app-store

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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US mobile app stores had their biggest day ever on Black Friday 2018

Posted by | app-store, apple-app-store, Apps, black friday, black friday 2018, Google Play, Mobile, sensor tower | No Comments

Black Friday wasn’t just a boon for e-commerce retailers, it helped the mobile app stores break new records, too. According to a new report from Sensor Tower, the combined consumer spending across the U.S. Apple App Store and Google Play on Black Friday 2018 reached $75.9 million — a record for the most ever spent in a single day on both stores.

The App Store accounted for most of that figure, however, with U.S. consumers spending a record $52 million on Black Friday. That’s a 31.6 percent increase in spending over last year’s shopping event, when consumers then spent $39.5 million.

It’s also notably higher than Christmas 2017, when spending reached $39.8 million — typically a strong day for app purchases and in-app sales, as consumers unwrap new iPhones.

The App Store’s $52 million was more than double the $23.9 million spent on Google Play during the same time.

Sensor Tower attributes the increased spending to a variety of factors, largely driven by mobile gaming. Game makers this year got in on the Black Friday action by offering players discounts on in-app purchases and other special bundles.

On the U.S. App Store, mobile gaming accounted for 68 percent of Black Friday spending, with consumers spending $35.4 million on games. That’s a 63 percent increase from the week prior, the report notes.

Other categories saw a boost, too, including Food & Drink and Sports — both reflective of the leisure time consumers had over the holidays. Food & Drink grew 34 percent while Sports grew 49 percent, Sensor Tower found, with top apps like NYT Cooking and ESPN: Live Sports and Scores benefiting from the surge.

Though the Black Friday shopping holiday is heavily associated with the U.S. because of its ties to Thanksgiving, the sales event is making its way around the world, too.

On the mobile app stores, that meant worldwide consumer spending saw a jump this year, as well.

The firm found that $117.3 million was spent by App Store users outside the United States on Black Friday, bringing the global total to $169.3 million, up 18.4 percent from 2017. The spending outside the U.S. was up 13.9 percent year-over-year, but that’s lower than the U.S.’s year-over-year growth of 31.6 percent between Black Friday 2017 and Black Friday 2018.

Also of note: While Amazon had its biggest day ever on Cyber Monday 2018, Cyber Monday didn’t perform as well on the app stores. In the U.S., app revenue was up about 20 percent versus the previous Cyber Monday, to reach an estimated $37 million.

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Google Fi now officially supports most Android devices and iPhones

Posted by | Android, app-store, fi, Google, iOS, iPhone, LG, Mobile, Motorola, project fi, Samsung, smartphones, TC, vpn | No Comments

Google is making a major move to expand the availability of its Fi wireless service.

It’s been a few years since Google launched Project Fi with the promise of doing things a bit differently than the large carriers. Because it could switch between the cell networks of multiple providers to give you the best signal, the service only ever officially supported a select number of handsets. You could always trick it by activating the service on a supported phone and then moving your SIM card to another (including an iPhone), but that was never supported.

That’s changing today, though. The company is opening up Fi — and renaming it to Google Fi — and officially expanding device support to most popular Android phones, as well as iPhones. Supported Android phones include devices from Samsung, LG, Motorola and OnePlus. iPhone support is currently in beta, and there are a few extra steps to set it up, but the Fi iOS app should now be available in the App Store.

One thing you might not get with many of the now-supported phones is the full Fi experience, with network switching and access to Google’s enhanced network features, including Google’s VPN network. For that, you’ll still need a Pixel phone, the Moto G6 or any other device that you can buy directly in the Fi store.

Fi on all phones comes with the usual features, like bill protection, free high-speed international roaming and support for group plans.

To sweeten the deal, Google is also launching a somewhat extraordinary promotion today: If you open a new Fi account — or if are an existing user — you can buy any phone in the Fi shop today and get your money back in the form of a travel gift card that you can use for a flight with Delta or Southwest, or lodging with Airbnb and Hotels.com. There’s some fine print, of course (you need to keep your account active for a few months, etc.), but if you were looking at getting Fi anyway, like to travel and want to get a Pixel 3 XL, that’s not a bad deal at all.

The fine print is below:

Travel on Fi with Any Device Purchase Promotion Terms (Google Fi)

Limited time, 24-hour offer applies to any qualifying device purchased from fi.google.com from 11/28/18 12:00 AM PT through 11/28/18 11:59 PM PT, or while supplies last. When you purchase a qualifying device on fi.google.com, you can redeem a travel gift card in the amount you paid for the device, excluding taxes (details below).

To qualify for this promotion, a device must be activated within 15 days of device shipment and remain active for 60 consecutive days within 75 days of device shipment. The device must be activated within the same plan that was used to purchase the device. Activation must be for full service (i.e., activation does not apply to a data-only SIM).

This offer is available for new Google Fi customers as of 11/28/18 12:00 AM PT and existing, active Google Fi customers. If the customer is new to Google Fi, the customer must transfer (port-in) their current personal number over to Google Fi during sign up. The number being transferred must be currently active and have been active with the previous carrier and the customer since 8/28/18 12:00 AM PT.

After the terms have been satisfied, the customer will receive an email from Google Fi (around 75 – 90 days after device activation) with instructions on how to obtain a gift card from Tango subject to Tango’s terms and conditions. The user can redeem gift card amounts with select travel partners: Airbnb, Delta Airlines, Hotels.com, and Southwest Airlines. Gift cards may also be subject to the terms of the travel partners.

If Fi service is paused for more than 7 days or cancelled within 120 days of activation, the value of the gift card will be charged to your Google Payments account to match the purchased price of the device. Limit one per person. This offer is only available for U.S. residents ages 18 and older, and requires Google Payments and Google Fi accounts. Unless otherwise stated, this offer cannot be combined with other offers. Offer and gift card redemption are not transferable, and are not valid for cash or cash equivalent. Void where prohibited.

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Black Friday drove half a million new users to the top shopping apps

Posted by | app-store, Apps, black friday, eCommerce, Mobile, sales, sensor tower, shopping | No Comments

More U.S. consumers were shopping on mobile devices on Black Friday this year, with $2.1 billion in sales coming from smartphones. This trend was also reflected across the U.S. App Store. According to new data from Sensor Tower out this morning, the top 10 shopping apps on the App Store added half a million first-time users on Black Friday. That’s up 16.3 percent from the same day in 2017, the firm found.

Overall, new shopping app installs grew 9 percent over last year, to reach approximately 1.8 million. To be clear, this number is new downloads, not re-downloads from someone who previously had the app installed on their device, but deleted it at some point. (Of course, those consumers may have already been customers on the web.)

Not surprisingly, Amazon’s app was the most installed, as it has been in years past. But Walmart’s app gained steam as it saw more significant year-over-year growth, the report said.

This year, Amazon added around 115,000 new app users, up 11.7 percent from 2017. Walmart, however, added 95,000 first-time users, up 39.7 percent over last year. Target’s app, which was the third most installed this year, grew 3.3 percent, from 2017 with around 62,000 new users.

The rest of the top 10 was rounded out by Wish, Best Buy, eBay, Offer Up, Fashion Nova, Macy’s and JCPenney. This includes both brick-and-mortar and online retailers.

In terms of online-only retailers, the list looked a little different. Amazon was still in the lead, but was then followed by Wish, eBay, Offer Up, Fashion Nova, GOAT, Poshmark, Letgo, Zaful and Shein.

Walmart, meanwhile, was the most-downloaded app out of all the brick-and-mortar retailers, followed by Target, Best Buy, Macy’s, JCPenney, Nike, Ulta, Forever 21, Hollister and Sephora.

Overall, new downloads from the brick-and-mortar apps were up 24.7 percent over last year’s Black Friday, while the online-only apps grew around 20 percent.

Of these, Best Buy also had a good year in terms of new installs, the firm said. Around 34.5 percent new users installed its app for the first time, with about 39,000 new downloads in 2018 compared to 29,000 in 2017.

Sensor Tower wasn’t the only App Store intelligence firm predicting a boost in mobile shopping for this year’s Black Friday. App Annie also forecast the sales holiday in 2018 would break new records.

In the two-week period including Thanksgiving, Black Friday and Cyber Monday, App Annie was predicting a 25 percent increase in time spent in shopping apps on Android devices — nearly double from the four years prior.

However, the Google Play numbers aren’t in yet to confirm this. They should be available later in the week.

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You can play Alto’s Adventure on your Mac now

Posted by | altos adventure, app-store, Apps, Gaming, iCloud, mac app store, Mobile, mobile gaming, TC | No Comments

Everyone’s favorite endless, serene snowboarding game just made the leap from mobile to the Mac App Store. Available now for $9.99, Alto’s Adventure for Mac is a desktop port of the side-scrolling snowscape game that’s won hearts and accolades since it first hit iOS in 2015.

Earlier this year, the team behind Alto’s Adventure introduced a second game, Alto’s Odyssey, which trades the first game’s snowy terrain for sand and sun while maintaining its charm. If you’ve already spent some time with Alto’s Odyssey, the Mac version of the classic is a good reason to circle back.

The game’s serene setting and blissed out music make Alto’s Adventure eminently replayable, even if you’ve already sunk tens of hours into lengthening your scarf in an infinite procedurally generated snowy world dotted with charming villages, dramatic slopes and many, many things to trip over.

If you’ve yet to dive into Alto’s Adventure, and we really recommend that you do, the Mac version is probably a good starting place. For everyone else, progress in the game syncs across devices through iCloud, so it’s a good excuse to push a little further into one of the most thoughtful, pleasant mobile game experiences to date.

And while you’re hanging out in the Mac App Store, don’t forget to update to Mojave — Apple’s latest desktop operating system is available now.

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Apple will require all apps to have a privacy policy as of October 3

Posted by | app-store, Apple, Apps, developers, Mobile, Policy, privacy | No Comments

Apple is cracking down on apps that don’t communicate to users how their personal data is used, secured or shared. In an announcement posted to developers through the App Store Connect portal, Apple says that all apps, including those still in testing, will be required to have a privacy policy as of October 3, 2018.

Allowing apps without privacy policies is something of an obvious hole that Apple should have already plugged, given its generally protective nature over user data. But the change is even more critical now that Europe’s GDPR regulations have gone into effect. Though the app makers themselves would be ultimately responsible for their customers’ data, Apple, as the platform where those apps are hosted, has some responsibility here, too.

Platforms today are being held accountable for the behavior of their apps, and the data misuse that may occur as a result of their own policies around those apps.

Facebook CEO Mark Zuckerberg, for example, was dragged before the U.S. Senate about the Cambridge Analytica scandal, where data from 87 million Facebook users was inappropriately obtained by way of Facebook apps.

Apple’s new requirement, therefore, provides the company with a layer of protection – any app that falls through the cracks going forward will be able to be held accountable by way of its own privacy policy and the statements it contains.

Apple also notes that the privacy policy’s link or text cannot be changed until the developer submits a new version of their app. It seems there’s still a bit of loophole here, though – if developers add a link pointing to an external webpage, they can change what the webpage says at any time after their app is approved.

The new policy will be required for all apps and app updates across the App Store as well as through the TestFlight testing platform as of October 3, says Apple.

What’s not clear is if Apple itself will be reviewing all the privacy policies themselves as part of this change, in order to reject apps with questionable data use policies or user protections. If it does, App Store review times could increase, unless the company hires more staff.

Apple has already taken a stance on apps it finds questionable, like Facebook’s data-sucking VPN app Onavo, which it kicked out of the App Store earlier this month. The app had been live for years, however, and its App Store text did disclose the data it collected was shared with Facebook. The fact that Apple only booted it now seems to indicate it will take a tougher stance on apps which are designed to collect user data as one of their primary functions going forward.

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Apple defends decision not to remove InfoWars’ app

Posted by | Alex Jones, Android, app-store, Apple, apple inc, Apps, hate speech, Infowars, iOS, iTunes, online marketplaces, play store, Policy, Social | No Comments

Apple has commented on its decision to continue to allow conspiracy theorist profiteer InfoWars to live stream video podcasts via an app in its App Store, despite removing links to all but one of Alex Jones’ podcast content from its iTunes and podcast apps earlier this week.

At the time Apple said the podcasts had violated its community standards, emphasizing that it “does not tolerate hate speech”, and saying: “We believe in representing a wide range of views, so long as people are respectful to those with differing opinions.”

Yet the InfoWars app allows iOS users to live stream the same content Apple just pulled from iTunes.

In a statement given to BuzzFeed News Apple explains its decision not to pull InfoWars app’ — saying:

We strongly support all points of view being represented on the App Store, as long as the apps are respectful to users with differing opinions, and follow our clear guidelines, ensuring the App Store is a safe marketplace for all. We continue to monitor apps for violations of our guidelines and if we find content that violates our guidelines and is harmful to users we will remove those apps from the store as we have done previously.

Multiple tech platforms have moved to close to door or limit Jones’ reach on their platforms in recent weeks, including Google, which shuttered his YouTube channel, and Facebook, which removed a series of videos and banned Jones’ personal account for 30 days as well as issuing the InfoWars page with a warning strike. Spotify, Pinterest, LinkedIn, MailChimp and others have also taken action.

Although Twitter has not banned or otherwise censured Jones — despite InfoWars’ continued presence on its platform threatening CEO Jack Dorsey’s claimed push to want to improve conversational health on his platform. Snapchat is also merely monitoring Jones’ continued presence on its platform.

In an unsurprising twist, the additional exposure Jones/InfoWars has gained as a result of news coverage of the various platform bans appears to have given his apps some passing uplift…

Well, the bans were great for Infowars app downloads. It’s the No. 4 news app in Apple’s App Store today, ranking above all mainstream news organizations.

(And yes, Apple and Google deleted some Infowars content but kept their apps available.) pic.twitter.com/NrJf0IIbnd

— Jack Nicas (@jacknicas) August 7, 2018

So Apple’s decision to remove links to Jones’ podcasts yet allow the InfoWars app looks contradictory.

The company is certainly treading a fine line here. But there’s a technical distinction between a link to a podcast in a directory, where podcast makers can freely list their stuff (with the content hosted elsewhere), vs an app in Apple’s App Store which has gone through Apple’s review process and the content is being hosted by Apple.

What percentage of people who discussed Infowars today understood the distinction between a podcast directory, actual file hosting, and whether software would allow manually adding a feed or listening to content?

— Ricky Mondello (@rmondello) August 7, 2018

When it removed Jones’ podcasts Apple was, in effect, just removing a pointer to the content, not the content itself. The podcasts also represented discrete content — meaning each episode which was being pointed to could be judged against Apple’s community standards. (And one podcast link was not removed, for example, though five were.)

Whereas Jones (mostly) uses the InfoWars app to live stream podcast shows. Meaning the content in the InfoWars app is more ephemeral — making it more difficult for Apple to cross-check against its community standards. The streamer has to be caught in the act, as it were.

Google has also not pulled the InfoWars app from its Play Store despite shuttering Jones’ YouTube channel, and a spokesperson told BuzzFeed: “We carefully review content on our platforms and products for violations of our terms and conditions, or our content policies. If an app or user violates these, we take action.”

That said, both the iOS and Android versions of the app also include ‘articles’ that can be saved by users, so some of the content appears to be less ephemeral.

The iOS listing further claims the app lets users “stay up to date with articles as they’re published from Infowars.com” — which at least suggests some of the content is identical to what’s being spouted on Jones’ own website (where he’s only subject to his own T&Cs).

But in order to avoid failing foul of Apple and Google’s app store guidelines, Jones is likely carefully choosing which articles are funneled into the apps — to avoid breaching app store T&Cs against abuse and hateful conduct, and (most likely also) to hook more eyeballs with more soft-ball conspiracy nonsense before, once people are pulled into his orbit, blasting them with his full bore BS shotgun on his own platform.

Sample articles depicted in screenshots in the App Store listing for the app include one claiming that George Soros is “literally behind Starbucks’ sensitivity training” and another, from the ‘science’ section, pushing some junk claims about vision correction — so all garbage but not at the same level of anti-truth toxicity that Jones has become notorious for for what he says on his shows; while the Play Store listing flags a different selection of sample articles with a slightly more international flavor — including several on European far right politics, in addition to U.S. focused political stories about Trump and some outrage about domestic ‘political correctness gone mad’. So the static sample content at least isn’t enough to violate any T&Cs.

Still, the live stream component of the apps presents an ongoing problem for Apple and Google — given both have stated that his content elsewhere violates their standards. And it’s not clear how sustainable it will be for them to continue to allow Jones a platform to live stream hate from inside the walls of their commercial app stores.

Beyond that, narrowly judging Jones — a purveyor of weaponized anti-truth (most egregiously his claim that the Sandy Hook Elementary School shooting was a hoax) — by the content he uploads directly to their servers also ignores the wider context (and toxic baggage) around him.

And while no tech companies want their brands to be perceived as toxic to conservative points of view, InfoWars does not represent conservative politics. Jones peddles far right conspiracy theories, whips up hate and spreads junk science in order to generate fear and make money selling supplements. It’s cynical manipulation not conservatism.

Both should revisit their decision. Hateful anti-truth merely damages the marketplace of ideas they claim to want to champion, and chills free speech through violent bullying of minorities and the people it makes into targets and thus victimizes.

Earlier this week 9to5Mac reported that CNN’s Dylan Byers had said the decision to remove links to InfoWars’ podcasts had been made at the top of Apple — after a meeting between CEO Tim Cook and SVP Eddy Cue. Byers’ reported it was also the execs’ decision not to remove the InfoWars app.

We’ve reached out to Apple to ask whether it will be monitoring InfoWars’ live streams directly for any violations of its community standards and will update this story with any response.

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There’s more: Google is also said to be developing a censored news app for China

Posted by | Android, app-store, Apps, artificial intelligence, Asia, Beijing, bytedance, censorshit, China, cloning, computing, Facebook, files go, Google, internet service, JD.com, search app, search engine, Software, Tencent, Toutiao, United States, WeChat, world wide web | No Comments

Can Google’s week get any worse? Less than a day after the revelation that it is planning a censored search engine for China, so comes another: the U.S. firm is said to be developing a government-friendly news app for the country, where its search engine and other services remain blocked.

That’s according to The Information which reports that Google is essentially cloning Toutiao, the hugely popular app from new media startup ByteDance, in a bid to get back into the country and the minds of its 700 million mobile internet users. Like Toutiao, the app would apparently use AI and algorithms to serve stories to readers — as opposed to real-life human editors — while it too would be designed to work within the bounds of Chinese internet censorship.

That last part is interesting because ByteDance and other news apps have gotten into trouble from the government for failing to adequately police the content shared on their platforms. That’s resulted in some app store suspensions, but the saga itself is a rite of passage for any internet service that has gained mainstream option, so there’s a silver lining in there. But the point for Google is that policing this content is not as easy as it may seem.

The Information said the news app is slated for release before the search app, the existence of which was revealed yesterday, but sources told the publication that the ongoing U.S.-China trade war has made things complicated. Specifically, Google executives have “struggled to further engage” China’s internet censor, a key component for the release of an app in China from an overseas company.

There’s plenty of context to this, as I wrote yesterday:

The Intercept’s report comes less than a week after Facebook briefly received approval to operate a subsidiary on Chinese soil. Its license was, however, revoked as news of the approval broke. The company said it had planned to open an innovation center, but it isn’t clear whether that will be possible now.

Facebook previously built a censorship-friendly tool that could be deployed in China.

While its U.S. peer has struggled to get a read on China, Google has been noticeably increasing its presence in the country over the past year or so.

The company has opened an AI lab in Beijing, been part of investment rounds for Chinese companies, including a $550 million deal with JD.com, and inked a partnership with Tencent. It has also launched products, with a file management service for Android distributed via third-party app stores and, most recently, its first mini program for Tencent’s popular WeChat messaging app.

As for Google, the company pointed us to the same statement it issued yesterday:

We provide a number of mobile apps in China, such as Google Translate and Files Go, help Chinese developers, and have made significant investments in Chinese companies like JD.com. But we don’t comment on speculation about future plans.

Despite two-for-one value on that PR message, this is a disaster. Plotting to collude with governments to censor the internet never goes down well, especially in double helpings.

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Apple’s Search Ads expand to six more markets in Europe and Asia

Posted by | ad tech, Ads, advertising, Advertising Tech, app-store, Apple, Apps, developers, Mobile, search ads | No Comments

In December, Apple introduced a new pay-per-install ad product called Search Ads Basic aimed at smaller developers, to complement the existing Search Ads product, which then became known as Search Ads Advanced. Today, the company is expanding Search Ads to more countries, including France, Germany, Italy, Japan, South Korea, and Spain, bringing the total number of countries where Search Ads is available to thirteen.

In addition to the U.S., Search Ads Advanced had already expanded to Australia, Canada, Mexico, New Zealand, Switzerland, and the U.K.

Developers in the newly supported countries will be able to create campaigns using Search Ads Advanced starting on July 25, 2018 at 4 PM PDT, with those campaigns appearing on the App Store starting August 1, 2018 at 4 PM PDT.

Meanwhile, Search Ads Basic will be available across all thirteen supported countries starting on August 22, 2018 at 10 AM PDT.

To encourage sign-ups, Apple is offering first-time advertisers a $100 USD credit to try out the product.

While the first version of Search Ads launched back in October 2016 in the U.S., the idea behind the newer “Basic” product was to offer developers a different – and simpler – means of reaching potential customers.

Search Ads was originally designed to allow developers to target users’ keyword searches, combined with other factors like location, gender or whether or not they had installed the app in the past. Developers would pay when users tapped on those targeted ads.

With the launch of Search Ads Basic, it’s easier to set up campaigns.

Developers only have to enter the app to be advertised, the campaign’s budget, and how much they want to pay per install. Apple helps by suggesting the max developers should pay using historical data. Then, developers only pay for actual installs, not taps.

Although the App Store was redesigned with the launch of iOS 11 to offer improved discoverability, search is still a key way people find out about apps.

Apple says that over 70 percent of App Store visitors use search to discover apps, in fact, and 65 percent of all downloads come directly from an App Store search.

The ads work well, too, as they have an over 50 percent conversion rate, on average, says Apple.

Apple’s advantage over the pay-per-install ads found elsewhere on the web isn’t only the ads’ placement – at the top of App Store searches, where they’re identified with a blue background and “Ad” icon – it also manages this without violating user privacy. That is, it doesn’t build specific profiles on individuals for ad targeting purposes, and it doesn’t share user data with developers. By its nature, this makes the system GDPR compliant.

In addition, Apple only places an ad when it’s relevant to a user’s search – developers can’t pay more to have their ad shown more often across less relevant searches, which offers a more level playing field.

Apple didn’t say when Search Ads would reach other countries, but with the new expansions it has some of the top markets now covered.

 

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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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