app stores
Auto Added by WPeMatico
Auto Added by WPeMatico
Tim Cook thinks people should get off their iPhones and decrease their engagement with apps. The Apple CEO, speaking at the TIME 100 Summit today, was discussing the addictive nature of our mobile devices and Apple’s role in the matter when he made these comments. He said the company hadn’t intended for people to be constantly using their iPhones, and noted he himself has silenced his push notifications in recent months.
“Apple never wanted to maximize user time. We’ve never been about that,” Cook explained.
It’s certainly an interesting claim, given that Apple designed a platform that allowed app developers to constantly ping their users with the most inane notifications — from getting a new follower on a social app to a sale in a shopping app to a new level added to a game and so much more.
The very idea behind the notification platform, opt-in as it may be, is that developers should actively — and in real time — try to capture users’ attention and redirect them back to their apps.
This is not how such an alert mechanism had to be designed.
An app notification platform could have instead been crafted to allow app developers to notify users in batches, at designed intervals within users’ control. For example, users could have specified that every day at noon they’d like to check in on the latest from their apps.

Or, in building out the iOS App Store, Apple could have implemented a “news feed” of sorts — a dedicated channel wherein users could opt to check in on all the latest news from their installed apps.
Or perhaps Apple could have structured a notification platform that would have allowed users to pick between different classes of notifications. Urgent messages — like alerts about a security breach — could have been a top-level tier; while general information could have been sent as a different type of notification. Users could have selected which types of alerts they wanted, depending on how important the app was to them.
These are just a few of many possible iterations. A company like Apple could have easily come up with even more ideas.
But the fact of the matter is that Apple’s notification platform was built with the idea of increasing engagement in mind. It’s disingenuous to say it was not.
At the very least, Apple could admit that it was a different era back then, and didn’t realize the potential damage to our collective psyche that a continually buzzing iPhone would cause. It could point out how it’s now working to fix this problem by putting users back in control, and how it plans to do more in the future.
Instead, it created a situation where users had to turn to the only defense left to them: switching off push notifications entirely. Today, when users install new apps they often say “No” to push notifications. And with Apple’s new tools to control notifications, users are now actively triaging which apps can get in touch.
In fact, that’s what Tim Cook says he did, too.
“If you guys aren’t doing this — if you have an iPhone and you’re not doing it, I would encourage you to really do this — monitor these [push notifications],” the CEO suggested to the audience.
“What it has done for me personally is I’ve gone in and gutted the number of notifications,” Cook said. “Because I asked myself: ‘Do I really need to be getting thousands of notifications a day?’ It’s not something that is adding value to my life, or is making me a better person. And so I went in and chopped that.”
Yep. Even Apple’s CEO is done with all the spam and noise from iPhone apps.
The comment, of course, was supposed to be a veiled reference to the addictive nature of some apps — social media apps in particular, and especially Facebook. Today, Apple throws barbs at Facebook any time it can, now that the company has fallen out of public favor due to its ongoing data privacy violations and constant scandals.
But a more truthful telling of the iPhone’s past would recall that Facebook’s app — and all its many notifications — was originally a big selling point for Apple’s mobile device.
When the App Store first launched in 2008, Facebook proudly sat in the top row in a featured position. It was heavily promoted to users because it was a prime example of the iPhone’s utility: here was this popular social network you could now get to right from your phone. Amazing!
The fact that Facebook — and every other app — later leveraged the iOS push notification platform to better its own business without regard to how that would impact users isn’t entirely app developers’ collective fault. The notification platform itself had left the door wide open for that sort of psychological abuse to occur, simply because of its lack of user-configured, user-friendly controls.

Above: The App Store at launch, via The NYT
A decade after the App Store launched, Apple finally started to dial back on the free-for-all on user attention.
It announced its suite of digital wellness tools at WWDC 2018, which included Screen Time (a dashboard for tracking and limiting usage); increased parental controls; and finally a way to silence the barrage of notifications, without having to dig around in iOS Settings.
Now Tim Cook wants to have us believe that Apple had never wanted to cause any of this addiction and distraction — despite having created the very platform that made it all possible in the first place, which in turn, helped sell devices.
Isn’t it telling that the exec has had to silence his own iPhone using these new tools? Isn’t that something of an admission of culpability here?

“Every time you pick up your phone, it means you’re taking your eyes off whoever you’re dealing with, are talking with, right?,” Cook continued. “And if you’re looking at your phone more than you’re looking at somebody else’s eyes, you’re doing the wrong thing,” he said. “We want to educate people on what they’re doing. This thing will improve through time, just like everything else that we do. We’ll innovate there as we do in other areas.”
“But basically, we don’t want people using their phones all the time. This has never been an objective for us,” said Cook.
Except, of course, for those 10 years when it was.
Powered by WPeMatico
When we think of enterprise SaaS companies today, just about every startup in the space aspires to be a platform. That means they want people using their stack of services to build entirely new applications, either to enhance the base product, or even build entirely independent companies. But when Salesforce launched Force.com, the company’s Platform as a Service, in 2007, there wasn’t any model.
It turns out that Force.com was actually the culmination of a series of incremental steps after the launch of the first version of Salesforce in February, 2000, all of which were designed to make the software more flexible for customers. Company co-founder and CTO Parker Harris says they didn’t have this goal to be a platform early on. “We were a solution first, I would say. We didn’t say ‘let’s build a platform and then build sales-force automation on top of it.’ We wanted a solution that people could actually use,” Harris told TechCrunch.
The march toward becoming a full-fledged platform started with simple customization. That first version of Salesforce was pretty basic, and the company learned over time that customers didn’t always use the same language it did to describe customers and accounts — and that was something that would need to change.
Powered by WPeMatico
Subscriptions are booming on the app stores, and particularly subscription video apps, thanks to the growing number of cord cutters who are choosing to stream their TV shows and movies instead of paying for cable or satellite. In the U.S., the top 10 subscription video apps by revenue pulled in $1.27 billion in 2018 across both the iOS App Store and Google Play, according to new data from Sensor Tower — that’s a 62 percent increase over the $781 million spent in 2017.
It’s also three times higher than what was spent in these apps back in 2016.
The top app, not surprisingly, was Netflix — which snagged the spot for the second year in a row. It earned an estimated $529 million in the U.S., the report found. However, Netflix won’t maintain the top spot in the rankings in 2019, as the company recently made a decision to keep more of its subscription revenue to itself.

Netflix in 2018 had dropped in-app subscription sign-ups in its Android app on Google Play, then did the same on the iOS App Store in December. That will decrease its in-app subscription revenues this year, though it won’t immediately go to zero because of revenues from existing subscribers.
The No. 2 top grossing app was YouTube, which is maybe more of a surprise to those who don’t realize that the app they use to watch free videos is making quite so much money through in-app purchases. But YouTube offers a couple of different types of in-app purchases, including subscriptions to its ad-free tier, YouTube Premium, as well as virtual currency to be used in Super Chat.
Sensor Tower says YouTube took in less than half as much revenue as Netflix at around $223 million, but it grew substantially in 2018 — up 114 percent from $104 million in 2017.

HBO NOW was the No. 3 top grossing app, even though its subscriber base declined. The app generated 12 percent less in 2018, at $166 million, down from $189 million. The reason, naturally, was that the app was without “Game of Thrones” to attract viewers. That doesn’t bode all that well for HBO’s future without “Thrones,” unless its spin-off becomes a hit.
Hulu and YouTube TV were the No. 4 and No. 5 apps, respectively. Hulu grew by 68 percent while YouTube TV jumped up a whopping 419 percent. CBS’s streaming app is doing decently, too, with 57 percent year-over-year growth in subscriber spending.
Much of that comes from streamers interest in the new “Star Trek” series. In fact, with the Season 2 premiere this month, CBS said its streaming service hit a new milestone across both subscription sign-ups and unique viewers in a weekend. While the network didn’t share exact numbers, it said the January 19 weekend, when the new season of “Star Trek: Discovery” aired, eclipsed 2017’s previous record from the series premiere by more than 72 percent, in terms of sign-ups.

Combined, 2018’s top 10 subscription streaming apps accounted for a sizable chunk — now 22 percent — of non-game app revenue on the app stores in the U.S. Their 62 percent revenue growth was also more than all the other non-game apps combined, which grew 56 percent year-over-year, the new report said.
Subscriptions — and not just for streaming apps — have become the new driver for non-game spending on the app stores, and that isn’t going to change anytime soon.
According to App Annie’s recent forecast for 2019, 10 minutes of every hour spent consuming media across TV and internet will come from streaming video on mobile. It estimates that total time in video streaming apps will increase 110 percent from 2016 to 2019, with consumer spend in entertainment apps rising by 520 percent over that same period. Most of those revenues will come from the growth in in-app subscriptions, the firm had said earlier.
Powered by WPeMatico
Mobile intelligence and data firm App Annie is today releasing its 2019 predictions for the worldwide app economy, including its forecast around consumer spending, gaming, the subscription market and other highlights. Most notably, it expects the worldwide gross consumer spend in apps — meaning before the app stores take their own cut — to surpass $122 billion next year, which is double the size of the global box office market, for comparison’s sake.
According to the new forecast, the worldwide app store consumer spend will grow five times as fast as the overall global economy next year.
But the forecast also notes that “consumer spend” — which refers to the money consumers spend on apps and through in-app purchases — is only one metric to track the apps stores’ growth and revenue potential.

Mobile spending is also expected to continue growing for both in-app advertising and commerce — that is, the transactions that take place outside of the app stores in apps like Uber, Amazon and Starbucks, for example.
Specifically, mobile will account for 62 percent of global digital ad spend in 2019, representing $155 billion, up from 50 percent in 2017. In addition, 60 percent more mobile apps will monetize through in-app ads in 2019.

As in previous years, mobile gaming is contributing to the bulk of the growth in consumer spending, the report says.
Mobile gaming, which continues to be the fastest growing form of gaming, matured further this year with apps like Fortnite and PUBG, says App Annie . These games “drove multiplayer game mechanics that put them on par with real-time strategy and shooter games on PC/Mac and Consoles in a way that hadn’t been done before,” the firm said.
They also helped push forward a trend toward cross-platform gaming, and App Annie expects that to continue in 2019 with more games becoming less siloed.
However, the gaming market won’t just be growing because of experiences like PUBG and Fortnite. “Hyper-casual” games — that is, those with very simple gameplay — will also drive download growth in 2019.

Over the course of the next year, consumer spend in mobile gaming will reach 60 percent market share across all major platforms, including PC, Mac, console, handheld and mobile.
China will remain a major contributor to overall app store consumer spend, including mobile gaming, but there may be a slight deceleration of their impact next year due to the game licensing freeze. In August, Bloomberg reported China’s regulators froze approval of game licenses amid a government shake-up. The freeze impacted the entire sector, from large players like internet giant Tencent to smaller developers.
If the freeze continues in 2019, App Annie believes Chinese firms will push toward international expansion and M&A activity could result.
App Annie is also predicting one breakout gaming hit for 2019: Niantic’s Harry Potter: Wizards Unite, which it believes will exceed $100 million in consumer spend in its first 30 days. Niantic’s Pokémon GO, by comparison, cleared $100 million in its first two weeks and became the fastest game to reach $1 billion in consumer spend.
But App Annie isn’t going so far as to predict Harry Potter will do better than Pokémon GO, which tapped into consumer nostalgia and was a first-to-market mainstream AR gaming title.

Another significant trend ahead for the new year is the growth in video streaming apps, fueled by in-app subscriptions.
Today, the average person consumers more than 7.5 hours of media per day, including watching, listening, reading or posting. Next year, 10 minutes of every hour will be spent consuming media across TV and internet will come from streaming video on mobile, the forecast says.
The total time in video streaming apps will increase 110 percent from 2016 to 2019, with consumer spend in entertainment apps up by 520 percent over that same period. Most of those revenues will come from the growth in in-app subscriptions.

Much of the time consumers spend streaming will come from short-form video apps like YouTube, TikTok and social apps like Instagram and Snapchat.
YouTube alone accounts for 4 out of every 5 minutes spent in the top 10 video streaming apps, today. But 2019 will see many changes, including the launch of Disney’s streaming service, Disney+, for example.
App Annie’s full report, which details ad creatives and strategies as well, is available on its blog.
Powered by WPeMatico
Apple’s App Store continues to outpace Google Play on revenue. In the first half of the year, the App Store generated nearly double the revenue of Google Play on half the downloads, according to a new report from Sensor Tower out today. In terms of dollars and cents, that’s $22.6 billion in worldwide gross app revenue on the App Store versus $11.8 billion for Google Play – or, 1.9 times more spent on the App Store compared with what was spent on Google Play.

This trend is not new. Apple’s iOS store has consistently generated more revenue than its Android counterpart for years due to a number of factors – including the fact that Android users historically have spent less on apps than iOS users, as well as the fact that there are other Android app stores consumer can shop – like the Amazon Appstore or Samsung Store, for example. In addition, Google Play is not available in China, but Apple’s App Store is.
Last year, consumer spending on the App Store reached $38.5 billion, again nearly double that of Google Play’s $20.1 billion.
As the new figures for the first half of 2018 indicate, consumer spending is up this year.
Sensor Tower estimates it has increased by 26.8 percent on iOS compared with the same period in 2017, and it’s up by 29.7 percent on Google Play.
The growth in spending can be partly attributed to subscription apps like Netflix, Tencent Video, and even Tinder, as has been previously reported.
Subscription-based apps are big businesses these days, having helped to boost app revenue in 2017 by 77 percent to reach $781 million, according to an earlier study. Netflix was also 2017’s top non-game app by revenue, and recently became ranked as the top (non-game) app of all-time by worldwide consumer spend, according to App Annie’s App Store retrospective.
Many of the other all-time top apps following Netflix were also subscription-based, including Spotify (#2), Pandora (#3), Tencent Video (#4), Tinder (#5), and HBO NOW (#8), for example.
And Netflix is again the top non-game app by consumer spending in the first half of 2018, notes Sensor Tower.

Game spending, however, continues to account for a huge chunk of revenue.
Consumer spending on games grew 19.1 percent in the first half of 2018 to $26.6 billion across both stores, representing roughly 78 percent of the total spent ($16.3 billion on the App Store and $10.3 billion on Google Play). Honor of Kings from Tencent, Monster Strike from Mixi, and Fate/Grand Order from Sony Aniplex were the top grossing games across both stores.

App downloads were also up in the first half of the year, if by a smaller percentage.
Worldwide first-time app installs grew to 51 billion in 1H18, or up 11.3 percent compared with the same time last year, when downloads were then 45.8 billion across the two app stores.
Facebook led the way on this front with WhatsApp, Messenger, Facebook and Instagram as the top four apps across both the App Store and Google Play combined. The most downloaded games were PUBG Mobile from Tencent, Helix Jump from Voodoo, and Subway Surfers from Kiloo.
Google Play app downloads were up a bit more (13.1 percent vs iOS’s 10.6 percent) year-over-year due to Android’s reach in developing markets, reaching 36 billion. That’s around 2.4 times the App Store’s 15 billion.
Despite this, Apple’s platform still earned more than double the revenue with fewer than half the downloads, which is remarkable. And it can’t all be chalked up to China. (The country contributed about 31.7 percent of the App Store revenue last quarter, or $7.1 billion, to give you an idea.)
Sensor Tower tells TechCrunch that even if China was removed from the picture, the App Store would have generated $15.4 billion gross revenue for first half of 2018, which is still about 30 percent higher than Google Play’s $11.8 billion.
Powered by WPeMatico
Global app downloads and consumer spending in apps had yet another record quarter, according to a new report from App Annie, out on Monday. In the first quarter of 2018, iOS and Google Play downloads grew more than 10 percent year-over-year to reach 27.5 billion – the highest figure to date. In addition, consumer spending on iOS and Google Play grew 22 percent year-over-year to reach $18.4 billion – also a record number.

The download figure is especially notable because App Annie is not counting app updates or re-installs. That means someone re-downloading an app on a new phone – like one received as a gift over the holidays – wouldn’t have been counted here. Only new app installs were counted.

Plus, the report points out that the total dollar amount to the app economy is much higher than the $18.4 billion reported for Q1, as App Annie only takes into account paid apps, in-app purchases, and subscriptions. It’s not measuring things like in-app advertising, the commerce taking place in apps (e.g. shopping and ride-sharing), or the money being made on the third-party Android app stores around the world.
This is not the first time App Annie has reported record numbers for downloads and consumer spending. The app marketplaces have continued to see steady growth, even as reports of app saturation in the U.S. circulate.
In Q4 2017 – the busy holiday quarter – the app stores had also broken these same records around downloads and revenues. Specifically, Google Play saw its highest downloads to date in the fourth quarter. The app stores had a record-breaking Q3 2017, too – something App Annie attributed then to the growth of the app market in China, India, and other Southeast Asian nations.
This time, App Annie pointed to India, Indonesia and Brazil’s impact on the year-over-year growth in Google Play downloads, and the U.S., Russia and Turkey’s impact on the growth of iOS downloads.
Also notable is that Google Play achieved another record of its own in Q1 2018, with record growth in consumer spend thanks to the U.S, followed by Japan and the Philippines. The Play Store grew 25 percent year-over-year, versus iOS’s 20 percent growth. Despite this, iOS continued to have a large lead in terms of total dollars spent.
Music & Audio along with Entertainment apps had a big impact on Google Play spending, the report noted, both on a quarter-over-quarter and year-over-year basis. This is attributed to the rise in music and video subscription services delivered via apps. App Annie isn’t the only one to spot this trend – app store intelligence firm Sensor Tower had previously found that top subscription video on demand apps grew by 77 percent in 2017, reaching $781 million in revenues across iOS and Google Play. And Netflix became 2017’s top non-game app by revenue.
App Annie said also that iOS spending in Q1 2018 benefitted from subscriptions to health and fitness apps, driven by New Year’s Resolutions and people’s embrace of the subscription model. The U.S., followed by the U.K. then Germany saw the largest market share growth quarter-over-quarter and year-over-year.

Combined, Google Play and the iOS App Store offered 6.2 million apps by the end of Q1 2018, with games driving downloads across both stores during the quarter. PUBG Mobile and Fortnite were especially big, App Annie noted.
Shopping apps also saw large year-over-year growth in market share, the report found.
More broadly, the new report is yet another example of how big a role emerging markets are having on app downloads and the app economy. This trend, while still remarkable, is not all that new. In 2016, China overtook the U.S. in App Store revenue, and App Annie has continued to note China, India and other emerging markets as key drivers of growth in its quarterly and annual reports.
Powered by WPeMatico
Smartphone adoption in emerging markets just delivered the highest number of app downloads Google Play has ever seen in a quarter. According to today’s report from App Annie, Google Play app downloads topped 19 billion in Q4 2017, a new record. That also makes Google Play’s download lead over iOS its largest ever, at 145 percent. Specifically, the downloads were driven by… Read More
Powered by WPeMatico
Global app revenue climbed 35 percent in 2017 to reach nearly $60 billion, according to a new report today from app intelligence firm Sensor Tower, which measured paid apps, subscriptions, and in-app purchases across both Apple’s App Store and Google Play. However, Apple is the one pulling in the most revenue, the report found – at nearly double that of Google Play.
Specifically… Read More
Powered by WPeMatico
Consumer spending on all mobile app stores will surpass $110 billion in 2018, according to a new report from App Annie, out today, which forecasts the state of the app ecosystem for next year. The $110 billion figure represents a 30 percent increase from the year prior, the firm also said, adding that the majority of the overall spend will come from games, as before. However, the introduction… Read More
Powered by WPeMatico
In the face of fierce competition from Spotify and Apple Music, Pandora has been growing its in-app subscription revenues, according to new data from Sensor Tower. The streaming music service earned the number one spot on the chart of top grossing apps in Q3 2017, excluding games. It’s the first time Pandora has held that position since the third quarter of 2015.
Fueling the music… Read More
Powered by WPeMatico