74% of No. 1 iPhone Apps Don't Last a Month in the Top 25

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Developers spend a substantial amount of time and money attempting to drive their apps to the top of the App Store charts. But reaching the coveted No. 1 ranking for downloads doesn’t necessarily ensure longterm visibility on the App Store. In fact, as Sensor Tower’s App Intelligence data shows, of the apps that reached No. 1 for the first time on the U.S. App Store during the past two years, 74 percent dropped out of the top 25 within a month—and merely 8 percent remained there after three months.

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iMessage App Store Nears 5,000 Apps After Six Months

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When it launched six months ago on September 13, 2016, the buzz around the iMessage App Store was inescapable. Apple’s bold foray into the realm of multifaceted chat apps a la LINE and WeChat was met with excitement on behalf of iOS developers and close scrutiny by analysts (including Sensor Tower).

Now that the dust has settled, we decided to see what the numbers have to say about how developers are adopting the new platform-within-a-platform. So far, nearly 5,000 apps have either added or launched with iMessage compatibility according to our App Intelligence data—a figure that equals the number of iOS apps released during the first year of the App Store back in 2008.

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China Walls Itself off From Foreign Mobile Games, Which Shrank to 25% of Downloads in 2016

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Last week, China issued a ban on the launch of new mobile games developed in South Korea in response to a political dispute. In this report, we take a closer look at non-domestic publishers’ ongoing struggle for adoption in China and the main reasons behind foreign games’ shrinking popularity there.

Based on our analysis of Sensor Tower’s Store Intelligence data, foreign developed games accounted for only 25 percent of the top 250 mobile games’ downloads on China’s App Store last year. This was down from 33 percent in 2015 and 39 percent in 2014.

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Nearly 200,000 Current Apps Could Be Incompatible with iOS 11

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Early last month, iOS developers working with the beta version of iOS 10.3 discovered a warning dialog stating that apps not written to take advantage of the 64-bit processors found in every new iPhone since the iPhone 5S “will not work with future versions of iOS”. This led developers to assume that Apple would be dropping support for 32-bit apps in iOS 11, expected this fall, and Sensor Tower to investigate just how many apps might be affected by this change if it comes to fruition.

Based on App Intelligence data, our analysis of currently active apps that have ranked in either the top free, paid, or grossing charts at some point since their release shows that this number stands at approximately 187,000 or about 8 percent of the roughly 2.4 million apps on the App Store worldwide.

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Top Fintech Apps Grew 59% Last Quarter, Led by Payments and Investment Categories

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Last month, Bank of America announced that it will be the first of 19 U.S. banks to incorporate Zelle—a person-to-person money transfer service similar to Venmo and Square Cash—into its own mobile app. In this report, we take a closer look at how non-bank fintech apps are growing in the U.S., and why big banks are trying to take back the user base currently occupied by their fintech competitors.

Based on our analysis, downloads of the top fintech apps in Q4 2016 grew approximately 59 percent year-over-year on the U.S. App Store and Google Play, according to Sensor Tower Store Intelligence data. This growth was primarily driven by peer-to-peer payments apps and investment apps, with downloads of each category up by 78 percent and 84 percent, respectively.

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Pokémon GO’s First Major Update Captures Less Daily Revenue Than Halloween, New Year’s Events

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With much anticipation, Pokémon GO’s first major update—introducing “Gen 2” creatures—went live on Thursday, February 16 and so far, average daily iOS revenue has lagged behind previous in-game events.

According to Sensor Tower’s Store Intelligence data, iOS players worldwide spent an average of $1.6 million per day in the game between February 21 and 25, which trails behind the average daily revenue of both the Halloween and Christmas/New Year’s in-game events. At the same time, this was higher than that of the Valentine’s event, which ended the day before the update launched, as well as the “thanks giving” event held around Thanksgiving.

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U.S. iPhone Users Spent An Average of $40 on Apps in 2016

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U.S. iPhone users spent more on premium apps and in-app purchases (IAPs) per device last year than in 2015—an average of $40 per iPhone, versus $35 the year before—according to Sensor Tower Store Intelligence data. While mobile games still dominated consumer spending in 2016, big gains by other categories (such as Entertainment, which saw per-device spend double) helped grow overall revenue per iPhone considerably.

In this report, we’ll look at the leading categories by per-device spending for 2016, including their year-over-year growth, along with average app installs by category.

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Supercell's Clash Royale Surpasses $1 Billion Gross Revenue in Its First Year

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In announcing its strong fiscal 2016 performance today, Finnish mobile gaming giant Supercell called its latest title, Clash Royale, “a huge hit”. Now, thanks to Sensor Tower Store Intelligence data, we know just how huge it was. Released worldwide on March 2, 2016, the game has grossed in excess of $1 billion globally in less than 12 months. In the following chart, we’ll look at just how far Supercell has come since the launch of the original Clash of Clans in 2012, in terms of in-game revenue.

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Russia, Brazil, and China Lead the World in Dating App Consumption

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Mobile users in Russia, Brazil, and China downloaded the most dating apps as a percentage of all apps installed in Q4 2016, Sensor Tower Store Intelligence data shows. Read on to learn how the world’s top 10 app markets stacked up for dating app downloads, along with what the top dating apps were in each of these countries for Q4.

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