iOS apps

This Week in Apps: Facebook launches trio of app experiments, TikTok gets spammed, plus coronavirus impacts on app economy

Posted by | Android, android apps, app stores, Apple, Apps, coronavirus, COVID-19, developers, Google, iOS, iOS apps, Mobile, TC | No Comments

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads and $120 billion in consumer spending in 2019. People are now spending three hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week we’re continuing to look at how the coronavirus outbreak is impacting the world of mobile applications, with fresh data from App Annie about trends playing out across app categories benefiting from the pandemic, lockdowns and societal changes. We’re also keeping up with the COVID-19 contact-tracing apps making headlines, and delving into the week’s other news.

We saw a few notable new apps launch this week, including HBO’s new streaming service HBO Max, plus three new app experiments from Facebook’s R&D group. Android Studio 4.0 also launched this week. Instagram is getting better AR tools and IGTV is getting ads. TikTok got spammed in India.

Meanwhile, what is going on with app review? A shady app rises to the top of the iPhone App Store. Google cracks down on conspiracy theory-spreading apps. And a TikTok clone uses a pyramid scheme-powered invite system to rise up the charts.

COVID-19 contact-tracing apps in the news 

  • Latvia: Reuters this week reported that Latvia aims to become one of the first countries to launch a smartphone app, Stop Covid, using the new toolkit created by Apple and Alphabet’s Google to help trace coronavirus infections.
  • Australia: The role of the country’s Covidsafe app in the recovery appears to be marginal, The Guardian reports. In the month since its launch, only one person has been reported to have been identified using data from it. A survey even found that Australians were more supportive of using telecommunications metadata to track close contacts (79%) than they were of downloading an app (69.8%). In a second survey, their support for the app dropped to 64%. The app has been maligned by the public debate over it and technical issues.
  • France: The country’s data protection watchdog, CNIL, reviewed its contact-tracing app StopCovid, finding there were no major issues with the technical implementation and legal framework around StopCovid, with some caveats. France isn’t using Google and Apple’s contact-tracing API, but instead uses a controversial centralized contact-tracing protocol called ROBERT. This relies on a central server to assign a permanent ID and generate ephemeral IDs attached to this permanent ID. CNIL says the app will eventually be open-sourced and it will create a bug bounty. On Wednesday, the app passed its first vote in favor of its release.
  • Qatar: Serious security vulnerabilities in Qatar’s mandatory contact-tracing app were uncovered by Amnesty International. An investigation by Amnesty’s Security Lab discovered a critical weakness in the configuration of Qatar’s EHTERAZ contact-tracing app. Now fixed, the vulnerability would have allowed cyberattackers to access highly sensitive personal information, including the name, national ID, health status and location data of more than one million users.
  • India: India’s contact-tracing app, Aarogya Setu, is going open-source, according to Ministry of Electronics and Information Technology Secretary Ajay Prakash Sawhney on Tuesday. The code is being published on GitHub. Nearly 98% of the app’s more than 114 million users are on Android. The government will also offer a cash bounty of $1,325 to security experts who find bugs or vulnerabilities.
  • Switzerland: Several thousand people are now testing a pilot version of Switzerland’s contact-tracing app, SwissCovid. Like Lativia, the app is one of the first to use Apple and Google’s contact-tracing API. Employees at EPFL, ETH Zurich, the Army and select hospitals and government agencies will be the first to test the Swiss app before its public launch planned for mid-June.
  • China: China’s health-tracking QR codes, embedded in popular WeChat and Alipay smartphone apps, are raising privacy concerns, Reuters reports. To walk around freely, people must have a green rating. They also now have to present their health QR codes to gain entry into restaurants, parks and other venues. These efforts have been met with little resistance. But the eastern city of Hangzhou has since proposed that users are given a color-coded health badge based on their medical records and lifestyle habits, including how much they exercised, their eating and drinking habits, whether they smoked and how much they slept the night before. This suggestion set off a storm of criticism on China’s Weibo, a Twitter-like platform.

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This Week in Apps: Coronavirus impacts app stores, Facebook sues mobile SDK maker, Apple kicks out a cloud gaming app

Posted by | android apps, app stores, Apple, Apps, China, coronavirus, Google, iOS apps, Mobile, this week in apps | No Comments

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week, we’ll look at the coronavirus outbreak’s impact on the App Store, China’s demand for App Store removals — and soon-to-be-removals, it seems. We’re also talking about Facebook’s lawsuit over a data-grabbing SDK, Tinder’s new video series, the TSA ban on TikTok, Instagram’s explanation for its lack of an iPad app and how Democratic presidential primary candidates are performing on mobile and social, among other things.

Headlines

Coronavirus concerns send Chinese ride-hailing apps crashing, games surging

One of the many economic fallouts related to COVID-19 coronavirus concerns is a significant decline in the usage of Chinese ride-hailing applications. According to Sensor Tower data, downloads of the three most popular apps — Hello, Didi and Dida — were down 75% year-over-year during the week of February 10 compared with the same time frame in 2019. Meanwhile, people staying home have been ordering food and groceries more often. Overall downloads of the top 10 apps in the food-ordering category increased by 68% from January 13 to the week of February 3.

Also on the rise are mobile games. According to a recent report by the FT, users in China downloaded a record number of games and apps as the virus outbreak confined people to their homes. More than 22 million downloads were registered in Apple’s App Store in China during the week of February 2, according to App Annie, and average weekly downloads during the first two weeks of February were up 40% over the same time last year.

Meanwhile, Chinese tech giants, including Alibaba and Tencent, have been deploying health-rating systems to help authorities track the movements of millions of Chinese. Alibaba had been tapped to explore the rollout of a rating app to help the government control who can travel into and around the city. Along with Ant Financial, it worked to develop a smartphone-based rating system in conjunction with the government of Hangzhou. Tencent created a program for Shenzhen, reported The WSJ.

Top mobile game Plague Inc. pulled from China’s App Store amid coronavirus outbreak

Plague Inc., a simulation game with more than 130 million players, was pulled from the Chinese App Store this week, a move that appears to be linked to the coronavirus outbreak. The company behind the game, Ndemic, posted a statement announcing that the game’s content is now considered “illegal in China as determined by the Cyberspace Administration of China.” Ndemic says it’s trying to reach out to find out what, specifically, it could change in order to get the game back in China.

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This Week in Apps: HQ Trivia’s dramatic death, Android 11, Apple mulls a more open iOS

Posted by | android apps, app stores, Apple, Apps, Google, iOS apps, Mobile, mobile apps, this week in apps | No Comments

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week we look at the sad, strange death of HQ Trivia, spying app ToTok getting booted from Google Play (again!), Android 11, an enticing Apple rumor about opening up iOS further to third-party apps, Google Stadia updates, the App Store book Apple wants banned, apps abusing subscriptions and much more.

Headlines

HQ Trivia burns to the ground

hq trivia app 1

Once-hot HQ Trivia believed it had invented a new kind of online gaming — live trivia played through your phone. Investors threw $15 million into the company hoping that was true. But the novelty wore off, cheaters came in, prize money dwindled and copycats emerged. Then co-founder Colin Kroll passed away and things at HQ Trivia got worse, including a failed internal mutiny, firings and layoffs. This week, HQ Trivia announced its demise. It then hosted one last, insane night of gaming featuring drunken and cursing hosts who sprayed champagne, called out trolls and begged for new jobs. (Sure, because they exited this one so professionally.)

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App stores saw record 204 billion app downloads in 2019, consumer spend of $120 billion

Posted by | android apps, App Annie, app stores, Apps, iOS apps, Mobile | No Comments

Consumers downloaded a record 204 billion apps in 2019, up 6% from 2018 and up 45% since 2016, and spent $120 billion on apps, subscriptions and other in-app spending in the past year. The average mobile user, meanwhile, is spending 3.7 hours per day using apps. This data and more comes from App Annie’s annual report, “State of Mobile,” which highlights the biggest app trends for the past year, and sets forecasts for the years ahead.

According to App Annie, the record growth in mobile downloads in 2019 can be attributed to the growth taking place in emerging markets like India, Brazil and Indonesia, which have seen downloads soar 190%, 40% and 70%, respectively, since 2016. Meanwhile, download growth in the U.S. has slowed to just 5% during that same time, while China saw 80% growth.

That doesn’t mean users in mature markets aren’t downloading apps, only that the growth in year-over-year download numbers is starting to level off. Still, these more mature markets continue to see large numbers of installs, with more than 12.3 billion downloads in the U.S. in 2019, 2.5 billion in Japan and 2 billion in South Korea.

The record numbers are notable also, given that App Annie’s analysis excludes re-installs and app updates.

App store consumer spending was on the rise in 2019, as well, with $120 billion spent on apps — a figure that’s up 2.1x from 2016. Games continue to account for the majority (72%) of that spending, but the shift toward subscriptions has played a role, too. Last year, subscriptions in non-gaming apps accounted for 28% of consumer spending, up from 18% in 2016.

Subscriptions are now the primary way many non-gaming apps generate revenue. For example, 97% of consumer spending in the top 250 U.S. iOS apps was driven by subscriptions, and 94% of the apps used subscriptions. On Google Play, 91% of the consumer spending was subscription-based, while 79% of the top 250 apps used subscriptions.

In particular, dating apps like Tinder and video apps like Netflix and Tencent Video topped 2019’s consumer spend charts, thanks to subscription revenue.

Mature markets, including the U.S., Japan, South Korea and the U.K. are helping to fuel consumer spending across both games and subscriptions, App Annie found. But China remains the largest market by far, accounting for 40% of global spend.

App Annie also forecast that the mobile industry will contribute $4.8 trillion to the global GDP by 2023.

The report additionally identified several mobile trends from 2019, including the mobile app connection to the Internet of Things and smart home devices (106 million downloads for the top 20 IoT apps last year); the huge mobile engagement by Gen Z (3.8 hours per app per month, among the top 25 non-game apps, on avgerage); and mobile ad spend’s growth ($190 billion in 2019 to $240 bilion in 2020).

Ad spending combined with consumer spending is expected to reach $380 billion worldwide by 2020, App Annie forecast.

Gaming was given a big breakout section, given its contribution to consumer spending.

Consumer spending in mobile gaming was 2.4x that of Mac/PC gaming, and 2.9x more than game consoles. In 2019, mobile gaming saw 25% more spending than all other gaming, and is on track to surpass $100 billion across all app stores by next year.

Casual gaming (led by Puzzle and Arcade) was the most downloaded type of games in 2019. Meanwhile, core games (e.g. Action, RPG, etc.) — which were only 18% of downloads — accounted for 55% of time spent in top games. PUBG Mobile was the No. 1 core game (action) on Android in 2019, in terms of time spent, while Anipop (puzzle) was the top casual game.

Core games also accounted for the majority (76%) of game spending, followed by casual (18%), then casino (6%).

In 2019, 17% more games surpassed $5 million in consumer spending versus 2017. And the number of games to top $100 million grew 59% compared to two years prior. Despite the sizable growth in revenues, App Annie also pointed to new models in mobile gaming, like Apple Arcade, which is giving other types of games a chance to thrive. Unfortunately, no third-party firm is able to track Arcade revenues, which will become a glaring blind spot for App Annie in the years ahead.

App Annie also examined other sizable segments of the mobile market for trends, including fintech, retail, streaming and social. Some of the more significant findings included: the fintech app user base growth topping that of traditional banking apps; shopping app downloads saw 20% year-over-year growth to reach 5.4 billion downloads; streaming growth that included 50% sessions in 2019 compared to 2017; and 50% of time spent on mobile was spent in social networking and communication apps.

TikTok was given special attention, given its rapid growth last year. Time spent in the short-form video app grew 210% year-over-year in 2019 globally. Even though eight out of every 10 minutes spent in TikTok were by users in China, the app’s usage skyrocketed in other markets as well, App Annie said.

Industries App Annie identified as being transformed by mobile in 2019 included ridesharing, fast food/food delivery, dating, sports streaming, plus health and fitness. The full report offers a few more details and mobile trends for each of these.

One bigger highlight was that digital-first shopping apps still had 3.2x more average monthly sessions per user compared with apps from traditional brick-and-mortar retailers (dubbed “bricks-and-clicks” apps in the report).

App Annie also compiled its own list of the top apps of 2019 by active users, downloads and revenue. Facebook apps still led by engagement, with WhatsApp, Facebook and Messenger in the top three spots and Instagram as No. 5. And they maintained similar positions by downloads, only swapping places with one another.

Consumer spending was a different story, with Tinder generating the most revenue in 2019, followed by entertainment and streaming apps like Netflix, Tencent Video, iQIYI, YouTube and others.

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This Week in Apps: The year and decade in review, gaming acquisitions and a Facebook OS

Posted by | Android, android apps, Apps, developers, games, iOS, iOS apps, Mobile, publishers, TC, this week in apps | No Comments

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with 194 billion downloads last year and more than $100 billion in consumer spending. People spend 90% of their mobile time in apps and more time using their mobile devices than watching TV. Apps aren’t just a way to waste idle hours — they’re big business, one that often seems to change overnight.
In this Extra Crunch series, we help you to keep up with the latest news from the world of apps, delivered on a weekly basis.

Headlines

The top apps of the year… and the decade

App Annie this week released its list of the year’s top apps. And this time around, it also included the top apps of the past 10 years in its analysis. Outside of games, Facebook dominated the decade, the firm reported. It ran the four most-downloaded apps of the decade, including Facebook (#1), Messenger (#2), WhatsApp (#3), and Instagram (#4). Other communication and social media apps were also among the most popular over the past 10 years, claiming seven out of the 10 top spots, including Snapchat (#5), Skype (#6) and Twitter (#10). Social video platforms TikTok and YouTube also placed on the list at #7 and #9, respectively. And yes, it’s pretty notable that TikTok — an app that only launched outside of China in 2017 — is one of the most-downloaded apps of the past decade. Meanwhile, even though dating app Tinder was the most profitable app this year, Netflix was the No. 1 app by all-time consumer spend over the past decade.

2019 app downloads and consumer spending

Related to its round-up of the top apps, App Annie also offered some preliminary data on downloads and consumer spending in 2019. Its current figures don’t include calculations from third-party app stores in China, (like those referenced above), which App Annie tends to provide in its annual State of Mobile report. Instead, App Annie reports we’re on track to see 120 billion apps from Apple’s App Store and Google Play by the end of 2019, a 5% increase from 2018. Consumer spending was also up 15% year-over-year to reach $90 billion, it says. Expect a full analysis to come in Q1 2020.

Facebook still sat at the top of the charts for 2019. The company’s Messenger app was the most downloaded non-game app of 2019, followed by Facebook’s main app, then WhatsApp. Tinder switched places with Netflix for the No. 1 spot on this chart — last year, it was the other way around. (For more details, TechCrunch’s full review is here.)

2019 in Mobile Gaming

According to a year-end report by GamesIndustry.biz, mobile gaming grew 9.7% year-over-year in 2019 to reach a market value of $68.2 billion. The gaming market as a whole was worth $148.8 billion, the report said. Smartphone games were the biggest piece of this figure, at $54.7 billion, compared with $13.4 billion for tablet games. That means smartphone games are still bigger than PC, browser PC games, boxed and downloaded PC games, and console games.

Big moves in cloud gaming

To beef up its new cloud gaming service Stadia, Google this week bought game development firm Typhoon Studios, who were set to release their cross-platform title and first game, Journey to the Savage Planet. Google had said it wants to build out a few different first-party studios to release content on Stadia, which is where this acquisition fits in. Meanwhile, Facebook this week acquired the cloud gaming startup, PlayGiga, which had been working with telcos to create streaming game technology for 5G.

Stadia has a big mobile component, as its controller can play games on compatible mobile devices like Pixel phones. Gaming has been a big part of Facebook’s mobile efforts, as not only a platform where games can be played, but also a place to watch live game streams, similar to Twitch. But the big gaming trend of the past year (which will continue into 2020) is cross-platform gaming — thanks to games like Fortnite, Roblox and PUBG Mobile, as well as devices like Nintendo Switch, gamers expect to continue playing no matter what screen they happen to be using at the time.

Apple Developer app expands support for China

Apple launched a dedicated mobile app for its developer community in November, with the arrival of the Apple Developer app, which was an upgraded and rebranded version of Apple’s existing WWDC app. The app lets developers access resources like technical and design articles, as well as read news, watch developer videos, and enroll in the Apple Developer program. Now that the program is open to China through the app, Apple announced this week.

From the app, developers in China can start and complete their Apple Developer membership and pay with a local payment method on their iPhone or iPad. They can also renew their membership, to keep their account active. Apple has been heavily investing in growing its international developer community by launching developer academies and accelerators in key regions, among other initiatives. Over the past year, Apple grew its developer community in China by 17%, the company earlier said.

So much for nostalgia, Rewound gets yanked from the App Store

We hope you downloaded this fun app when we told you to in last week’s column! Because now it’s gone.

Rewound, briefly, was a clever music player app that turns your iPhone into a 2000’s era iPod, complete with click wheel nav. The developer was able to sneak the app into the App Store by not including the actual iPod UI, which infringes on Apple’s own product design. Instead, the UI pieces were hosted off-site — on Twitter accounts, for example. Users could find them and download them after they installed the app. Technically, that means the App Store app itself wasn’t infringing, but Apple still kicked it out. The developer also charged a fee to access the Apple Music features, which may have been another reason for its removal.

It’s no surprise Apple took this step, but the developer seems confused as to how the app could be approved then pulled later on, even though it hadn’t changed. That’s actually par for the course for Apple’s subjective, editorial decisions over its App Store, however. Now Rewound, which has 170K+ users after only a few days, will focus on a web app and Android version.

Facebook is building its own OS so it can ditch Android

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This Week in Apps: Black Friday’s boost, security news and the year’s biggest apps

Posted by | Android, android apps, app-store, Apps, developers, Google, iOS, iOS apps, Mobile, TC, this week in apps | No Comments

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all. What are developers talking about? What do app publishers and marketers need to know? How are politics impacting the App Store and app businesses? And which apps are everyone using?

This week we look at how the Black Friday weekend played out on mobile (including which non-shopping category that saw a boost in revenue!), as well as a few security-related stories, TikTok’s latest bad press, plus Apple and Google’s best and most downloaded apps of 2019, and more.

Headlines

80% of Android apps are encrypting traffic by default

Google gave an update on Android security this week, noting that 80% of Android applications were encrypting traffic by default, and that percentage was higher for apps targeting Android 9 or higher, with 90% of them encrypting traffic by default. Android protects the traffic entering or leaving the devices with TLS (Transport Layer Security). Its new statistics are related to Android 7’s introduction of the Network Security Configuration in 2016, which allows app developers to configure the network security policy for their app through a declarative configuration file. Apps targeting Android 9 (API level 28) or higher automatically have a policy set by default that prevents unencrypted traffic for every domain. And since Nov. 1, 2019, all apps (including app updates) must target at least Android 9, Google says. That means the percentages will improve as more apps roll out their next updates.

Black Friday boosted mobile game revenue to a record $70M

U.S. sales holiday Black Friday wasn’t just good for online shoppers, who spent a record $7.4 billion in sales, $2.9 billion from smartphones. It also boosted iOS and Android mobile game revenue to a single-day record of $69.7 million in the U.S., according to Sensor Tower. This was the most revenue ever generated in a single day for the category, and it represents a 25% increase over 2018. Marvel Contest of Champions from Kabam led the day with approximately $2.7 million in player spending. Two titles from Playrix — Gardenscapes and Homescapes — also won big, with $1 million and $969,000 in revenue, respectively.

These increases indicate that consumers are looking for all kinds of deals on Black Friday, not just those related to holiday gift-giving. They’re also happy to spend on themselves in games. Mobile publishers caught on to this trend and offered special in-game deals on Black Friday which really paid off.

Did Walmart beat Amazon’s app on Black Friday?

Sensor Tower and Apptopia said it did. App Annie also said it did, but then later took it back (see update). In any event, it must have been a close race. According to Sensor Tower, Walmart’s app reached No.1 on the U.S. App Store on Black Friday with 113,000 new downloads, a year-over-year increase of 23%. Amazon had 102,000 downloads, making it No. 2.

Arguably, many Amazon shoppers already have the app installed, so this is more about Walmart’s e-commerce growth more so than some ding on Amazon.

In fact, Apptopia said that Amazon still had 162% more mobile sessions over the full holiday weekend — meaning Amazon was more shopped than Walmart.

More broadly, mobile shopping is still huge on Black Friday. The top 10 shopping apps grew their new installs by 11% over last year on Black Friday, to reach a combined 527,000 installs.

Report: Android Advanced Protection Program could prevent sideloading

Google’s Advanced Protection Program protects the accounts of those at risks of targeted attacks — like journalists, activists, business leaders, and political campaign teams. This week, 9to5Google found the program may get a new protection feature with the ability to block sideloading of apps, according to an APK breakdown. What’s not yet clear is if program members will have the option to disable the protection, but there are some indications that may be the case. Another feature the report uncovered appears to show that Play Protect will automatically scan all apps, including those from outside the Play Store. This won’t affect the majority of Android users, of course, but it is an indication of where Google believes security risks may be found: sideloaded apps.

Bug hunter suggests Security.plist standard for apps

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App revenue climbs 23% year-over-year to $21.9B in Q3

Posted by | android apps, App Annie, app stores, Apps, iOS apps, Mobile, mobile apps, revenue, sensor tower | No Comments

Global app revenue continues to climb, thanks to the growth in mobile gaming and the subscription economy. In the third quarter of 2019, consumer revenue grew 22.9% year-over-year from $17.9 billion to reach an estimated $21.9 billion across both the App Store and Google Play worldwide, according to new data from Sensor Tower.

Notably, the App Store continues to account for the large majority of this revenue, the report found, making up 65% of total spending compared with just 35% on Google Play.

App Store users spent $14.2 billion, up 22.3% from the $11.6 billion they spent in Q3 2018. Google Play generated $7.7 billion in revenue, up 24% from the $6.2 billion spent in the year-ago quarter.

q3 2019 app revenue worldwide

Sensor Tower’s revenue estimates are a bit lower than those provided by App Annie’s recent report, which said the quarter saw $23 billion in consumer spending, not ~$22 billion.

App Annie also estimated nearly 31 billion downloads in Q3, while Sensor Tower claimed 29.6 billion.

In both cases, Google Play is still said to be the main source for downloads, with nearly three times more first-time installs than the App Store. In Q3, the total number of downloads was up 9.7% year-over-year to 29.6 billion, said Sensor Tower, with Google Play accounting for 21.6 billion of those.

Despite the overall growth, one big app market — China — saw a slight decline, Sensor Tower found. Its installs dropped 6% year-over-year to 2.2 billion in the quarter. But its revenue grew by 26.9% to $4.1 billion, up from $3.2 billion the year prior. This could be attributed to the nine-month game license freeze in China which, though now lifted, had slowed momentum.

Sensor Tower’s charts don’t include third-party app stores, so it’s not a full picture of the Chinese app market, it’s worth noting.

q3 2019 top apps worldwide

The top money-making (non-game) app in the quarter was again Tinder, which generated $233 million in consumer spending, up 7% over the prior quarter. Netflix was No. 2 and YouTube clocked in at No. 3, at $164 million in Q3.

App Annie has a slightly different ranking. It has Tinder and Netflix leading the top-grossing charts, but puts IQIYI ahead of YouTube. This could be because App Annie has a bigger window into the Chinese app market.

In terms of downloads, TikTok is continuing to disrupt Facebook-owned apps’ dominance over the top of the charts. In Sensor Tower’s rankings, WhatsApp was No. 1 and Messenger was No. 3, but Facebook and Instagram dropped to No. 4 and No. 5, respectively. And TikTok reached No. 2.

q3 2019 app downloads worldwide

This isn’t the first time TikTok has passed Facebook, Sensor Tower said — it did so back in Q4 2018 and in Q1 2019, before dropping to No. 4 again last quarter. But with 177 million downloads in Q3, it’s inching its way up to the top.

App Annie, on the other hand, sees TikTok having just a bit more of climb, sticking it at No. 3 in the quarter, behind Messenger and Facebook. It also called out some Q3 break-out hits, like the return of FaceApp’s popularity (No. 9 in downloads) and the growing subscription revenue of Google One (No. 7 in non-game revenue). Sensor Tower put FaceApp at No. 6 instead, but agreed on Google One.

Mobile gaming continues to generate most of the cash, and did so again in Q3 with $16.3 billion in mobile game gross revenue — or 74% of the total in-app spending, the new report said. The App Store accounted for $9.8 billion of that figure, with Google Play users spending $6.5 billion.

Game downloads across both Google Play and the App Store increased by 17.6% in Q3 from 9.5 billion last year to 11.1 billion.

q3 2019 game revenue worldwide

The top three games in the quarter by downloads were Fun Race 3D (123 million downloads), PUBG Mobile (94 million) and newcomer Mario Kart Tour, which hit 86 million downloads despite only launching in late September.

q3 2019 top games worldwide

PUBG Mobile was the top-grossing game with $496 million in revenue, up 652% over last year. The No. 2 title, Tencent’s Honor of Kings, and No. 3 Aniplex’s Fate/Grand Order generated $377 million and $354 million, respectively.

q3 2019 game downloads worldwide

Image credits: Sensor Tower

Correction: App Annie estimated nearly 31 billion downloads in Q3, not 23 billion as first written. We corrected this. Apologies for the error. 

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Amazon’s Prime Video app disappears from the App Store [Updated]

Posted by | Amazon, Amazon Prime, Apple, apple tv apps, Apps, iOS apps, Media, Mobile, prime video, Video, video streaming | No Comments

In what we understand was a “technical issue”, the Amazon Prime Video app disappeared from the Apple App Store, making it unavailable for new downloads or updates to users both on iOS and Apple TV. Twitter users began to tweet to Amazon for help about the problem on Friday morning, to which Amazon’s support channels have yet to reply.

[Update: we’ve learned the issue is technical in nature, but we have no further information as to the details of the problem. The app should be back shortly.]

[Update 2: Amazon has now offered a comment on the disappearance.

“Earlier today, there was a technical glitch that impacted the Prime Video app on iOS and tvOS devices,” an Amazon spokesperson said. “The issue has been resolved, and the Prime Video app is now once again available in the App Store.”

Earlier post continues below:

The app’s disappearance was earlier reported by AppleInsider, iMore and others.

The most likely reason for the app’s removal is a technical one — an issue with the update could have caused it to be temporarily pulled, perhaps.

What’s not likely is that Amazon Prime Video is gone for good.

The company just released an X-Ray upgrade to the app across platforms, including iOS, allowing users to get more information about what they’re streaming, including Amazon’s run of Thursday Night Football games.

Nor is it likely that Apple has for some reason booted out Prime Video, given the anti-competitive nature of such a move (Apple TV+ is soon to launch), at a time when the tech giants are under increased regulatory scrutiny.

Not just you – https://t.co/DTgGRZwsUc

— Jared DiPane (@jareddipane) October 4, 2019

Was ist da los? Amazon Prime Video wurde aus dem App Store entfernt? pic.twitter.com/w6urAq7X70

— Pino (@madphone) October 4, 2019

The amazon prime video app is gone from the App Store? 🤔@PrimeVideo pic.twitter.com/wtiyIBCI3u

— Adrian (@emoflipsan) October 4, 2019

@PrimeVideo is it just me or is the Amazon Prime Video app gone from the Apple App Store??

— Gary Schafer (@GaryLSchafer) October 4, 2019

Does the Amazon Prime Video app not exist on the App Store anymore?

— Swapnanil Dhol (@SwapnanilDhol) October 4, 2019

Whaaat!!! Amazon Prime Video App removed pic.twitter.com/ayxtrGAHuz

— Jesús Cruz (@jesusmisanador) October 4, 2019

Amazon video is no longer in App Store @amazon @PrimeVideo pic.twitter.com/JuY3s9Ygs0

— Ahmad Najim Noori (@Ah_najeem_noori) October 4, 2019

The issue isn’t only impacting users in the U.S., nor is it limited to iPhone, as Apple TV is also affected.

According to data from app store intelligence firm Sensor Tower, the app was removed today in all regions except Australia, Guatemala, Hong Kong, Hungary, Israel, India, Kenya, Kuwait, Lithuania, Luxembourg, Madagascar and Saudi Arabia.

Amazon has not responded publicly to users asking for help.

TechCrunch has also reached out to Amazon for comment and will update when we hear back.

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This Week in Apps: AltStore, acquisitions and Google Play Pass

Posted by | Android, android apps, app-store, Apps, Extra Crunch, games, Gaming, iOS, iOS apps, Media, Mobile, Social, Startups, TC | No Comments

The app industry shows no signs of slowing down, with 194 billion downloads in 2018 and over $100 billion in consumer spending. People spend 90% of their mobile time in apps and more time using their mobile devices than watching TV. In other words, apps aren’t just a way to spend idle hours — they’re a big business. And one that often seems to change overnight. In this new Extra Crunch series, we’ll help you keep up with the latest news from the world of apps — including everything from the OS’s to the apps that run upon them, as well as the money that flows through it all.

This week, alternatives to the traditional app store is a big theme. Not only has a new, jailbreak-free iOS marketplace called AltStore just popped up, we’ve also got both Apple and Google ramping up their own subscription-based collections of premium apps and games.

Meanwhile, the way brands and publishers want to track their apps’ success is changing, too. And App Annie — the company that was the first to start selling pickaxes for the App Store gold rush — is responding with an acquisition that will help app publishers better understand the return on investment for their app businesses.

Headlines

AltStore is an alternative App Store that doesn’t need a jailbreak

An interesting alternative app marketplace has appeared on the scene, allowing a way for developers to distribute iOS apps outside the official App Store, reports Engadget — without jailbreaking, which can be difficult and has various security implications. Instead, the new store works by tricking your device into thinking you’re a developer sideloading apps. And it uses a companion app on your Mac or PC to re-sign the apps every 7 days via iTunes WiFi syncing protocol. Already, it’s offering a Nintendo emulator and other games, says The Verge. And Apple is probably already working on a way to shut this down. For now, it’s live at Altstore.io.

Very excited to officially announce AltStore: an alternative app store for iOS — no jailbreak required. Launching this Saturday, September 28, but you can download the preview TODAY https://t.co/M7nULBV28p

— Riles 🤷‍♂️ (@rileytestut) September 25, 2019

For the third time in a month, Google mass-deleted Android apps from a big Chinese developer.

Does Google Play have a malicious app problem? That appears to be the case as Google has booted some 46 apps from major Chinese mobile developer iHandy out of its app store, BuzzFeed reported. And it isn’t saying why. The move follows Google’s ban of two other major Chinese app developers, DO Global and CooTek, who had 1 billion total downloads.

Google Firebase gets new tools

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Spotify’s app for artists gets a big revamp, adds real-time stats for listeners

Posted by | android apps, Apps, artists, iOS apps, Media, Mobile, Spotify | No Comments

Spotify this morning is rolling out an updated version of its app for artists, across both iOS and Android. The new app includes a refreshed design, as well as new analytics like real-time stats on how many people are playing artists’ songs around the world, most notably. Educational materials are also for the first time available through the app’s new Home tab.

Launched two years ago, the Spotify app already offers a way to see real-time listening stats for new releases for the first week they go live. Now it’s expanding its listening stats so artists can see how many people are playing their songs right now.

It’s also now easier to track important milestones in the revamped app, Spotify says — like when a song gets added to a playlist or the artist gains new followers.

S4A 09092019 BlogImageMaster Home Tab

From the Home tab, Spotify will offer more recommendations on how to best use its tools and promote its Co.Lab events.

Here, artists will be able to read articles, watch videos and presentations, get advice from successful artists, learn about product updates and more.

S4A 09092019 BlogImageMaster Homecard Tab

The audience analytics and music sections have also gotten a visual refresh, designed to make it easier to see the latest stats related to who’s listening, where and similar artists these fans like.

S4A 09092019 BlogImageMaster Library Tab

And in a much-needed addition, artists or their managers can now update the artist’s profile in the app, including the ability to pick a new profile photo, rewrite the bio and update playlists and the Artist’s Pick directly from the Artists page in the app.

For those who are managing multiple artists, it’s now easier to switch between profiles.

S4A 09092019 BlogImageMaster Artist Profile

The update to the Spotify for Artists app is one of the more significant to arrive since the analytics dashboard moved to mobile back in 2017. And with the standout feature of real-time listening stats for listeners, the app is even more of a competitor to Apple’s artist dashboard, which just exited beta last month with the addition of Shazam data.

Spotify says the new app is rolling out this week across both iOS and Android.

Correction, 9/24/19 10:20 AM ET: The app offers real-time stats of current listeners for all songs overall, but not for any song. This was unclear. We’ve since corrected. Sorry for the confusion. 

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