app stores

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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Apple’s App Store revenue nearly double that of Google Play in first half of 2018

Posted by | android apps, app stores, app-store, Apple, Apps, developers, Google, Google Play, iOS apps, Mobile, mobile apps, sensor tower, TC | No Comments

Apple’s App Store continues to outpace Google Play on revenue. In the first half of the year, the App Store generated nearly double the revenue of Google Play on half the downloads, according to a new report from Sensor Tower out today. In terms of dollars and cents, that’s $22.6 billion in worldwide gross app revenue on the App Store versus $11.8 billion for Google Play – or, 1.9 times more spent on the App Store compared with what was spent on Google Play.

This trend is not new. Apple’s iOS store has consistently generated more revenue than its Android counterpart for years due to a number of factors – including the fact that Android users historically have spent less on apps than iOS users, as well as the fact that there are other Android app stores consumer can shop – like the Amazon Appstore or Samsung Store, for example. In addition, Google Play is not available in China, but Apple’s App Store is.

Last year, consumer spending on the App Store reached $38.5 billion, again nearly double that of Google Play’s $20.1 billion.

As the new figures for the first half of 2018 indicate, consumer spending is up this year.

Sensor Tower estimates it has increased by 26.8 percent on iOS compared with the same period in 2017, and it’s up by 29.7 percent on Google Play.

The growth in spending can be partly attributed to subscription apps like Netflix, Tencent Video, and even Tinder, as has been previously reported.

Subscription-based apps are big businesses these days, having helped to boost app revenue in 2017 by 77 percent to reach $781 million, according to an earlier study. Netflix was also 2017’s top non-game app by revenue, and recently became ranked as the top (non-game) app of all-time by worldwide consumer spend, according to App Annie’s App Store retrospective.

Many of the other all-time top apps following Netflix were also subscription-based, including Spotify (#2), Pandora (#3), Tencent Video (#4), Tinder (#5), and HBO NOW (#8), for example.

And Netflix is again the top non-game app by consumer spending in the first half of 2018, notes Sensor Tower.

Game spending, however, continues to account for a huge chunk of revenue.

Consumer spending on games grew 19.1 percent in the first half of 2018 to $26.6 billion across both stores, representing roughly 78 percent of the total spent ($16.3 billion on the App Store and $10.3 billion on Google Play). Honor of Kings from Tencent, Monster Strike from Mixi, and Fate/Grand Order from Sony Aniplex were the top grossing games across both stores.

App downloads were also up in the first half of the year, if by a smaller percentage.

Worldwide first-time app installs grew to 51 billion in 1H18, or up 11.3 percent compared with the same time last year, when downloads were then 45.8 billion across the two app stores.

Facebook led the way on this front with WhatsApp, Messenger, Facebook and Instagram as the top four apps across both the App Store and Google Play combined. The most downloaded games were PUBG Mobile from Tencent, Helix Jump from Voodoo, and Subway Surfers from Kiloo.

Google Play app downloads were up a bit more (13.1 percent vs iOS’s 10.6 percent) year-over-year due to Android’s reach in developing markets, reaching 36 billion. That’s around 2.4 times the App Store’s 15 billion.

Despite this, Apple’s platform still earned more than double the revenue with fewer than half the downloads, which is remarkable. And it can’t all be chalked up to China. (The country contributed about 31.7 percent of the App Store revenue last quarter, or $7.1 billion, to give you an idea.)

Sensor Tower tells TechCrunch that even if China was removed from the picture, the App Store would have generated $15.4 billion gross revenue for first half of 2018, which is still about 30 percent higher than Google Play’s $11.8 billion.

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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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App revenue climbed 35 percent to $60 billion in 2017

Posted by | android apps, app stores, app-store, Apple, apple-app-store, Apps, developers, Google, Google Play, iOS apps, Mobile, sensor tower | No Comments

 Global app revenue climbed 35 percent in 2017 to reach nearly $60 billion, according to a new report today from app intelligence firm Sensor Tower, which measured paid apps, subscriptions, and in-app purchases across both Apple’s App Store and Google Play. However, Apple is the one pulling in the most revenue, the report found – at nearly double that of Google Play.
Specifically… Read More

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Pandora made $80M in U.S. app store revenue in Q3, booting Netflix from the top grossing spot

Posted by | app revenue, app stores, Apps, Mobile, Music, Pandora, sensor tower, streaming music | No Comments

 In the face of fierce competition from Spotify and Apple Music, Pandora has been growing its in-app subscription revenues, according to new data from Sensor Tower. The streaming music service earned the number one spot on the chart of top grossing apps in Q3 2017, excluding games. It’s the first time Pandora has held that position since the third quarter of 2015.
Fueling the music… Read More

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U.S. iPhone users will spend an average of $88 per year on apps by 2020

Posted by | app stores, Apps, Mobile, revenue, sensor tower, TC | No Comments

 U.S. iPhone users will spend an average of $88 per year on paid apps and in-app purchases by 2020, according to a new forecast out this week from Sensor Tower. The firm found that the dollar amount spent on apps and in-app purchases is continuing to increase, year-over-year. iPhone users spent an average of $63 this year, up 33 percent over 2016. 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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App stores saw record revenue and downloads in Q1 2017

Posted by | Android, App Annie, app stores, app-store, Apps, developers, Downloads, Google Play, iOS, Marketplaces, Mobile, revenue, TC | No Comments

 Mobile applications saw a record number of downloads and revenue in the first quarter of the year, according to a new report from app store analytics firm App Annie out this morning. Across both iOS and Android, downloads grew by 15 percent year-over-year to reach nearly 25 billion worldwide – a figure that includes only new downloads, and not re-installs or downloads from prior quarters.… Read More

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Developers can finally respond to App Store reviews – here’s how it works

Posted by | App Reviews, app stores, app-store, Apple, Apps, developers, Mobile, TC | No Comments

 With yesterday’s release of iOS 10.3 and macOS 10.12.4, Apple has made a significant change to how its App Stores operate. At long last, developers now have the ability to respond to user reviews in order to offer support, ask follow-up questions, say thanks, or otherwise interact with their app’s customers. The change has been a long time coming – the feature has been… Read More

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China is now #2 in iOS revenue, behind the U.S.

Posted by | app stores, China, Mobile, revenue, TC | No Comments

china-ios-malware Earlier this year, app store analytics firm App Annie predicted that China could overtake both the U.S. and Japan in terms of revenue generated from iOS applications as soon as this year. The year isn’t yet half over, but that prediction appears to be on its way to coming true: China has just moved past Japan to take the number two position for iOS revenue – up from third place… Read More

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