Mobile Applications in the Global Market
This article constantly adds up-to-date data on the global market for mobile applications (downloads and sales). You can learn more about mobile applications and their development history here.
Content |
Main article: Mobile applications
European Mobile Application Market
- Main article: Mobile applications (European market)
2023
3% market growth to $171 billion
At the end of 2023, consumer spending on mobile applications increased by 3% compared to the result for the previous year and reached approximately $171 billion. However, the total number of downloads on an annualized basis remained practically unchanged, remaining at around 257 billion. Such data are given in a study by data.ai, published in early January 2024.
According to estimates, in 2023, consumer spending on non-gaming applications increased by 11% on an annualized basis and reached $64 billion. Such a significant growth was facilitated by the demand for applications for working with various social services. In addition, the TikTok application for short videos was very popular: the cost of it over the entire existence reached $10 billion.
Analysts note that advances in generative artificial intelligence helped drive consumer spending in 2023. The market for such applications has expanded 7 times compared to 2022, which has led to the emergence of new services, such as chat bots with artificial intelligence and content generators. In terms of spending, ChatGPT, Ask AI and Open Chat were among the best applications. It is noted that the popularity of AI-based applications, in general, was global in nature, with the exception of China, Japan, Saudi Arabia and Turkey.
To capitalize on consumer demand, developers of more than 4,000 apps added the word "chatbot" to their product descriptions in 2023, and more than 3,500 added "gpt." In addition, in 2023, approximately 2,500 new apps appeared with the word "chatbot" in the description, which data.ai estimates is almost double the number of such apps released in the previous four years combined.
In 2023, spending in the mobile games segment decreased by 2% compared to the previous year - to $107 billion. Annual downloads remained at about the same level - about 88 billion. The best genres include hypercasual games, simulators and action games. Breakthrough projects include Monopoly GO and EA Sports FC Mobile Soccer. Games such as Block Blast Adventure Master and Attack Hole were in high demand.
Data.ai notes that in 2023 the total time spent by users in mobile applications reached a record value of 5.1 trillion, which is 6% more than a year earlier. In 10 leading markets, each user spent on average 5 hours a day in mobile applications, or about a third of the total waking time. Applications such as YouTube, WhatsApp, Facebook, TikTok, Chrome, Instagram, Netflix and others are especially popular.
Mobile advertising spending at the end of 2023 is estimated at $362 billion, which corresponds to an increase of 8% on an annualized basis. In 2024, according to data.ai forecasts, advertising costs will show an increase of 16.2% and reach $402 billion. This is due to the gradual restoration of the industry.
Among other trends in 2023, analysts highlight a sharp increase in the popularity of Chinese e-commerce applications such as Temu and Shein: they showed an increase of 140% on an annualized basis against the background of entering Western markets. And the time spent by users on social and entertainment applications increased by 12% - to 3 trillion hours. This category also saw a significant increase in spending - by 10%, to $29 billion. The number of downloads of travel applications, according to Data.ai estimates, increased by 13% year-on-year.[1]
For how long various applications have reached 100 million users
" class="external free" title="https://www.visualcapitalist.com/threads-100-million-users/{/hide}" rel="nofollow" target="_blank">https://www.visualcapitalist.com/threads-100-million-users/{/hide}
2022
Global mobile gaming market sank 5% due to inflation
In early January 2023, data.ai presented the results of a study of the global mobile application market. Against the background of a difficult economic situation and a high level of inflation, revenue in the corresponding segment decreased.
It is estimated that consumer spending in app stores in 2022 amounted to approximately $167 billion. This is 2% less compared to the result for 2021. The total number of downloads of mobile applications of all types on an annualized basis rose by 11%, reaching about 255 billion. Users around the world in 2022 spent an average of five hours a day in such programs, which is 3% more than in 2021. The total amount of time spent globally on mobile applications reached 4.1 trillion, showing an increase of 9% on an annualized basis.
In the segment of mobile games at the end of 2022, a decrease in revenue by 5% was recorded - to $110 billion. Analysts note that when faced with economic hurdles such as high prices and market instability, users around the world began to save money. In such a situation, the games were especially under pressure. China became the leader in terms of spending on games for smartphones and tablets in 2022 with $42.4 billion. In second place are the United States with $24.02 billion, and Japan closes the top three with $13.1 billion. In addition, the top five included South Korea and Germany: their result amounted to $5.28 billion and $2.47 billion, respectively.
Despite the reduction in the segment of mobile games in monetary terms, it is growing in terms of the number of downloads. In 2022, this value reached 90 billion, rising by 8% compared to 2021. The first place in the ranking of countries whose residents most actively download mobile games was taken by China with a result of 31.43 billion downloads. India is in second place with 9.65 billion downloads, Brazil is in third place with 4.62 billion. This is followed by the United States with 4.57 billion and Indonesia with 3.45 billion.
It is noted that hypercasual games were especially popular among users around the world in 2022 - mobile games that do not require much effort for gameplay. If we consider the industry in terms of revenue, then the projects Honor of Kings, Genshin Impact and Candy Crush Saga brought the most income. It is noted that in 2022, user costs in the segment of mobile role-playing games (RPG) amounted to $25.5 billion. Strategies brought $12.1 billion, competitive games - $8.7 billion. About $8.3 billion fell on the casino.
In the segment of non-gaming applications, revenue in 2022 is estimated to have increased by 6%, reaching $58 billion. The growth was facilitated by subscriptions to all kinds of services. The number of downloads of non-game programs increased by 13% compared to 2021 - to 165 billion. Applications for short videos, such as TikTok, were especially popular in 2022: their users viewed 3.1 billion hours of content daily, which is 22% more than in 2021. Revenue from such applications jumped 55%, amounting to $5.6 billion.
Mobile advertising brought in approximately $336 billion in 2022. In 2023, as experts predict, this figure will increase to $362 billion. Experts data.ai expect that in 2023 the global mobile application market will face additional difficulties caused, among other things, by new privacy measures that Apple has already implemented and is going to introduce Google. The industry will also continue to be influenced by the unfavorable economic situation. As a result, global spending on games will decrease by another 3% - to about $107 billion.[2]
5 Mobile App Market Forecasts
On December 8, 2022, data.ai (formerly App Annie) published a forecast for the development of the global mobile application market for 2023 and subsequent years. The transformation of the industry will be influenced by a number of factors: this is the current geopolitical situation, protracted problems with supply chains, the collapse of cryptocurrency and rising inflation.
Forecast 1
According to analysts, in 2023, global spending on mobile advertising will reach $362 billion. The growth in this area is due to the fact that users around the world spend more and more time in applications for smartphones and tablets. Thus, the total number of hours spent on Android devices alone will exceed 4 trillion in 2022. However, growth in mobile advertising spending will slow to 7.5% in 2023, compared with 14% in 2022, which is due to macroeconomic difficulties. One of the drivers of the advertising market will be applications for creating and watching short videos, while there may be a lull in the field of social networks.
Forecast 2
User spending on mobile games will be reduced by 5% in 2022 - to $110 billion. In 2023, a fall of another 3% is expected, as a result of which the volume of this segment will decrease to $107 billion. The main reasons for the negative dynamics are Google's upcoming privacy changes, strict fingerprint requirements, etc. These measures will make it harder to generate revenue through purchases in games.
Forecast 3
In 2023, another 14 projects will join a group of applications worth $2 billion, including: Call of Duty, Uma Musume Pretty Derby and Bumble. At the same time, in 2023, seven projects will cross the $3 billion milestone: Disney +, Netflix, YouTube and TikTok will be joined, in particular, by HBO Max and iQIYI. More than ever, applications and services for watching video content are becoming popular among mobile device owners.
Forecast 4
In 2023, mobile commerce will continue to gain momentum. Among users, services for tourism and travel, visiting various concerts and sporting events will be especially in demand. Along with spending on all kinds of goods, products and services, consumers will begin to pay more attention to those areas that allow them to gain any impressions and personal experience. In particular, the number of downloads of travel applications and ticket sales is expected to increase by 47% in 2023. In addition, the use of meditation applications is predicted to increase: such tools contribute to reducing stress levels, which is important in a complex macroeconomic environment.
Forecast 5
In 2028, the total time that users spend in mobile applications will exceed 6 trillion hours. The CAGR (compound percentage CAGR) over a five-year period will be 6%. Sustainable growth in this area will be facilitated by achievements in the field of technology for connecting to computer networks, the development of casual games, the expansion of 5G infrastructure, the demand for next-generation digital services and the deepening of application personalization. Alternative Android app stores in China will be highly popular . The industry is projected to grow rapidly in regions such as Latin America, Southeast Asia, the Middle East and North Africa. [3]
2021
Mobile App Ranking by Number of Downloads and Revenue
On January 12, 2022, the analytical company App Annie published a study in which, among other things, it named the most popular mobile applications and games in the world at the end of 2021.
The top three in terms of downloads from the App Store and Google Play stores are customers of social networks TikTok, Instagram and Facebook. In terms of user spending on mobile applications and content in them, TikTok took the first place, the second - YouTube, the third - Tinder.
The most downloaded game for smartphones and tablets in the world was the multiplayer Free Fire, and gamers spent the most money in 2021 on an online platform that Roblox allows users to play games created by other users and create their own.
The report also lists statistics on preferences in mobile gaming. For example, in the United States, France and Japan, women most often choose games like Candy Crush Saga. Men are attracted to strategies like Clash Royale.
In terms of downloads among business applications, WhatsApp Business took the first place in the world in 2021. The top three also included Apna and VssID. The category "Food and drinks" was headed by the UberEATS application, the category "online shopping" - Meesho.
In 2021, more time was spent on mobile applications than ever before. This number reaches 4.8 hours per user per day. The study also said mobile services are still in high demand, with more than 435,000 apps downloaded per minute worldwide.
In a study, App Annie analyzed downloads, costs and activity of mobile app users. The rating did not include pre-installed applications and applications published by platform owners and downloaded to devices running their operating system.
User spending on mobile applications in the world increased by 25%
In 2021, user spending on mobile applications in the world will reach $135 billion, an increase of 25% compared to 2020. Such data on December 8, 2021 was published by the App Annie service, specializing in the analysis of mobile data.
The number of downloads of software for iOS and Android for the year increased by 8%, to $140 billion. The largest number of downloads fell on the CapCut, MX TakaTak and Moj applications.
As in previous years, user spending on iOS prevails, with 65 cents from every dollar in the app market in 2021 spent by users of Apple devices, analysts said. Gamers spend the most - they account for about 60% of revenue on iOS and almost 80% of the funds spent on Google Play.
Among the countries for app downloads, India ranked first, providing 20% of the total downloads in the App Store and Google Play combined. It is followed by the United States (9%) and Brazil (8%).
Users spent the most in 2021 on live streaming and online streaming apps such as YouTube, Disney +, TikTok and Twitch.
At the end of 2021, TikTok took first place in the world in terms of increasing user spending among social applications. It is followed by Bigo Live and Discord. Other notable video apps that showed the greatest growth include Likee and Azar.
Tinder topped the rankings for increasing global consumer spending among dating apps. It is followed by Bumble, in which users spent more than $1 billion over the entire existence of the application.
Around the world, people have adapted to the pandemic through the transition to life in mobile, which can be called one of the main conclusions. The most successful were those industries that helped people to be closer both virtually and personally, "said Lexi Sydow, head of marketing research at App Annie[4] |
2020
Most downloaded apps - App Annie
In August 2021, the analytical company App Annie published a rating of the most popular mobile applications for 2020. The first place in terms of the number of downloads was taken by the TikTok service. The whole list is as follows:
- TikTok;
- Facebook;
- WhatsApp;
- Instagram;
- Facebook Messenger;
- Snapchat;
- Telegram;
- Likee;
- Pinterest;
- Twitter.
USA The top 10 also includes voice service for gamers Discord and video chat. Google Duo China The leadership is held by the Chinese version of TikTok called. In Douyin Japan the first place is the messenger Line.
According to researchers, TikTok has become the only non-Facebook app in the top 5. Despite the local defeat, the social network represents a significant part of the most popular services in this rating: Facebook, Facebook Messenger, Instagram and WhatsApp.
According to App Annie marketing manager Chusen Kean, TikTok's total viewing time in the US and UK is longer than YouTube's, and short videos will continue to attract attention. By the way, TikTok in 2020 became the most downloaded application not only in the world, but also in Russia (App Annie data).
The expert added that categories such as music and humor are gaining great popularity. Also, the interest of users is caused by voice social networks. For example, Clubhouse's demand in Japan and the United States began to gain momentum earlier this year.
Usually, such growth is characteristic of emerging markets, but in 2020, COVID-19 stimulated the demand for mobile solutions for work, study and entertainment, the App Annie report says. - COVID-19 has swept the world, changed the economy and transformed everyday life... And we all relied on mobile devices to communicate, work, learn, play and escape (from everyday life)[5] |
People use digital services and applications 30% more than before the pandemic
On July 26, 2021, Cisco AppDynamics shared the results of the App Attention Index report, which demonstrated that consumer dependence on applications and digital services has increased sharply since the beginning of the COVID-19 pandemic. The global study involved more than 13,000 people from around the world. As a result, experts found zero tolerance for poor application performance, and also found that brands are automatically blamed for this, regardless of the real causes and performance problems.
Since the beginning of 2020, consumer approaches to the purchase of goods, services and even ways of making purchase decisions have changed significantly. The study showed that people use digital services and applications 30% more than before the pandemic. Moreover, 76% of respondents say that their requirements have significantly increased for the quality of digital services since the beginning of 2020. Worryingly, if their expectations are not met, 60 per cent automatically blame the app and brand itself for the problems, no matter where the problem actually arose. The failure can occur both inside the application itself, which is expressed, for example, in slow page loading, freezes or security failures, and outside due to poor Internet connection, slow operation of payment gateways or technical problems with third-party services. There is no difference for the consumer - the company is to blame.
- 72% of users believe that the brand is fully responsible for the quality of the digital service or application;
- 92% of respondents say that they always expect reliable and stable operation of digital services.
Consumers are not only used to relying on apps in all aspects of daily life, but also use them to facilitate social interaction in the absence of personal communication. The study showed that the majority of respondents (85%) believe that digital services have become an important part of everyday life, while 84% said that it was digital technologies that helped them safely survive the pandemic. In addition, brand loyalty now depends heavily on how much companies invest in the development of digital services during the pandemic.
- 72% of users say they are grateful to brands that have invested in digital technology during the pandemic;
- 67% say they are more loyal to companies that have done everything possible during the pandemic to improve the quality of their services.
61% of consumers say their digital service requirements have changed forever, so they no longer intend to tolerate poor quality of service. The study found that 72% of respondents believe that the brand is fully responsible for application performance, and more than half (57%) say that companies have only one chance to demonstrate the quality of their services before they find an alternative.
- 72% of respondents said they were not interested in who was responsible for possible application performance problems. They want to be eliminated as soon as possible;
- 68% of consumers consider poor digital service a manifestation of disrespect towards users;
- 57% of respondents believe that most performance problems can be completely avoided.
As people overcome the consequences of the pandemic, they are increasingly relying on applications and digital services in almost all areas of their lives. Consumers no longer want to tolerate the poor quality of their work, "said Cisco AppDynamics Vice President and CEO Linda Tong. - Companies' IT departments are under incredible pressure to maintain high-quality digital service in 24/7 mode. |
iOS and Android app sales up 25%
Sales of applications for iOS and Android in 2020 increased by 25% and reached $112 billion. This is evidenced by the data of the App Annie platform.
According to the published statistics, $81 billion in 2020 was spent worldwide on games and $31 billion on other applications. 65% of revenue came from the App Store, but spending on Google Play grew by almost 30%.
Worldwide, the number of downloads to the App Store and Google Play in 2020 exceeded 130 billion, which is 10% more than last year. Usually, such growth is characteristic of emerging markets, but in 2020, the COVID-19 coronavirus pandemic stimulated the demand for mobile solutions for work, study and entertainment. At the same time, the games accounted for 53 billion downloads, the rest of the applications 77 billion.
In both stores, the number of game downloads in 2020 increased by 40% compared to 2019. According to App Annie, the most popular categories globally are the Games and Business categories.
In 2020, both the number of people who became new users of applications and the number of time spent in applications increased. Business and Education became the leading categories in this indicator, which showed an increase of 200%. Users around the world spent the most time in the Social Networks and Communications category - 1.5 trillion hours, Entertainment and Video accounted for 879 billion hours, Games - 284 billion, and Shopping - 80 billion hours.
The most popular mobile app in the world in 2020 was TikTok. He was ahead of the former leader - Facebook. The Facebook application is in second position, WhatsApp is in third. Among the games in the world, Among Us, My Talking Tom Friends, Roblox and Call of Duty: Mobile showed the largest growth in a year.[6]
2018: Market growth 20% to $76 billion
In 2018, 113 billion downloads of applications and games worth $76 billion were recorded in the Apple App Store and Google Play, which is 10% and 20% more than a year ago, respectively. Such data on December 20 were cited by the analytical company Unified Data AI (formerly App Annie).
Experts did not take into account mobile applications downloaded in Chinese third-party stores. Taking into account these portals, software sales figures can be much higher.
The most popular applications and games among users of Android and iOS devices in 2018 can be seen in the illustration below. It is worth noting that the top three in terms of the number of downloads were Facebook products.
Researchers attribute the growth of the mobile application market to an increase in consumer spending on games, which are the most profitable source of revenue for developers.
In 2018, games such as Fortnite, PUBG and Roblox shot, the creators of which took a growing performance smartphones and cross-platform approach. Analysts are predicting even more hits in 2019 as gadgets begin to support increasingly sophisticated multiplayer games, the level of which matches home game consoles.
Another driver of the mobile application market has been subscriptions, where users pay monthly to access any features or content. It is this business model, according to experts, that will contribute to the growth of consumer spending in app stores in 2019, as a result of which sales of software for smartphones and tablets will jump to $122 billion.
It also follows from statistics that in 2018 the average user smartphone spent about three hours a day on applications, which is 10% more than a year earlier, and 20% more than in 2016.[7]
2017
App Annie's top forecasts for 2018
According to Unified Data AI (formerly App Annie), at the end of October 2017, more than 2 million applications and more than 3.5 million applications were offered in the App Store and Google Play, respectively. In addition, the number of new applications continues to grow exponentially. For the month ended October 31, 2017, about 50 thousand applications were released in the App Store, and more than 150 thousand were added to Google Play.
According to the company's analysts, in 2017, the total consumer spending in the App Store and Google Play will exceed $100 million in each of more than 40 countries.
In mature markets, users spend an average of two hours a day - that is, a month a year - in apps.
Among the main trends in the 2018 application market, App Annie highlighted the following areas:
- The global indicator of user costs in all mobile application stores will grow by about 30% compared to the previous year and by 2018 will exceed the $110 billion mark. At the same time, the largest share of costs will still fall on games.
- According to App Annie, in 2018 it China will maintain its leading position in terms of user costs in app stores. In terms of time spent on phones Android , emerging markets led by and will lead. India From Brazil the beginning of 2017 to October 31, 2017, time consumption indicators for India Brazil and increased significantly compared to the same period in 2016 - an increase of almost 50% and almost 30%, respectively. In India, for its part, there is a sharp jump in the number of downloads on Google Play. However, at the same time, large groups of people who do not yet have remained in both countries. smartphones The further distribution of smartphones in the markets of both countries will be a driving factor in the future growth of the aggregate time spent indicator, which, in turn, will lead to an increase in sales in mobile commerce, predicted in App Annie.
- Apps that help people spend their free time and offer entertainment opportunities will apparently be chosen by users who view app stores in passing. Conversely, applications designed to meet certain "needs" (for example, food delivery, payments, etc.) are much more likely to download after receiving verbal recommendations from other users or as a result of a targeted search, when the user has a certain need.
- In 2018, the most widespread will be "visual" use cases built on layering contextual information on a picture of the real world - as, for example, in Google Translate and MLB.com At Bat. Such short and simple use cases will be the starting point for introducing most users to augmented reality in a broader context beyond entertainment.
- Increased fragmentation in the streaming video niche - according to App Annie, the increased share of streaming video service users who have four or more top apps in this category on the iPhone is a sign of increased fragmentation.
- For many consumers, the mobile platform will become the main way to make purchases, regardless of the sales channel.
- Restaurant aggregators lead on the conversion rate on the mobile platform as the popularity of delivery as a service in premium markets grows.
- In 2018, there will be a wider distribution of home devices connected to the network among the most savvy users in technology, due to attempts to find new applications for home voice assistants (for example, lighting control, thermostats, audio and video equipment, etc.).
- In 2018, it is expected to increase the volume of transactions in money transfer applications through instant bank transfers and payments to third parties, and the popularity of the latter will be further strengthened by the widespread distribution of these services as a payment method among retailers and sellers, according to App Annie.
App Annie forecast for 2022
In 2022, the turnover of the mobile application market will reach $6.3 trillion. Such figures are provided by Unified Data AI (formerly App Annie), a statistics company in this market. In 2016, this figure reached $1.3 trillion. The growth driver will be the growth of purchases of goods and services in hypermarkets, taxi services and travel applications to which users "link" cards.
While on average people have not started downloading more apps, App Annie expects the number of users worldwide to almost double to 6.3 billion over the next 5 years, and the time spent on apps will more than double. And it will increase money turnover in the app market, which includes built-in purchases, advertising costs and, most importantly, e-commerce. Spending in applications will grow from $379 to $1,008 per person by 2021.
The huge impact on mobile commerce statistics estimated by App Annie has purchases through giants such as Amazon and Alibaba, as well as paying for Uber taxi and travel services booked through apps and containing your credit information. The estimated figures are also based on people switching from shopping in physical stores to shopping through apps. All this will lead to the fact that mobile commerce (that is, payment for goods and services in applications) will occupy up to 95% of the total payment volume by 2021.
Consumers who buy the applications themselves and make built-in purchases, along with income from advertising, created 10% of the turnover ($134 billion) of the mobile application market in 2016, and in 2021 the share of these revenues will be halved - to 5% ($340 billion).
Mobile commerce will not only become the largest part of the application market, but will also show the highest annual growth rate of 39%. Payments in app markets and advertising in them will grow at a rate of 18% and 23%, respectively.
2016
The average user smartphone has approximately 33 applications installed. 12 of which he uses daily. However, regularly, that is , 80% of the time, people spend in only three mobile services. USA In this set consists of a social network, and Facebook browserChrome video hosting. BUT worldwide, YouTube YouTube is already pushing messenger WhatsApp[8] out of [9] "triad." [10]
2015: The top 20 developers
On March 3, 2016, the American company App Annie presented a rating of the most successful publishers of mobile applications in 2015 - the Top 52, which included the companies with the highest income level on the iOS App Store and Google Play for the period from January 1 to December 31, 2015. All income ratings take into account only income received through paid downloads and built-in purchases in the iOS App Store and Google Play. Revenue from app-built ads and paid subscriptions generated outside app stores is not accounted for.
2013
A report with statistics for 2013 of downloads and sales of mobile applications for iOs and Android platforms on the global market and separately for some countries (including Russia) here ( App Annie Index - 2013, En, PDF).
2012
According to J'son & Partners Consulting, in 2012 the volume of the mobile application market in the world amounted to $7.8 billion and by 2016 will reach $65.79 billion.
The number of downloads is growing
In 2012, the number of downloads of mobile applications worldwide reached 60.1 billion. This is twice as much as it was in 2011 (29.5 billion). Such data are provided in their study by Berg Insight experts (March 2013). According to their forecast, the growth in the number of downloads of mobile applications will continue and by 2017 will exceed the mark of 108 billion per year.
Despite the fact that some models of conventional phones (called featurephones) are also capable of running applications, it is the growth in sales that smartphones will increase the popularity of applications. According to analysts, in 2017 more than 80% of the total supply of phones will be exactly. smartphones This will accordingly contribute to an increase in the user base of these gadgets, which will also lead to an increase in the number of application downloads. The volume of downloads of mobile applications in 2017 is expected to reach 108 billion.
The study noted that some platforms, such as iOS, Android and Windows Mobile, are much more "tied" to mobile applications than platforms that appeared on the market earlier. The "network effect," which is born from the interaction of smartphone users and mobile application developers, will lead to an increase in the position of the most popular platforms, which will attract even more developers and users. Berg Insight experts predict that the two most popular "app stores" - the Apple App Store and Google Play - will collectively provide more than 62% of the total number of app downloads in 2017. The Windows Phone operating system is expected to become the third most popular platform in 2017 in terms of the number of applications.
Sales Volume and Supplier Shares
According to the estimates given in the study, the total revenues in the global mobile application market (including the so-called "direct revenues" and advertising revenues in applications) exceeded the mark of 6.4 billion euros in 2012. In the future, according to the forecast, the market under consideration will demonstrate an average annual growth of about 17% and by 2017 the total revenues in the mobile application market will exceed 14.1 billion euros.
If we consider the mobile application market by individual segments and mobile platforms, then experts note that Apple's App Store for March 2013 is the leader in monetizing its mobile applications and will maintain a leading position during the period under review. Google Play and Windows Phone Store are expected to rank second and third, respectively, by 2017.
In the segment of "direct income" (which includes income from paid applications, sales within applications and income from subscription services), according to Berg Insight, the volume of the mobile application market amounted to 5.1 billion euros in 2012. For comparison, the indicators of this segment in 2011 amounted to 3 billion euros. Analysts predict that the segment under consideration will further demonstrate an average annual growth rate of about 15.8% and in 2017 will reach an indicator of 10.6 billion euros.
The leader in the segment of "direct income" from the monetization of mobile applications in 2012 is the Apple App Store. In 2012, according to the study, the revenue from the Apple App Store in the segment under consideration amounted to 3.45 billion euros. According to the forecast, the leader will hold his position during the forecast period and in 2017, his revenues in this segment will amount to about 5.2 billion euros.
The Google Play app store (for the Android platform) is the second largest "upstream" in terms of revenue in the "direct revenue" segment. Google Play results in 2012 - 900 million euros in the segment under consideration. Going forward, revenues are expected to increase to nearly 2.5 billion euros in 2017.
Mobile App Ads
As for such a market segment as advertising in mobile applications, Berg Insight experts note that in 2012, global advertising revenues in mobile applications amounted to 1.35 billion euros. It is predicted that this market segment will also grow and in 2017 the volume of advertising revenues in mobile applications will reach about 3.5 billion euros, which will account for about 25% of the total revenue in the mobile application market. Revenues in this segment from Google Play and Apple App Store in 2012 amounted to 510 million euros and 570 million euros, respectively.
Noting the most important trends in the mobile application market, Berg Insight experts point to the increasing popularity of free download applications, as well as the desire to maintain multi-platform applications. In addition, publishers are increasingly using tools specific to social networks to promote their applications. In some cases, they seek to build their own communities, in other cases they use existing social networks in order to expand the user base of their applications and increase the degree of user involvement.
2010
Apple app sales worth $1.7 billion
According to a report by the British IHS, Apple's App Store (February 2011) is the most popular mobile app store. Its market share was 83% of total revenues (in 2010 - $1.7 billion; in 2009 - $769 million).
In second place is BlackBerry App World, whose share was 7.7%, and annual revenues - $165 million, which is 360% more than in 2009.
After that comes Nokia Ovi Store with an indicator of $105 million. The largest growth for the year was achieved by Google's Android Market - 861%. Its revenues amounted to $102 million, and its share in the general market was only 1.3%.
Android Market also became the second in the number of applications, the assortment in December 2010 exceeded 200 thousand positions. According to AndroLib, by December 2010, Android Market users had completed 2.5 billion downloads.
The third largest store is the Ovi Store - in November 2010, Nokia reported that 3 million applications are downloaded from the store per day, the total number of downloads in the company was not disclosed.
Rapid development of the application market
As of April 2010, the mobile application market continued to grow constantly - new developers are coming, new operating systems are being created. Moreover, many experts attribute this growth to popularity, Apple iPhone mobile applications for which, for example, USA occupy a large market share of this kind. ON
As noted by the head of the business development department of Nokia Corporation in Europe, in the Middle East and Africa, Jean-Luca Cioletti (Gian-Luca Cioletti), as of the end of 2008, more than 3 billion mobile phones were sold in the world (including smartphones and communicators). Already by 2010, this number is expected to increase to 4 billion. About 4% of mobile phone users actively download mobile applications.
As of April 2010, the mobile application market is worth several billion dollars. However, according to Juniper Research, direct and indirect revenues from sales of mobile applications will reach $25 billion by 2014, and the annual profit of this segment by this time will be about $14 billion.
According to Juniper Research experts, such growth will be mainly due to the emergence of new stores that will offer applications for both high-quality phones and the consumer device market.
Revenues from applications come mainly from one-time downloads, but by 2011, value-added services in terms of the amount of income received will occupy a dominant position. At the same time, many cellular operators will strive to open their own app stores for additional income.
It is worth noting that in the longer term, platforms for the distribution of mobile applications will receive the largest revenues associated with their use, and not from their retail sales.
According to Juniper Research forecasts, games will remain the main applications in terms of full downloads, and it is from them that companies will receive their main income. Multimedia and entertainment applications will begin to attract the largest share of revenues, starting in 2009.
See also (mobile apps)
- Mobile apps
- Mobile Applications (Russian Market)
- Mobile Applications (Global Market)
- Apple App Store
- Google Play Store Google Play Music Google Chrome Web Store
- Windows Store Microsoft Online Store Windows Azure Store Microsoft Office Store
- Huawei AppGallery
- Global Developer Service Alliance (GDSA)
- Yandex.Store
- Opera Mobile Store
- Android app stores
- SAP Mobile Applications
- Real estate mobile apps
- Mobile applications for personal finance accounting
- Mobile alcohol selection apps
Notes
- ↑ State of Mobile
- ↑ State of Mobile 2023 Report: data.ai
- ↑ [https://www.prnewswire.com/news-releases/dataai-forecast-time-spent-in-mobile-apps-will-surpass-6-trillion-hours-by-2028-301698141.html data.ai Forecast: Time Spent in Mobile Apps Will Surpass 6 Trilogy Hours by 2028 App Annie is now data.ai (PRNewsfoto/App Annie)]
- ↑ 2021 Saw Consumers Spend $135 Billion in Mobile according to App Annie
- ↑ " TikTok named as the most downloaded app of 2020
- ↑ TikTok beats out Facebook to become the top app worldwide by downloads in 2020
- ↑ App downloads across iOS & Google Play up 10% to 113B in 2018
- ↑ Internet Trends 2016 - Mary Meeker, KPCB -
- ↑ the
- ↑ E-COMMERCE IN RUSSIA:MARKET INSIGHTS – MARCH 2016.