Global app revenue jumps to $50B in the first half of 2020, in part due to COVID-19 impacts – ProWellTech
Consumer spending on mobile apps and app installs grew significantly during the first half of 2020, in part due to the COVID-19 pandemic, according to new Sensor Tower data. In the first half of the year, consumers spent $ 50.1 billion worldwide on the App Store and Google Play, which rose 23.4% from the first half of 2019. Earlier, revenue was grew by 20% between the first half of 2018 and 2019, for comparison. In addition, app installations for the first time increased by 26.1% year-on-year in the first half of 2020, reaching 71.5 billion downloads.
Apple’s App Store accounted for 18.3 billion of those downloads, an increase of 22.8% year-on-year, while Google Play provided 53.2 billion new app installs, an increase of 27.3% .
Although Google Play has seen many more app installations, the Apple App Store has continued to outperform its consumer spending rival.
During the first half of the year, the App Store generated $ 32.8 billion from in-app purchases, subscriptions and premium apps and games, Sensor Tower estimates. This figure grew 24.7% year-on-year compared to the $ 26.3 billion spent in the first half of 2019. It is also almost double the estimated gross revenue on Google Play, which was $ 17.3 billion, with an increase of 21% on an annual basis.
The impacts of the pandemic are only partially reflected in the most profitable (non-gaming) apps of the first half of 2020. The biggest gain, for example, was Match’s online dating app, an app that could think, it would fall in the top 5 due to social distance requirements.
During the first half of the year, Tinder generated estimated spending of $ 433 million in both app stores combined. However, this number represents a decrease of approximately 19% from the first half of 2019, which is $ 532 million. It is unclear how much this decline is related to changing consumer behavior and spending habits during the pandemic. Although orders and quarantines sheltered on the spot kept people indoors and away from social media, social network apps – and especially those focused on online communication – have grown between the blocks.
Tinder has embraced the growing interest in online networks by making its “Passport” feature free. This setting allows users to pair with other singles around the world, transforming Tinder into more of a social app than one focused on dating in the real world. But this change could also have led to a decrease in Tinder’s total revenues for the first half of the year.
The app n. 2 of the highest takings in the first half of 2020 was YouTube, with an estimated gain of $ 431 million globally. This was followed by ByteDance’s TikTok with $ 421 million. The social video app, which includes Douyin in China, also broke download records during the first half of the year, surpassing 2 billion total global downloads, as previously reported by Sensor Tower.
Tencent Video and Netflix were respectively the highest grossing apps n. 4 and n. 5.
Meanwhile, consumers stuck at home during the pandemic have downloaded more apps and games. During the first half of the year, consumers installed 71.5 billion apps for the first time, an increase of 26.1% over the first half of 2019.
TikTok was the most downloaded app in the first half of the year with 626 million downloads. But its position may appear very different in the second half of the year, given the recent changes in India, where the government has now banned 59 Chinese apps, including TikTok.
The apps n. 2 and n. 3 were WhatsApp and Zoom respectively, the latter an indication of the rapid transition to work from home and the embrace of consumers to online video conferencing, in general. In addition to WhatsApp, Facebook has conquered positions n. 4, no. 5 and n. 6 in the top 10, with Facebook, Instagram and Messenger, in this order.
Snapchat’s social app was number 7 and number 8 was the Likee video app, which is similar to TikTok but offers a variety of effects and face filters. Netflix and YouTube have completed the top 10.
During the pandemic, mobile video games also had a boost, with game spending rising 21.2% year-on-year to reach an estimated $ 36.6 billion in the first half of the year, Sensor Tower noted. Spending on the App Store grew 22.7% year-on-year to reach $ 22.2 billion, while spending on Google Play games grew 19% to reach $ 14.4 billion.
Tencent’s PUBG Mobile beat Honor of Kings as the most profitable game for the first half of the year. The Tencent game, which includes its localized versions (Game for Peace and Peacekeeper Elite), generated $ 1.3 billion in both app stores, excluding third-party Android app stores in China. Honor of Kings, meanwhile, has raised approximately $ 1 billion.
The remaining top 10 included, in order, Monster Strike ($ 632 million), Roblox, Coin Master, Candy Crush Saga, AFK Arena, Gardenscapes, Fate / Grand Order and Pokémon Go. The latter has recently adapted to indoor games between government blockades.
Roblox, in particular, grew up because of the pandemic while the children stuck in the house went online to play and socialize with friends in his virtual environment. In June, Sensor Tower reported that Roblox passed, for example, a $ 1.5 billion milestone in player lifetime spending. Coin Master, meanwhile, is approaching the $ 1 billion player milestone, the company has discovered.
As for the best game installations, PUBG Mobile has also arrived here, followed by another Battle Royale title, Garena Free Fire. Hunter Assassin from Ruby Game Studio, Brain Out from Eyewind Limited and Gardenscapes from Playrix – which many found to be a relaxing distraction during a stressful period – completed the top five.
Across the mobile gaming market, downloads grew 42.5% year-on-year to reach 28.5 billion installations for the first time in the first half of 2020. Of these, Google Play downloads grew 46 , 2% year-on-year to 22.8 billion while App Store downloads grew 29.5% to 5.7 billion.
COVID-19 has a more noticeable impact in the second quarter
Indications of the impact of COVID-19 on the app market can be found among the data of the first half of the year, such as the growth seen by Zoom or social gaming platforms such as Roblox. But a closer look at the second quarter of 2020 alone makes COVID-19’s impacts more evident.
Sensor Tower’s initial projections show that consumer spending on apps and games increased 11% on a quarterly basis from 1st to 2nd quarter, and grew 28.8% year-on-year to reach $ 26.4. billions worldwide. This is a considerable increase compared to the growth of 1.4% between the 1st quarter of 2019 and the 2nd quarter of 2019. Downloads have increased by 12% on a quarterly basis and by 31.7% on an annual basis to reach 37 , 8 billion worldwide. Again, a big increase from the 2.5% growth between 1st quarter 2019 and 2nd quarter 2020.