apps installed on their phones, and they used more than 30 apps every month.

Australia, the U.S. and South Korea led the way here, with users’ phones holding 100 or more apps.

The report also looked at the most popular games and apps of all time by both downloads and consumer spend. There weren’t many surprises on these lists, with apps like those made by Facebook dominating the top apps by downloads list, and subscription services dominating top apps by spend.

App Annie also noted Google Play has seen the release of nearly 10 million apps since its launch in 2008. Not all these remain, of course — by today’s count, there are just over 2.8 million apps live on Google Play.

 

The full report is available here.

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The World Cup led to a record-breaking number of app downloads and consumer spend in Q2

Posted by | App Annie, app-store, Apps, Google Play, iOS App Store, Mobile, sensor tower, world cup | No Comments

The second quarter of 2018 was another record-breaker for mobile app downloads and revenue. According to a new report this week from App Annie, there were over 28.4 billion app downloads worldwide across both iOS and Google Play in the quarter, up 15 percent year-over-year. That number is even more remarkable because it doesn’t include reinstalls or updates – only new app downloads. In addition, consumer spending in apps was up 20 percent year-over-year to reach $18.5 billion across iOS and Google Play combined.

This is the most money spent in apps compared with any other quarter before, the report notes, topping the prior quarter’s record-breaking $18.4 billion in app revenue, and 27.5 billion downloads.

Much of the download activity in Q2 came from Google Play.

On its app marketplace alone, global downloads topped 20 billion, up 20 percent year-over-year and widening the gap between itself and iOS by 25 percent points to 160 percent. (See below).

This massive download growth is attributable largely to India, says App Annie .

The country was the biggest driver of download growth year-over-year in both absolute values and growth in market share. Indonesia also played a big role in Google Play downloads.

Meanwhile, the U.S., Russia and Saudi Arabia saw the largest growth in iOS downloads.

In particular, Google Play app downloads included growth in categories like games, video players and editors, and – not surprisingly, given the World Cup – sports applications. And on iOS, Sports apps were also the largest driver of global iOS downloads, followed by Finance and Travel apps.

The impact on the 2018 FIFA World Cup on sports app downloads was also highlighted last month by Sensor Tower, whose own analysis found that new installs of the five leading live TV on demand apps offering channels with the World Cup grew 77 percent during the first week of World Cup coverage, compared with the three preceding weeks (excluding the NBA Finals period).

Sports streaming service fuboTV saw the largest impact, growing at a whopping 713 percent and adding 309K new users in the U.S., while Hulu saw the smallest impact at 18 percent growth.

Single network apps grew, too, this earlier report said. FOX Sports downloads increased by 95x for the same period, while Telemundo Deportes En Vivo grew 444x, for example.

App Annie added that the top 3 sports apps in Android in the U.S. during the first three weeks of the tournament were Telemundo Deportes (#1), FOX Sports GO (#2), and FOX Sports (#3), in terms of average megabytes per user – an indication of users’ live-streaming activity. The apps were also new entrants to the top 10 list of apps by total time spent, compared with the three weeks directly prior.

In the U.K., over 6 million hours were spent in the top 10 sports apps on Android during the first 3 weeks of the World Cup, up 65 percent from the 3 weeks prior.

The World Cup also had an impact on consumer spending in apps in the quarter.

Sports apps on iOS were the third largest contributors to absolute growth in consumer spend and in market share in Q2, while Entertainment and Productivity apps were numbers one and two, respectively. In-app subscriptions for both Sports and Entertainment apps drove the consumer spending increases.

On Google Play, Games, Social, and Music & Audio apps saw the largest download growth, quarter-over-quarter.

However, despite the downloads and consumer spending in sports and TV apps, the charts of the top 10 apps by worldwide downloads and consumer spending look a lot like they usually do – with Facebook apps dominating the top 10 by downloads (Messenger, Facebook, WhatsApp and Instagram were the top  4).

And the top 10 apps by spending were still largely those subscription-based entertainment services like Netflix, Tencent Video, iQIYI, Pandora, Youku, and YouTube.

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Tencent leads $50M investment in NewsDog, an app vying to be India’s Toutiao

Posted by | alibaba, alibaba group, Android, App Annie, Apps, artificial intelligence, Asia, Baidu, Fundings & Exits, Goldman Sachs, india, legend capital, Media, Paytm, practo, Princeton University, TC, Tencent, Times Internet, Toutiao, Tsinghua University | No Comments

The growth of China’s Bytedance, an ambitious $30 billion tech firm, and its highly addictive Toutiao news aggregator app has set off a search for services with similar growth potential across the world.

India, second in population only to China with rapidly growing internet access, is an obvious place to look, and would-be pretender to the Toutiao crown has been found in the shape of NewsDog, a Chinese company that stumbled on success in India. Today, NewsDog announced a $50 million Series C round led by Chinese internet giant Tencent.

Toutiao is a phenomenon in China. The app has around 200 million daily users, and it is one of the few new tech products to emerge in a China where Tencent and Alibaba dominate the consumer app landscape. Point in case, it is so mainstream now that it has even run into issues with China’s internet censors. Toutiao is essentially a news aggregation service that lets consumers catch their daily reads and discover stories with an experience tailored to their habits and likes.

That’s very much the style of NewsDog, which claims over 50 million users. The service has branched out to cover 10 of Indians many languages, while it recently established a platform — ‘WeMedia’ — that augments its content aggregation by allowing users to submit stories, too.

This round is a major milestone for the company. In a competitive environment, it is the largest fundraising round from a news app company in India while it more obviously brings Tencent, the $500 billion tech giant, on board with its experience and support. Other investors include Chinese VCs Danhua Capital (DHVC) and Legend Capital as well as Chinese mobile app firm DotC United.

NewsDog’s competition includes Dailyhunt — which is backed by Toutiao-owner Bytedance — Inshorts, which counts Tiger Global among its investors, and NewsPoint, which is owned by media firm Times Internet.

One other competition is UC News, a service from Alibaba-owned UC Web, which, like NewsDog, is Chinese.

NewsDog was launched in 2016 by CEO Forrest Chen Yukun, a computer science graduate from Tsinghua University graduate, and Yi Ma, who holds a PhD from Princeton University and previously worked at Baidu and Goldman Sachs .

Data from App Annie shows that NewsDog is the top news app in the Google Play Store in India — Android is the country’s dominant operating system — ahead of Dailyhunt and NewsPoint in second and third, respectively. According to Sensor Tower, another app download analytics service, the app has 43 million installs and its downloads grew 76 percent year-on-year in the first quarter of the year.

NewsDog plans to use this new funding to pull further ahead of the competition by focusing on adding more languages and deepening its content library.

The company said it is already using machine learning to help produce an experience that is customized to users — the experience that Toutiao pioneered in China — and it plans to double down on that.

“Poly culture and multiple languages make content matching an incredibly hard problem,” Chen said in a statement. “So far, we have made good initial progress but content business is like an endless journey. There is no finish line, you have to just keep running.”

NewsDog is aiming to reach 100 million users as its next milestone as India’s internet population surges. The country is tipped to reach 500 million internet users by June 2018, according to a report from the Internet and Mobile Association of India (IAMAI) and Kantar IMRB. That’s up from 481 million six months prior, but internet penetration in rural areas is at just 20 percent compared with 65 percent in urban India which indicates even more growth potential.

For Tencent, meanwhile, this investment is another upping of its pace in India.

Initially, the company was slow to put money to work in India, where Alibaba entered early to buy stakes in the likes of Paytm, but gradually Tencent has got its checkbook out. Its most notable India-based deals include WhatsApp challenger Hike, healthcare platform Practo, and music service Gaana. This year, it is reportedly focusing on finding promising early-stage startups where it can invest $5-15 million.

In NewsDog, Tencent will hope to jump on the news aggregator train that it missed in China, giving Bytedance an opportunity to become a major Chinese consumer brand.

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Google Play hit record 19 billion+ downloads in Q4 2017, its highest quarter ever

Posted by | App Annie, app stores, app-store, Apps, Google Play, iOS App Store, Mobile | No Comments

 Smartphone adoption in emerging markets just delivered the highest number of app downloads Google Play has ever seen in a quarter. According to today’s report from App Annie, Google Play app downloads topped 19 billion in Q4 2017, a new record. That also makes Google Play’s download lead over iOS its largest ever, at 145 percent. Specifically, the downloads were driven by… Read More

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Global app revenue and downloads hit record levels in Q3

Posted by | App Annie, Apps, Mobile | No Comments

 App downloads and revenue hit record levels in the third quarter of 2017, according to a new report out this morning from App Annie. Downloads across the two major app stores, Apple’s App Store and Google Play, reached nearly 26 billion worldwide – up 8 percent over the same time last year. That figure doesn’t include reinstalls or app updates, only new downloads. In other… Read More

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App economy to grow to $6.3 trillion in 2021, user base to nearly double to 6.3 billion

Posted by | App Annie, app economy, app ecosystem, app stores, Apps, developers, Mobile | No Comments

 The global app economy will be worth $6.3 trillion by 2021, up from $1.3 trillion last year, according to a new report this morning from app analytics firm App Annie. During that same time frame, the user base will almost double from 3.4 billion people using apps to 6.3 billion, while the time spent in apps will grow to 3.5 trillion hours in 2021, up from 1.6 trillion in 2016.
These figures… Read More

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