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Downloads needed to rank No. 1 on App Store is down 30+% since 2016 for apps, up 47% for games

With the App Store’s big makeover in fall 2017, Apple attempted to shift consumers’ attention away from the Top Charts and more toward editorial content. But app developers still want to make it to the No. 1 position. According to new research from app store intelligence firm Sensor Tower, it’s become easier for non-game apps over the past few years to achieve the top ranking.

Specifically, the firm found that the median number of daily downloads required for non-game applications on the U.S. iPhone App Store to reach No. 1 decreased around 34%, from 136,000 to 90,000 in 2018, then increased a little more than 4% to 94,000 this year.

At the same time, the number of non-game installs on the U.S. App Store had increased by 33% between Q1 2016 and Q1 2019.

These findings, Sensor Tower suggests, indicate that the U.S. market for the top social and messaging apps has become saturated, with downloads for top apps like Facebook and Messenger decreasing over time. In addition, no other apps have found the same level of success that Snapchat and Bitmoji did back in 2016 and 2017, the report adds.

median downloads no 1 ios

For example, Messenger saw 5 million U.S. App Store installs in November 2016 while Bitmoji and Snapchat passed 5 million installs in August 2016 and March 2017, respectively. And no other non-game app has topped 3.5 million installs in a single month since March 2017.

Meanwhile, the decline in downloads needed to reach the No. 1 spot on Google Play was even more significant.

The median daily downloads for the top non-game app decreased by 65%, from 209,000 in 2016 to 74,000 so far in 2019.

Similarly, the store saw a decrease in installs among top apps, including Messenger, Facebook, Snapchat, Pandora and Instagram. Messenger, for example, saw its yearly installs fall by 68% from nearly 80 million in 2016 to 26 million in 2018.

Games

With mobile games, however, it’s a different story across both app stores.

On the Apple App Store, it has taken 174,000 downloads for a game to reach the top of the rankings on any given day in 2019 — 85% more the 94,000 installs required for non-game app to reach the top of the charts.

This figure also represents an increase of 47% compared to the 118,000 median daily downloads required to top the charts back in 2016, Sensor Tower said.

median downloads no 1 google play

In part, this trend is due to the rise of hyper-casual gaming. So far in 2019, 28 games have reached the No. 1 position on the U.S. App Store, with hyper-casual games making up all but four of those. And of those four, only Harry Potter: Wizards Unite spent more than one day at the top of the charts. Meanwhile, hyper-casual games like aquapark.io and Colorbump 3D have spent 25 and 30 days at No. 1, respectively.

On Google Play, the median daily installs to reach the No. 1 position increased from 70,000 in 2017 to 116,000 so far in 2019, or 66% growth. Overall game downloads, however, decreased 16% from 646 million in Q1 2017 to 544 million in Q1 2019.

Similarly, 21 out of the 23 games that reached the top spot this year have been hyper-casual titles, like Words Story or Traffic Run.

Breaking the top 10

While topping the charts has gotten easier for non-game apps over the years, breaking into the top 10 has gotten more difficult. Median U.S. daily installs for the No. 10 free non-game app increased 11%, from 44,000 in 2016 to 49,000 in 2019.

median downloads top 10 ios

On Google Play, median daily installs for non-game apps fell nearly 50%, from 55,000 median daily installs in 2016 to 31,000 in 2019.

For games, the No. 10 game’s spot on the App Store increased from 25,000 median daily installs in 2016 to 43,000 so far in 2019, and Google Play saw 26% growth, from 27,000 to 34,000 during the same period.

median downloads top 10 google play

Categories making the Top 10

In terms of breaking into the top 10 by category, Photo & Video apps on the App Store present the most challenge. The category where YouTube, Instagram, TikTok and Snapchat reside saw a median daily amount of more than 16,000 downloads for the No. 10 app.

This was followed by Shopping (15,300 daily downloads for the No. 10 app), Social Networking (14,500), Entertainment (12,600) and Productivity (12,400).

On Google Play, Entertainment apps — like Hulu, Netflix and Bitmoji — need around 17,100 U.S. installs in a day to reach the top 10. This is followed by Shopping (10,800), Social (9,100), Music (8,200) and Finance (8,000).

Beyond the U.S.

Outside the U.S., a non-game app needs approximately 91,000 downloads to reach the top 10 on the App Store in China — higher than the 49,000 installs needed in the U.S. For games, the U.S. is the most difficult to crack the top 10, with a median of 43,000 daily downloads for the No. 10 game.

median downloads top 10 by country ios

On Google Play, India required the most downloads to reach the top 10, with apps needing 256,000 downloads in a day and games needing 117,000 downloads.

median downloads top 10 by country google play

Of course, the App Store’s ranking algorithms — nor Google Play’s algorithms — don’t rely on downloads alone to determine an app’s ranking. Apple takes into consideration downloads and velocity, among other undocumented factors. Google Play does something similar.

But these days, developers are more concerned with showing up highly ranked in app store searches than they are on top charts, where they’ll need to consider numerous other factors beyond downloads — like keywords, description, user engagement and even app quality, among other things.

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Google denies reports of unannounced changes to Android app review process

Multiple reports this week claimed Google had quietly rolled out a more in-depth app review process to all developers — changes designed to keep the Play Store safer from spam, malware and copycat apps. Those reports are inaccurate, Google tells TechCrunch. Instead, the company is giving itself more time to review apps from new, unestablished developers on the Play Store, as previously announced, but this hasn’t been extended to all developers.

Concerns about these so-called “unannounced changes” stemmed from a blog post by Choice of Games, which wrote that “all new apps” would be getting an additional review, slowing down app approvals. It claimed new apps would require at least three days for review, and this now included existing developers.

The post cited a conversation with Google Support as the source for its claims.

This led to a ton of confusion, as the development shop behind the post was well-established, having been on the Play Store since 2010 and would have been exempt from Google’s policy of increased reviews for new developers.

As it turns out, it appears there was miscommunication between Google Play Store developer support and the developer, according to the chat transcript that was published. The support person, “Liz,” was alerting the developer to the new policy Google announced in April, which detailed increased review times for Play Store newcomers. She didn’t appear to understand that she was speaking with a developer who had published on Google Play for nearly a decade.

Android Police also picked up the news, writing that Google had “quietly instigated a more involved review process that impacts every app and update.”

Reddit and Hacker News also weighed in. In addition to the reported changes, developers were concerned there was now no way to schedule new app releases through the Timed Publishing feature. (That’s also not true — developers can publish to a closed testing track, then use Timed Publishing to go live to the public.)

A Google Developer Relations team member stepped in to clear things up on Reddit, and we’ve confirmed with Google that his responses were accurate.

Google’s updated app review process, first announced in April, hasn’t changed.

At the time, Google said:

“We will soon be taking more time (days, not weeks) to review apps by developers that don’t yet have a track record with us. This will allow us to do more thorough checks before approving apps to go live in the store and will help us make even fewer inaccurate decisions on developer accounts.”

Google began notifying developers directly in the Play Console in June that new apps by developers without a track record will take a couple of days longer to review. Google says that, since this change, it’s already seen a meaningful increase in the number of harmful apps blocked by Play even before they are published.

It’s not clear why the developer relations support person miscommunicated this information to the developer in question, but it points to a training issue on Google’s part.

It’s also unclear why the established developer’s app was held up in app review, beyond it just being a mistake on Google’s part.

Unfortunately for Google, Play Store developers have come to expect a speedy review process, so any delays feel like unnecessary friction.

Unlike Apple, which employs a large team to carefully review app submissions and make hard calls on controversial apps, Google has more heavily relied on automation over the years. The company disclosed in the past how it uses software to pre-analyze apps for viruses, malware and other content and copyright violations.

That process doesn’t always work, though. Only days ago, dozens of Android apps disguised as harmless photo editors and games were discovered to actually be adware. This follows similar news from January, when 85 apps were found to contain adware… and in May, when adware was discovered in some 200 apps totaling 150+ million installs… and, news from last November, when malware was found across more than a dozen apps with half a million installs… and so on.

While it would make sense for Google to increase its review of all apps, given its inability to address this problem, that was not the case here.

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Google Play cracks down on marijuana apps, loot boxes and more

On Wednesday, Google rolled out new policies around kids’ apps on Google Play following an FTC complaint claiming a lack of attention to apps’ compliance with children’s privacy laws, and other rules around content. However, kids’ apps weren’t the only area being addressed this week. As it turns out, Google also cracked down on loot boxes and marijuana apps, while also expanding sections detailing prohibitions around hate speech, sexual content and counterfeit goods, among other things.

The two more notable changes include a crackdown on “loot boxes” and a ban on apps that offer marijuana delivery — while the service providers’ apps can remain, the actual ordering process has to take place outside of the app itself, Google said.

Specifically, Google will no longer allow apps offering the ability to order marijuana through an in-app shopping cart, those that assist users in the delivery or pickup of marijuana or those that facilitate the sale of THC products.

This isn’t a huge surprise — Apple already bans apps that allow for the sale of marijuana, tobacco or other controlled substances in a similar fashion. On iOS, apps like Eaze and Weedmaps are allowed, but they don’t offer an ordering function. That’s the same policy Google is now applying on Google Play.

This is a complex subject for Google, Apple and other app marketplace providers to tackle. Though some states have legalized the sale of marijuana, the laws vary. And it’s still illegal according to the federal government. Opting out of playing middleman here is probably the right step for app marketplace platforms.

That said, we understand Google has no intention of outright banning marijuana ordering and delivery apps.

The company knows they’re popular and wants them to stay. It’s even giving them a grace period of 30 days to make changes, and is working with the affected app developers to ensure they’ll remain accessible.

“These apps simply need to move the shopping cart flow outside of the app itself to be compliant with this new policy,” a spokesperson explained. “We’ve been in contact with many of the developers and are working with them to answer any technical questions and help them implement the changes without customer disruption.”

Another big change impacts loot boxes — a form of gambling popular among gamers. Essentially, people pay a fee to receive a random selection of in-game items, some of which may be rare or valuable. Loot boxes have been heavily criticized for a variety of reasons, including their negative effect on gameplay and how they’re often marketed to children.

Last week, a new Senate bill was introduced with bipartisan support that would prohibit the sale of loot boxes to children, and fine those in violation.

Google Play hasn’t gone so far as to ban loot boxes entirely, but instead says games have to now disclose the odds of getting each item.

In addition to these changes, Google rolled out a handful of more minor updates, detailed on its Developer Policy Center website. 

Here, Google says it has expanded the definition of what it considers sexual content to include a variety of new examples, like illustrations of sexual poses, content depicting sexual aids and fetishes and depictions of nudity that wouldn’t be appropriate in a public context. It also added “content that is lewd or profane,” according to Android Police, which compared the old and new versions of the policy.

Definitions that are somewhat “open to interpretation” is something that Apple commonly uses to gain better editorial control over its own App Store. By adding a ban of “lewd or profane” content, Google can opt to reject apps that aren’t covered by other examples.

Google also expanded its list of examples around hate speech to include: “compilations of assertions intended to prove that a protected group is inhuman, inferior or worthy of being hated;” “apps that contain theories about a protected group possessing negative characteristics (e.g. malicious, corrupt, evil, etc.), or explicitly or implicitly claims the group is a threat;” and “content or speech trying to encourage others to believe that people should be hated or discriminated against because they are a member of a protected group.”

Additional changes include an update to the Intellectual Property policy that more clearly prohibits the sale or promotion for sale of counterfeit goods within an app; a clarification of the User Generated Content policy to explicitly prohibit monetization features that encourage objectionable behavior by users; and an update to the Gambling policy, with more examples.

A Google spokesperson says the company regularly updates its Play Store developer policies in accordance with best practices and legal regulations around the world. However, the most recent set of changes err on the side of getting ahead of increased regulation — not only in terms of kids’ apps and data privacy, but also other areas now under legal scrutiny, like loot boxes and marijuana sales.

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Google Play is changing how app ratings work

Two years ago, Apple changed the way its app store ratings worked by allowing developers to decide whether or not their ratings would be reset with their latest app update — a feature that Apple suggests should be used sparingly. Today, Google announced it’s making a change to how its Play Store app ratings work, too. But instead of giving developers the choice of when ratings will reset, it will begin to weight app ratings to favor those from more recent releases.

“You told us you wanted a rating based on what your app is today, not what it was years ago, and we agree,” said Milena Nikolic, an engineering director leading Google Play Console, who detailed the changes at the Google I/O Developer conference today.

She explained that, soon, the average rating calculation for apps will be updated for all Android apps on Google Play. Instead of a lifetime cumulative value, the app’s average rating will be recalculated to “give more weight” to the most recent users’ ratings.

With this update, users will be able to better see, at a glance, the current state of the app — meaning, any fixes and changes that made it a better experience over the years will now be taken into account when determining the rating.

“It will better reflect all your hard work and improvements,” touted Nikolic, of the updated ratings.

On the flip side, however, this change also means that once high-quality apps that have since failed to release new updates and bug fixes will now have a rating that reflects their current state of decline.

It’s unclear how much the change will more broadly impact Google Play Store SEO, where today app search results are returned based on a combination of factors, including app names, descriptions, keywords, downloads, reviews and ratings, among other factors.

The updated app ratings was one of numerous Google Play changes announced today, along with the public launch of dynamic delivery features, new APIs, refreshed Google Play Console data, custom listings and even “suggested replies” — like those found in Gmail, but for responding to Play Store user reviews.

End users of the Google Play Store won’t see the new, recalculated rating until August, but developers can preview their new rating today in their Play Store Console.

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Microsoft and GitHub grow closer

Microsoft’s $7.5 billion acquisition of GitHub closed last October. Today, at its annual Build developer conference, Microsoft announced a number of new integrations between its existing services and GitHub. None of these are earth-shattering or change the nature of any of GitHub’s fundamental features, but they do show how Microsoft is starting to bring GitHub closer into the fold.

It’s worth noting that Microsoft isn’t announcing any major GitHub features at Build, though it was only a few weeks ago that the company made a major change by giving GitHub Free users access to unlimited private repositories. For major feature releases, GitHub has its own conference.

So what are the new integrations? Most of them center around identity management. That means GitHub Enterprise users can now use Azure Active Directory to access GitHub. Developers will also be able to use their existing GitHub accounts to log into Azure features like the Azure Portal and Azure DevOps. “This update enables GitHub developers to go from repository to deployment with just their GitHub account,” Microsoft argues in its release announcement.

As far as selling GitHub goes, Microsoft also today announced a new Visual Studio subscription with access to GitHub Enterprise for Microsoft’s Enterprise Agreement customers. Given that there is surely a lot of overlap between Visual Studio’s enterprise customers and GitHub Enterprise users, this move makes sense. Chances are, it’ll also make moving to GitHub Enterprise more enticing for current Visual Studio subscribers.

Lastly, the Azure Boards app, which offers features like Kanban boards and sprint planning tools, is now also available in the GitHub Marketplace.

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Docker developers can now build Arm containers on their desktops

Docker and Arm today announced a major new partnership that will see the two companies collaborate in bringing improved support for the Arm platform to Docker’s tools.

The main idea here is to make it easy for Docker developers to build their applications for the Arm platform right from their x86 desktops and then deploy them to the cloud (including the Arm-based AWS EC2 A1 instances), edge and IoT devices. Developers will be able to build their containers for Arm just like they do today, without the need for any cross-compilation.

This new capability, which will work for applications written in JavaScript/Node.js, Python, Java, C++, Ruby, .NET core, Go, Rust and PHP, will become available as a tech preview next week, when Docker hosts its annual North American developer conference in San Francisco.

Typically, developers would have to build the containers they want to run on the Arm platform on an Arm-based server. With this system, which is the first result of this new partnership, Docker essentially emulates an Arm chip on the PC for building these images.

“Overnight, the 2 million Docker developers that are out there can use the Docker commands they already know and become Arm developers,” Docker EVP of Strategic Alliances David Messina told me. “Docker, just like we’ve done many times over, has simplified and streamlined processes and made them simpler and accessible to developers. And in this case, we’re making x86 developers on their laptops Arm developers overnight.”

Given that cloud-based Arm servers like Amazon’s A1 instances are often significantly cheaper than x86 machines, users can achieve some immediate cost benefits by using this new system and running their containers on Arm.

For Docker, this partnership opens up new opportunities, especially in areas where Arm chips are already strong, including edge and IoT scenarios. Arm, similarly, is interested in strengthening its developer ecosystem by making it easier to develop for its platform. The easier it is to build apps for the platform, the more likely developers are to then run them on servers that feature chips from Arm’s partners.

“Arm’s perspective on the infrastructure really spans all the way from the endpoint, all the way through the edge to the cloud data center, because we are one of the few companies that have a presence all the way through that entire path,” Mohamed Awad, Arm’s VP of Marketing, Infrastructure Line of Business, said. “It’s that perspective that drove us to make sure that we engage Docker in a meaningful way and have a meaningful relationship with them. We are seeing compute and the infrastructure sort of transforming itself right now from the old model of centralized compute, general purpose architecture, to a more distributed and more heterogeneous compute system.”

Developers, however, Awad rightly noted, don’t want to have to deal with this complexity, yet they also increasingly need to ensure that their applications run on a wide variety of platforms and that they can move them around as needed. “For us, this is about enabling developers and freeing them from lock-in on any particular area and allowing them to choose the right compute for the right job that is the most efficient for them,” Awad said.

Messina noted that the promise of Docker has long been to remove the dependence of applications from the infrastructure on which they run. Adding Arm support simply extends this promise to an additional platform. He also stressed that the work on this was driven by the company’s enterprise customers. These are the users who have already set up their systems for cloud-native development with Docker’s tools — at least for their x86 development. Those customers are now looking at developing for their edge devices, too, and that often means developing for Arm-based devices.

Awad and Messina both stressed that developers really don’t have to learn anything new to make this work. All of the usual Docker commands will just work.

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Apple’s iOS will now confirm you meant to subscribe to that app

Apple has added another step to prevent users from accidentally signing up for an iOS app’s subscription — or, from being tricked into it by a scammy app not playing by the rules. The company recently rolled out a subscription confirmation dialog box that pops up as one final step to ensure you meant to opt in to the subscription being offered.

The change to iOS was first spotted by app developer David Barnard on Twitter and reported by Apple news site 9to5Mac.

Whoa! Apple added an additional confirmation step for subscriptions. This new alert comes after you confirm with Touch ID/Face ID. I hope they address this in a more elegant way in iOS 13, but I’m thrilled Apple took a definitive step to curb scam subscriptions. 👏🏻 @pschiller pic.twitter.com/oktaEVdx0o

— David Barnard (@drbarnard) April 11, 2019

The new confirmation box is a welcome addition, considering how many users were accidentally subscribing — particularly those with Touch ID-based phones who were trying to exit to the Home screen. Instead, they were giving the app permission to sign them up by placing their finger on the Home button, which triggered the Touch ID authentication process.

The update also arrives following several changes Apple has made to subscriptions in recent months to address problems around scammy subscriptions.

A good number of developers — especially those in the Utility category — were using sneaky tricks to tap into the subscription craze to bank thousands and even millions of dollars per year. Some apps would intentionally confuse users with their design, or make promises of “free trials” that converted in only a few days, or used other misleading tactics to get users to subscribe.

This left many consumers feeling they had been duped into paying, and a host of angry App Store reviews followed. The scams could have had a broader impact on the subscription economy, if Apple had allowed them to go unchecked, as consumers would have become wary of ever signing up for anything as a result.

That would have been a problem, given how subscriptions have become a big business for the App Store. According to one forecast, they are poised to grow to $75.7 billion by 2022, in fact.

However, Apple has since begun to crack down on bad actors, while also making subscriptions easier to manage by iOS users.

In January, it rolled out new developer guidelines to more clearly spell out what is and is not allowed; and in February it updated iOS to reduce the number of steps it took to get to your subscriptions, so you could more quickly and easily cancel them.

I decided to test Apple’s subscription confirmation on my iPhone 6S running iOS 10.3.3, and… I didn’t give Apple enough credit yesterday! The change was done server side, so it works on all iOS versions. It also cancels when you press the home button. Once again, 👏🏻 @pschiller pic.twitter.com/48Jt2okEyZ

— David Barnard (@drbarnard) April 12, 2019

Now, the new dialog box will ensure that users understand they’re opting in to a paid subscription, with a message that reads:

“Confirm Subscription. The subscription will continue unless canceled in Settings at least one day before a subscription period ends.” 

Apple didn’t formally announce the change, but it appears to have rolled out sometime in the last week, reports say.

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iOS developers will soon be able to offer discounts to their existing and lapsed subscribers

As subscriptions continue to grow into a sizable revenue stream for mobile app developers, Apple has had to make adjustments to its guidelines, rules and even its tools for subscription management in recent weeks. It issued stricter guidelines around how subscriptions are to be presented to consumers, and it made the setting for canceling existing subscriptions more accessible. Now, Apple is rolling out new tools for developers that will help them retain their current customers and win back lapsed subscribers.

The company announced on Friday that apps with auto-renewable subscriptions will soon be able to offer their subscriptions at a discounted price for a specific period, as a means of growing and retaining their customer base. This will give the developers more control over their subscription pricing than was available before.

Until the change, developers could only make introductory offers to entice consumers to sign up for the first time. For example, developers could lure customers with a one-time introductory price, offer a free trial or offer a discounted rate for a specific period of time before the subscription converted to the full price.

But these offers could only be made to first-time customers. The new promotional offers will allow developers to cut similar deals for existing subscribers or to win back the business from those who used to pay for the subscription but had canceled.

While the new promotional offers allow for the same sort of discounts as introductory offers, they’re more flexible in terms of how they’re used.

With introductory offers, developers were allowed one offer per subscription, per territory. With promotional offers, developers can activate up to 10 offers per subscription. This allows them to test which ones work best for their customers, instead of having to pick just one.

And developers are in control of when an offer displays to a customer, in which territories and how many offers a customer can redeem.

In addition, while introductory offers may display in the App Store when promoted, the promotional offers will not. That means developers can use business logic that targets winning back their most valuable customers with offers that may be better from those shown to others — and no one would be the wiser. It also means developers can offer different deals to lapsed customers — like maybe a discounted subscription — compared with promos meant to retain current subscribers.

Developers will also be able to use receipt validation tools to find subscribers who turned off auto-renewal, which allows them to target those customers with new offers before their subscription lapses. They may also decide to target those who cancel during the free trial with different offers than those who cancel after using a paid subscription for a time.

As an end-user looking to save money, these changes mean it may be worth toggling off your subscriptions from time to time to see if you’re offered a better deal to resubscribe.

Developers were alerted to the new features last week, but the offers themselves aren’t yet publicly available.

To create the offers, developers have to download the latest Xcode 10.2 beta and will need to implement the new StoreKit APIs. They can then test their offers on the latest beta version of iOS 12.2, macOS 10.14.4 and tvOS 12.2. Apple said the offers will be made available to the public “soon.”

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Apple’s iOS update makes it easier to get to your subscriptions

Apple has made a small but important change to iOS that will allow users an easier way to manage their app subscriptions. In the latest release of the mobile operating system (iOS 12.1.4 and 12.2 beta), the company has relocated the “Manage Subscriptions” setting so it’s only one click away when you tap on your profile in the App Store, instead of being buried more deeply within the settings.

This may seem like a minor change, but it was a much-needed one.

As more mobile apps have adopted subscriptions as a means of generating revenue, it’s become critical to ensure consumers know how to turn off their subscriptions. And, based on a reading of many angry App Store app reviews, many people don’t know how to do this. Most assume they should reach out to the developer to have their subscription disabled — after all, it’s the developer who’s charging them.

It’s not really the customer’s fault for being unaware of how the process works, as Apple had made getting to the subscription management screen far more difficult than it should be.

In iOS Settings, for example, you would have to click iTunes & App Store –> Apple ID: –> View Apple ID –> then scroll all the way to the bottom of the screen to find the hidden setting.

In the iOS App Store app, it was a bit simpler.

You would first have to tap your profile icon on the top right of the Home page, then your Apple ID, then scroll down to the bottom of the page again.

By comparison, Google Play put subscriptions in its top-level navigation with no scrolling or extra clicks required.

With the iOS update, when you now tap your profile icon in the App Store, “Manage Subscriptions” is right there — and it’s accessible without scrolling. That’s a huge help in making this critical feature more accessible.

Unfortunately, Apple hasn’t made a similar change to simplify the path to subscription management in iOS’s main Settings.

The change was first spotted by MacStories Editor-in-Chief Federico Viticci, who shared a screenshot on Twitter.

Apple recently made a change (seems iOS 12.1.4 and 12.2 beta) to make it easier to manage subscriptions for iOS apps.

Now you just need to open the App Store, tap your profile, and choose ‘Manage Subscriptions’. pic.twitter.com/4PtxvAQjTm

— Federico Viticci (@viticci) February 13, 2019

Subscriptions are now one of the main driving forces behind the increase in consumer spending on iPhone.

A recent Sensor Tower report said that iPhone users in the U.S. on average spent $79 on apps in 2018, up 36 percent from last year. Much of that is due to mobile gaming, as always, but subscription-based apps are now playing a large role.

Unfortunately, not all developers have been playing by the rules. Many app makers were using misleading tactics to force users to subscribe — like hiding the true costs, using confusing buttons and user interfaces or suggesting they join a free trial that ends up only lasting three days.

Apple later updated its App Store guidelines to further spell out what is and is not allowed.

But making the rules and enforcing them are two different matters. In the meantime, being able to figure out which subscriptions you have and turning off those you don’t want needed to be simpler.

Also related to this is the fact that Apple is preparing to launch some new subscriptions of its own — presumably, its long-awaited streaming video service and perhaps the news subscription service as well — at a press event in March.

The update to subscriptions appears to be rolled out worldwide for those on the latest version of iOS.

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