android apps

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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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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Google Play Pass launches with 350+ premium apps and games, initially for $1.99 per month

Posted by | Android, android apps, Android games, app stores, Apple Arcade, Apps, games, Gaming, Google, Google Play, Mobile, mobile game, play store, subscription service | No Comments

Following the well-received launch of Apple Arcade, Google today is officially introducing its own take on subscription-based access to premium mobile games — or, in Google’s case, premium mobile apps, too. The new Google Play Pass subscription, arriving this week, will offer more than 350 apps and games that are completely unlocked, with no upfront fees, in-app purchases or advertisements. And the initial price point is something of a no-brainer — it’s just $1.99 per month for the first year, Google says.

That price will increase to $4.99 per month after the first 12 months have passed, which is the same price as Apple Arcade at launch. This launch promotion is only available until October 10, 2019, however.

The two services are similar in concept, as both are providing a large library of premium content for a monthly subscription. But there are some differences between the two.

For starters, Apple Arcade is filled with exclusives — meaning its games will not be found on Andriod. The reverse is not true for Google Play Pass. Instead, the Play Pass catalog includes many cross-platform titles, including some that even found their fame first on iOS, like ustwo’s Monument Valley.

In addition, Play Pass’s launch titles aren’t all games. There are also ad-free versions of popular mobile apps, like AccuWeather, Facetune and Pic Stitch, for example.

Notable launch titles include Stardew Valley, Risk, Terraria, Monument Valley, Star Wars: Knights of the Old Republic, Reigns: Game of Thrones, Titan Quest and Wayward Souls. Some lesser-known additions include LIMBO, Lichtspeer, Mini Metro and Old Man’s Journey. Others, like This War of Mine and Cytus, are coming soon. And for little kids, there are some preschooler-friendly titles like Toca Boca classics and the My Town series.

More titles are added on a monthly basis, Google says.

pph realistic

Because it’s not relying on exclusives; Google’s catalog is more than triple the size of Apple’s at launch. That being said, Apple’s Arcade library is filled with gorgeous, high-quality games while Play Pass is rounded out with a lot more utilities, like weather apps and photo editors.

Play Pass ticket logoLike Apple Arcade, the new subscription gets its own tab in the Google Play app, where the games are organized by genre, popularity and other factors — just like a mini app store. However, unlike Apple Arcade, where games are only found in the Arcade tab or through search, Google Play Pass titles will appear directly in the Play Store. They’ll be designated with a Play Pass ticket badge, so you can easily identify them.

The Play Pass subscription also allows the games to be shared with the whole family. The family manager can share their Play Pass subscription with up to five other family members, who can each access the titles independently. This is comparable to Apple Arcade.

We already knew Google was working on an Apple Arcade competitor before today. The Play Pass subscription’s existence had been leaked, and Google later confirmed the service with a tweet. What we didn’t yet know was the launch date, lineup or the official pricing.

Google Play Pass service is rolling out this week to Android devices in the U.S., with more countries coming soon. A 10-day subscription is available, before it converts to the $1.99 per month limited promotion, followed by the $4.99 per month price point when the promotion ends.

While neither Apple nor Google is discussing the terms of their deals with developers, Google says the more people download a Play Pass title, the more the revenue developers receive on a recurring basis. It also explained that Google itself is funding the initial launch offer, so developers can gain more subscriber interest without impacting their revenue.

 

 

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Downloads needed to rank No. 1 on App Store is down 30+% since 2016 for apps, up 47% for games

Posted by | android apps, app-store, Apple, apple-app-store, Apps, developers, Google Play, iOS, iOS apps, iPhone, Mobile, mobile applications, mobile software, online marketplaces, rankings, sensor tower, TC | No Comments

With the App Store’s big makeover in fall 2017, Apple attempted to shift consumers’ attention away from the Top Charts and more toward editorial content. But app developers still want to make it to the No. 1 position. According to new research from app store intelligence firm Sensor Tower, it’s become easier for non-game apps over the past few years to achieve the top ranking.

Specifically, the firm found that the median number of daily downloads required for non-game applications on the U.S. iPhone App Store to reach No. 1 decreased around 34%, from 136,000 to 90,000 in 2018, then increased a little more than 4% to 94,000 this year.

At the same time, the number of non-game installs on the U.S. App Store had increased by 33% between Q1 2016 and Q1 2019.

These findings, Sensor Tower suggests, indicate that the U.S. market for the top social and messaging apps has become saturated, with downloads for top apps like Facebook and Messenger decreasing over time. In addition, no other apps have found the same level of success that Snapchat and Bitmoji did back in 2016 and 2017, the report adds.

median downloads no 1 ios

For example, Messenger saw 5 million U.S. App Store installs in November 2016 while Bitmoji and Snapchat passed 5 million installs in August 2016 and March 2017, respectively. And no other non-game app has topped 3.5 million installs in a single month since March 2017.

Meanwhile, the decline in downloads needed to reach the No. 1 spot on Google Play was even more significant.

The median daily downloads for the top non-game app decreased by 65%, from 209,000 in 2016 to 74,000 so far in 2019.

Similarly, the store saw a decrease in installs among top apps, including Messenger, Facebook, Snapchat, Pandora and Instagram. Messenger, for example, saw its yearly installs fall by 68% from nearly 80 million in 2016 to 26 million in 2018.

Games

With mobile games, however, it’s a different story across both app stores.

On the Apple App Store, it has taken 174,000 downloads for a game to reach the top of the rankings on any given day in 2019 — 85% more the 94,000 installs required for non-game app to reach the top of the charts.

This figure also represents an increase of 47% compared to the 118,000 median daily downloads required to top the charts back in 2016, Sensor Tower said.

median downloads no 1 google play

In part, this trend is due to the rise of hyper-casual gaming. So far in 2019, 28 games have reached the No. 1 position on the U.S. App Store, with hyper-casual games making up all but four of those. And of those four, only Harry Potter: Wizards Unite spent more than one day at the top of the charts. Meanwhile, hyper-casual games like aquapark.io and Colorbump 3D have spent 25 and 30 days at No. 1, respectively.

On Google Play, the median daily installs to reach the No. 1 position increased from 70,000 in 2017 to 116,000 so far in 2019, or 66% growth. Overall game downloads, however, decreased 16% from 646 million in Q1 2017 to 544 million in Q1 2019.

Similarly, 21 out of the 23 games that reached the top spot this year have been hyper-casual titles, like Words Story or Traffic Run.

Breaking the top 10

While topping the charts has gotten easier for non-game apps over the years, breaking into the top 10 has gotten more difficult. Median U.S. daily installs for the No. 10 free non-game app increased 11%, from 44,000 in 2016 to 49,000 in 2019.

median downloads top 10 ios

On Google Play, median daily installs for non-game apps fell nearly 50%, from 55,000 median daily installs in 2016 to 31,000 in 2019.

For games, the No. 10 game’s spot on the App Store increased from 25,000 median daily installs in 2016 to 43,000 so far in 2019, and Google Play saw 26% growth, from 27,000 to 34,000 during the same period.

median downloads top 10 google play

Categories making the Top 10

In terms of breaking into the top 10 by category, Photo & Video apps on the App Store present the most challenge. The category where YouTube, Instagram, TikTok and Snapchat reside saw a median daily amount of more than 16,000 downloads for the No. 10 app.

This was followed by Shopping (15,300 daily downloads for the No. 10 app), Social Networking (14,500), Entertainment (12,600) and Productivity (12,400).

On Google Play, Entertainment apps — like Hulu, Netflix and Bitmoji — need around 17,100 U.S. installs in a day to reach the top 10. This is followed by Shopping (10,800), Social (9,100), Music (8,200) and Finance (8,000).

Beyond the U.S.

Outside the U.S., a non-game app needs approximately 91,000 downloads to reach the top 10 on the App Store in China — higher than the 49,000 installs needed in the U.S. For games, the U.S. is the most difficult to crack the top 10, with a median of 43,000 daily downloads for the No. 10 game.

median downloads top 10 by country ios

On Google Play, India required the most downloads to reach the top 10, with apps needing 256,000 downloads in a day and games needing 117,000 downloads.

median downloads top 10 by country google play

Of course, the App Store’s ranking algorithms — nor Google Play’s algorithms — don’t rely on downloads alone to determine an app’s ranking. Apple takes into consideration downloads and velocity, among other undocumented factors. Google Play does something similar.

But these days, developers are more concerned with showing up highly ranked in app store searches than they are on top charts, where they’ll need to consider numerous other factors beyond downloads — like keywords, description, user engagement and even app quality, among other things.

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Google denies reports of unannounced changes to Android app review process

Posted by | android apps, app review, Apps, developers, Google, Google Play, Mobile, play store | No Comments

Multiple reports this week claimed Google had quietly rolled out a more in-depth app review process to all developers — changes designed to keep the Play Store safer from spam, malware and copycat apps. Those reports are inaccurate, Google tells TechCrunch. Instead, the company is giving itself more time to review apps from new, unestablished developers on the Play Store, as previously announced, but this hasn’t been extended to all developers.

Concerns about these so-called “unannounced changes” stemmed from a blog post by Choice of Games, which wrote that “all new apps” would be getting an additional review, slowing down app approvals. It claimed new apps would require at least three days for review, and this now included existing developers.

The post cited a conversation with Google Support as the source for its claims.

This led to a ton of confusion, as the development shop behind the post was well-established, having been on the Play Store since 2010 and would have been exempt from Google’s policy of increased reviews for new developers.

As it turns out, it appears there was miscommunication between Google Play Store developer support and the developer, according to the chat transcript that was published. The support person, “Liz,” was alerting the developer to the new policy Google announced in April, which detailed increased review times for Play Store newcomers. She didn’t appear to understand that she was speaking with a developer who had published on Google Play for nearly a decade.

Android Police also picked up the news, writing that Google had “quietly instigated a more involved review process that impacts every app and update.”

Reddit and Hacker News also weighed in. In addition to the reported changes, developers were concerned there was now no way to schedule new app releases through the Timed Publishing feature. (That’s also not true — developers can publish to a closed testing track, then use Timed Publishing to go live to the public.)

A Google Developer Relations team member stepped in to clear things up on Reddit, and we’ve confirmed with Google that his responses were accurate.

Google’s updated app review process, first announced in April, hasn’t changed.

At the time, Google said:

“We will soon be taking more time (days, not weeks) to review apps by developers that don’t yet have a track record with us. This will allow us to do more thorough checks before approving apps to go live in the store and will help us make even fewer inaccurate decisions on developer accounts.”

Google began notifying developers directly in the Play Console in June that new apps by developers without a track record will take a couple of days longer to review. Google says that, since this change, it’s already seen a meaningful increase in the number of harmful apps blocked by Play even before they are published.

It’s not clear why the developer relations support person miscommunicated this information to the developer in question, but it points to a training issue on Google’s part.

It’s also unclear why the established developer’s app was held up in app review, beyond it just being a mistake on Google’s part.

Unfortunately for Google, Play Store developers have come to expect a speedy review process, so any delays feel like unnecessary friction.

Unlike Apple, which employs a large team to carefully review app submissions and make hard calls on controversial apps, Google has more heavily relied on automation over the years. The company disclosed in the past how it uses software to pre-analyze apps for viruses, malware and other content and copyright violations.

That process doesn’t always work, though. Only days ago, dozens of Android apps disguised as harmless photo editors and games were discovered to actually be adware. This follows similar news from January, when 85 apps were found to contain adware… and in May, when adware was discovered in some 200 apps totaling 150+ million installs… and, news from last November, when malware was found across more than a dozen apps with half a million installs… and so on.

While it would make sense for Google to increase its review of all apps, given its inability to address this problem, that was not the case here.

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Google’s lightweight search app, Google Go, launches to Android users worldwide

Posted by | Android, android apps, Apps, emerging markets, Google, google go, google lens, Mobile, play store, search app, search results, smartphones, web search | No Comments

Google Go, a lightweight version of Google’s search app, is today becoming available to all Android users worldwide. First launched in 2017 after months of beta testing, the app had been designed primarily for use in emerging markets where people are often accessing the internet for the first time on unstable connections by way of low-end Android devices.

Like many of the “Lite” versions of apps built for emerging markets, Google Go takes up less space on phones — now at just over 7MB — and it includes offline features to aid those with slow and intermittent internet connections. The app’s search results are optimized to save up to 40% data, Google also claims.

Beyond web search, Google Go includes other discovery features, as well — like the ability to tap through trending topics, voice search, image and GIF search, an easy way to switch between languages, and the ability to have web pages read aloud, powered by AI.

At Google’s I/O developer conference this spring, the company announced it was also bringing Lens to Google Go.

global launch lens spanish to english

Lens allows users to point their smartphone camera at real-world objects in order to bring up relevant information. In Google Go, the Lens feature will help users who struggle to read. When the camera is pointed at text — like a bus schedule, sign or bank form, for example — Lens can read the text out loud, highlighting the words as they’re spoken. Users can also tap on a particular word to learn its definition or have the text translated.

While Lens was only a 100KB addition, according to Google, the updates to the Go app since launch have increased its size. Initially, it was a 5MB app; now it’s a little more than 7MB.

Previously, Google Go was only available in a few countries on Android Go edition devices. According to data from Sensor Tower, it has been installed approximately 17.5 million times globally, with the largest percentage of users in India (48%). Its next largest markets are Indonesia (16%), Brazil (14%), Nigeria (6%) and South Africa (4%), Sensor Tower says.

In total, it has been made available to 29 countries on Android Go edition devices, including: Angola, Benin, Botswana, Burkina Faso, Cameroon, Cape Verde, Cote d’Ivoire, Gabon, Guinea-Bissau, Kenya, Mali, Mauritius, Mozambique, Namibia, Niger, Nigeria, Philippines, Rwanda, Senegal, Tanzania, Togo, Uganda, Zambia and Zimbabwe.

Google says the app now has “millions” of users.

Today, Google says it will be available to all users worldwide on the Play Store.

Google says it decided to launch the app globally, including in markets where bandwidth is not a concern, because it understands that everyone at times can struggle with problems like limited phone storage or spotty connections.

Plus, it’s a lightweight app for reading and translating text. At Google I/O, the company had noted there are more than 800 million adults worldwide who struggle to read — and, of course, not all are located in emerging markets.

global launch karaoke

Google Go is one of many lightweight apps Google has built for emerging markets, along with YouTube Go, Files GoGmail Go, Google Maps Go, Gallery Go and Google Assistant Go, for example.

The Google Go app will be available on the Play Store to global users running Android Lollipop or higher.

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App revenue tops $39 billion in first half of 2019, up 15% from first half of last year

Posted by | analyst, android apps, app revenues, app stores, app-store, Apple, Apps, China, Google Play, instagram, iOS App Store, iOS apps, Mobile, mobile applications, mobile apps, mobile games, Netflix, online marketplaces, sensor tower, smartphones, streaming services, Tencent, tiktok, Tinder | No Comments

App store spending is continuing to grow, although not as quickly as in years past. According to a new report from Sensor Tower, the iOS App Store and Google Play combined brought in $39.7 billion in worldwide app revenue in the first half of 2019 — that’s up 15.4% over the $34.4 billion seen during the first half of last year. However, at that time, the $34.4 billion was a 27.8% increase from 2017’s numbers, then a combined $26.9 billion across both stores.

Apple’s App Store continues to massively outpace Google Play on consumer spending, the report also found.

In the first half of 2019, global consumers spent $25.5 billion on the iOS App Store, up 13.2% year-over-year from the $22.6 billion spent in the first half of 2018. Last year, the growth in consumer spending was 26.8%, for comparison’s sake.

Still, Apple’s estimated $25.5 billion in the first half of 2019 is 80% higher than Google Play’s estimated gross revenue of $14.2 billion — the latter a 19.6% increase from the first half of 2018.

The major factor in the slowing growth is iOS in China, which contributed to the slowdown in total growth. However, Sensor Tower expects to see China returning to positive growth over the next 12 months, we’re told.

To a smaller extent, the downturn could be attributed to changes with one of the top-earning apps across both app stores: Netflix.

Last year, Netflix dropped in-app subscription sign-ups for Android users. Then, at the end of December 2018, it did so for iOS users, too. That doesn’t immediately drop its revenue to zero, of course — it will continue to generate revenue from existing subscribers. But the number will decline, especially as Netflix expands globally without an in-app purchase option, and as lapsed subscribers return to renew online with Netflix directly.

In the first half of 2019, Netflix was the second highest earning non-game app with consumer spending of $339 million, Sensor Tower estimates, down from $459 million in the first half of 2018. (We should point out the firm bases its estimates on a 70/30 split between Netflix and Apple’s App Store that drops to 85/15 after the first year. To account for the mix of old and new subscribers, Sensor Tower factors in a 25% cut. But Daring Fireball’s John Gruber claims Netflix had a special relationship with Apple where it had an 85/15 cut from year one.)

In any event, Netflix’s contribution to the app stores’ revenue is on the decline.

In the first half of last year, Netflix had been the No. 1 non-game app for revenue. This year, that spot went to Tinder, which pulled in an estimated $497 million across the iOS App Store and Google Play, combined. That’s up 32% over the first half of 2018.

1h 2019 app revenue worldwide

But Tinder’s dominance could be a trend that doesn’t last.

According to recent data from eMarketer, dating app audiences have been growing slower than expected, causing the analyst firm to revise its user estimates downward. It now expects that 25.1 million U.S. adults will use a dating app monthly this year, down from its previous forecast of 25.4 million. It also expects that only 21% of U.S. single adults will use a dating app at all in 2019, and that will only grow to 23% by 2023.

That means Tinder’s time at the top could be overrun by newcomers in later months, especially as new streaming services get off the ground (assuming they offer in-app subscriptions); if TikTok starts taking monetization seriously; or if any other large apps from China find global audiences outside of China’s third-party app stores.

For example, Tencent Video grossed $278 million globally in the first half of 2019, outside of the third-party Chinese Android app stores. That made it the third-largest non-game app by revenue. And Chinese video platform iQIYI and YouTube were the No. 4 and No. 5 top-grossing apps, respectively.

Meanwhile, iOS app installs actually declined in the first half of the year, following the first quarter that saw a decline in downloads, Q1 2019, attributed to the downturn in China.

The App Store in the first half of 2019 accounted for 14.8 billion of the total 56.7 billion app installs.

Google Play installs in the first half of the year grew 16.4% to 41.9 billion, or about 2.8 times greater than the iOS volume.

1h 2019 app downloads worldwide

The most downloaded apps in the first half of 2019 were the same as before: WhatsApp, Messenger and Facebook led the top charts. But TikTok inched ahead of Instagram for the No. 4 spot, and it saw its installs grow around 28% to nearly 344 million worldwide.

In terms of mobile gaming specifically, spending was up 11.3% year-over-year in the first half of 2019, reaching $29.6 billion across the iOS App Store and Google Play. Thanks to the fallout of the game licensing freeze in China, App Store revenue growth for games was at $17.6 billion, or 7.8% year-over-year growth. Google Play game spending grew by 16.8% to $12 billion.

The top-grossing games, in order, were Tencent’s Honor of Kings, Fate/Grand Order, Monster Strike, Candy Crush Saga and PUBG Mobile.

1h 2019 game revenue worldwide

Meanwhile, the most downloaded games were Color Bump 3D, Garena Free Fire and PUBG Mobile.

Image credits: Sensor Tower

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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