Instagram completes the stable in fifth place, with overall 400 million downloads.It seems, no matter what set of app download statistics we call upon, Facebook remains dominant – for now, at least…As we see above, App Store downloads account for a significantly smaller proportion of overall downloads than Google Play, the ratio being not too far off 1:4.In the highest echelons of this listing, this seems to be even more pronounced. ), as well as caller ID/spam blocker Truecaller, and boundary-breaking Google Translate.Sensor Tower, quite understandably, picks TikTok as its app of the year.TikTok features in the top-10 most -downloaded apps of 2018 in all three of the world’s biggest app markets – which together account for over 50% of global app downloads. Connect with us.
In the US, eMarketer report, 2019 will see average daily time spent actively using mobile devices overtake average time spent watching television.
Dammtorstraße 30 We do see the same increase in the number of apps priced at $9-10 – of which there are more than any other price bracket $5-6.As we might expect, the greatest proportion of free apps (8% – a little over 210,000 app in total) have been downloaded more than 50,000 times.
Early iPhone advertising tagline, “There’s an app for that,” played on the amazing range of things one could achieve with this selection of apps.That number seems almost farcically small in comparison with contemporary app store statistics. You need to enable JavaScript to run this app. The other fastest growing categories are entertainment (120%), finance (65%), and tools (55%).Time spent using these five fastest-growing app categories increased by 110% collectively, reports App Annie.These app usage statistics relate to Android phones and exclude China. First Name. According to eMarketer, we are set to see a downward trend in the number of apps used on a monthly basis. Interestingly, two of the biggest categories, games at 3.82 and social at 3.68 are the next highest-rated. Two BBC apps in the UK, AfreecaTV in South Korea, myCANAL in France, Hotstar in India, BILD in Germany, and niconico in Japan.We might note that, while YouTube is the top app in viewing hours, it is certainly does not top the chart when it comes to consumer spend (being more of an advertising orientated organisation).Gaming may be the most lucrative, social and video apps the most-used, but other types of apps are growing too. Popular new fintech apps in these nations are disrupting the traditional banking system, threatening the long-established dominance of incumbent players.Not listed here, Indonesia saw 400% growth in finance app downloads.
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We might note here that time spent watching videos on desktop computers also increased 10%.Focusing on specific platforms, between 2016 and 2018 we saw an increase in the time spent in the top-five video streaming apps across a range of countries.As elsewhere (where China is excluded) India leads the way, both in terms of the total hours watched – not too far off 50 billion hours –and in terms of the increase since 2016: 185%.
We also more prosaic names in the mix: SHAREit (the seventh most-popular app in the world! The 100,000 mark was reached in October of that year. The average daily figure comes in at 1,162.Breaking available apps on the iOS App Store down, we find 85% of App Store apps are general apps, with the remaining 15% games.Collectively 90% of these are free, with the remaining 10% paid. Racing and trivia games, on the other hand, average a whole daily session fewer after 30 days.eMarketer app usage stats referenced by Mediakix find that US adults spent an average 23 minutes per day playing mobile games (so 2.7 hours per week).Breaking this mobile app data down by country, App Annie analysed the proportion of gaming hours accounted for 16-24 hour olds, and those by users aged 25+.We see a good deal of variety across markets. This is despite, notes the report, a crackdown on games.The aforementioned State of Mobile 2019 report finds that the most-lucrative app market in the world by some way is China (unsurprisingly given its dominance of the market), which accounts for no less than App Annie maps the development according to three stages: experimentation, adoption, and ubiquity (As we reach the point where app revenue is being generated, downloads begin to tail off. Games accounted for 29.4 billion Google Play downloads (39% of total downloads), and 8.9 billion iOS App Store downloads (30% of the total) in 2018. The global average stands at around seven per week.Interestingly, the least-engaged featured nation by this measure was Japan, where users log-in to retail banking apps for just over two sessions per week – a very slight increase over 2016. The US has also seen strong growth over this period – of 175%.There is one slight anomaly to be noted here; and that is while in most of the top-markets analysed by App Annie we’ve seen amazing growth in downloads of food-delivery apps, there seems to have been a decline in downloads of such apps in China.
In South Korea, for instance, younger gamers only account for 13% of mobile gaming hours.But if we look across the Sea of Japan to Japan, younger gamers put in a third of total gaming hours, while across the Yellow Sea to China, it rises as high as 50%.In further evidence of the games market’s openness to a diverse range of titles, we might note that the top-five games command a far smaller percentage of usage time than the top-five apps in other categories. The same applies for the other Chinese apps we see appearing in the top-20, of which there are a fair few (though they do have the advantage of a captive audience of 1.3 billion).Chinese-based but international TikTok is the freshest name on this list of the most-popular apps, having built up its user base of 500 million users since 2016 in China, and 2017 internationally.
Japanese users, according to this particular set of mobile games statistics, have the lowest churn rate – with close to 10% of users retained after 90 days. Worryingly, however, it seems a disproportionate quantity of the new apps are low-quality.