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Google Play adds a ‘Teacher Approved’ section to its app store

Google today is making it easier for families to find quality educational apps with the addition of a new “Teacher Approved” section to Google Play. All apps found in this section are vetted by a panel of reviewers, including more than 200 teachers across the U.S., and meet Google’s existing requirements for its “Designed for Families” program.

That program requires apps to meet government regulations around data collection and ad targeting, and also limits the types of ads that can be displayed to children, if apps are ad-supported.

The apps chosen for the “Teacher Approved” section, however, don’t just meet the program’s minimum requirements — they’re also reviewed and rated highly by teachers. These may be apps teachers suggest for supplemental learning while others may just be used for fun.

The launch arrives at a time when most U.S. children are now out of school due to the COVID-19 pandemic and the subsequent school closures. To date, at least 55.1 million students are no longer attending their public or private school in-person, according to data from the National Center for Education Statistics. This change has left parents scrambling to fill their child’s time with educational activities. And even if distance learning is available in their school district, it isn’t typically enough to keep the child engaged throughout the day.

Google says it heard from parents that it was difficult to find kid-friendly apps they felt good about letting their children use, which is why it chose to launch the new “Teacher Approved” section on Google Play.

The company worked with academic experts, including lead advisors Joe Blatt (Harvard Graduate School of Education) and Dr. Sandra Calvert (Georgetown University) to create the framework for rating apps for kids. But the apps themselves are chosen by a panel with teacher involvement. The panel rates apps on various aspects like age-appropriateness, quality of experience, enrichment and whether kids enjoy using the app.

To access the new section, you can either visit the “Kids” tab on Google Play or you can look for the “Teacher Approved” badge on any given app to see if it met with teachers’ approval. In addition, Google Play Pass will offer subscribers a selection of “Teacher Approved” content under the “Apps and games for kids” section.

The apps will be grouped by age: 5 & under, ages 6-8 and ages 9-12. Google will also include information in the app’s listing about why it was rated highly.

At launch, Google tells us there will be around 1,000 Teacher Approved apps live in the Play Store and around 60 also included in Google Play Pass. The company says it’s working with its Play Pass partners to increase this number over time.

 

“I think it’s terrific that Google is taking this unprecedented stand – creating a unique space for apps that teachers have rated high in quality and value for kids and their families,” said Joe Blatt, senior lecturer and faculty director of the Technology, Innovation, and Education Program, in a statement about the launch. “Over the past three years, together with faculty colleagues and students, I have worked to pinpoint criteria for developmental appropriateness, learning impact, and appeal. Then we helped Google build a rating system that enables teachers to apply these criteria reliably. I’m really impressed with the dedication and professionalism that the Google team has invested in this project,” he added.

The new Kids tab with “Teacher approved” apps will roll out in the U.S. on Google Play over the next few days. Google says it will expand the experience internationally in the months to come.

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Android app reviews may slow to over a week due to COVID-19 impacts, Google warns developers

Google this week warned Android developers that Play Store app review times will be much longer than normal due to the impacts of the COVID-19 crisis. Developers should expect app reviews to take up to a week or even longer, the company informed its community by way of an alert on the Google Play Console.

This slowdown in moderation efforts isn’t something that’s just impacting Google Play.

Yesterday, YouTube announced it would more heavily rely on its automated systems during this time, which meant more videos will likely be taken down by machine learning-powered systems before they received a review from a human moderator.

In both cases, the slowdowns are related to the reduced in-office staffing levels — a result of the COVID-19 pandemic, which is impacting employee scheduling at Google and elsewhere.

Up until now, Google Play had a fairly quick app review process.

For years, the company differentiated its Play Store from Apple’s App Store by allowing developers to publish without a lengthy review. This, of course, led to issues as the store was over-filled with low-quality and sometimes even malicious apps. In 2015, Google revealed it had begun to utilize an internal team of reviewers to analyze apps for policy violations prior to publication.

Despite the change in process, apps were being approved within hours instead of days, Google said at the time.

That changed last year, however, as the company implemented a more stringent review. It then began to advise developers to plan for review times of at least three days between submission and the app going live. But the length was reduced for established, trusted developers who continued to see faster reviews, Google had noted.

Review times of a week or even longer are unprecedented, much like the COVID-19 crisis itself.

News of the increased app reviews was first reported by Android Police.

A Google spokesperson confirmed the delay to TechCrunch, saying: “Due to adjusted work schedules at this time, we are currently experiencing longer than usual review times. While the situation is currently evolving, app review times may fluctuate, and may take 7 days or longer.”

The delay is also confirmed in the Play Console’s Help documentation.

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Google launches the first developer preview of Android 11

With the days of desert-themed releases officially behind it, Google today announced the first developer preview of Android 11, which is now available as system images for Google’s own Pixel devices, starting with the Pixel 2.

As of now, there is no way to install the updates over the air. That’s usually something the company makes available at a later stage. These first releases aren’t meant for regular users anyway. Instead, they are a way for developers to test their applications and get a head start on making use of the latest features in the operating system.

With Android 11 we’re keeping our focus on helping users take advantage of the latest innovations, while continuing to keep privacy and security a top priority,” writes Google VP of Engineering Dave Burke. “We’ve added multiple new features to help users manage access to sensitive data and files, and we’ve hardened critical areas of the platform to keep the OS resilient and secure. For developers, Android 11 has a ton of new capabilities for your apps, like enhancements for foldables and 5G, call-screening APIs, new media and camera capabilities, machine learning, and more.”

Unlike some of Google’s previous early previews, this first version of Android 11 does actually bring quite a few new features to the table. As Burke noted, there are some obligatory 5G features like a new bandwidth estimate API, for example, as well as a new API that checks whether a connection is unmetered so apps can play higher-resolution video, for example.

With Android 11, Google is also expanding its Project Mainline lineup of updatable modules from 10 to 22. With this, Google is able to update critical parts of the operating system without having to rely on the device manufacturers to release a full OS update. Users simply install these updates through the Google Play infrastructure.

Users will be happy to see that Android 11 will feature native support for waterfall screens that cover a device’s edges, using a new API that helps developers manage interactions near those edges.

Also new are some features that developers can use to handle conversational experiences, including a dedicated conversation section in the notification shade, as well as a new chat bubbles API and the ability to insert images into replies you want to send from the notifications pane.

Unsurprisingly, Google is adding a number of new privacy and security features to Android 11, too. These include one-time permissions for sensitive types of data, as well as updates to how the OS handles data on external storage, which it first previewed last year.

As for security, Google is expanding its support for biometrics and adding different levels of granularity (strong, weak and device credential), in addition to the usual hardening of the platform you would expect from a new release.

There are plenty of other smaller updates as well, including some that are specifically meant to make running machine learning applications easier, but Google specifically highlights the fact that Android 11 will also bring a couple of new features to the OS that will help IT manage corporate devices with enhanced work profiles.

This first developer preview of Android 11 is launching about a month earlier than previous releases, so Google is giving itself a bit more time to get the OS ready for a wider launch. Currently, the release schedule calls for monthly developer preview releases until April, followed by three betas and a final release in Q3 2020.

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The top mobile apps and games of 2019

Mobile consumers worldwide will have downloaded a record 120 billion apps from Apple’s App Store and Google Play by the end of 2019, according to App Annie’s year-end report on app trends. This represents a 5% increase from 2018 — a notable achievement given that the number doesn’t include re-installations or app updates. Consumer spending on apps, meanwhile, approached $90 billion in 2019 across both app stores, up 15% from last year. The new report also examined the year’s biggest apps, including the most downloaded apps and games, as well as the most profitable.

Worldwide, the most downloaded non-game apps remained relatively consistent in 2019, with only one new entry on the list of the most downloaded apps — a short-form video creation and sharing app called Likee, which is benefiting from the overall popularity of short-form video. Elsewhere on the chart, TikTok came in at No. 4, beating out Facebook-owned Instagram, plus Snapchat, Netflix and Spotify.

However, Facebook still owned the top of the charts. Its Messenger app was the most downloaded non-game app of 2019, followed by Facebook’s main app, then WhatsApp.

The top 10 games chart showed more volatility in 2019, as seven out of the top 10 games were new to the chart this year. This included the hyper-casual title Fun Race 3D, as well as the anticipated Call of Duty: Mobile, representing the battle royale genre.

While mobile gaming drives the majority of consumer spending on apps, the subscription economy in 2019 played a big role in increasing app revenues, as well.

Specifically, the non-game apps driving revenue growth this year included those in the Photo & Video and Entertainment categories — a trend App Annie predicts will continue in 2020, as new video services, like Disney+, continue to rise. 2020 will additionally see the launch of several other video services, including HBO Max, NBCU’s Peacock and Jeffrey Katzenberg’s Quibi, which could aid in those increases.

Already, many of the top apps are subscription-based, App Annie had previously noted. During the 12 months ending in September 2019, more than 95% of the top 100 non-gaming apps by consumer spend were offering subscriptions through in-app purchases. Publishers’ growing use of subscription services will continue in 2020 to drive consumer spending even higher, the firm says.

This year, Tinder switched places with Netflix for the No. 1 spot on this chart — last year, it was the other way around. HBO NOW, which saw a surge in spending thanks to “Game of Thrones,” also fell out of the top chart this year, allowing LINE Manga to take its spot. Tencent Video and iQIYI have the same positions as 2018, while YouTube grew from No. 7 to No. 5, and Pandora slipped from No. 5 to No. 6 compared with last year.

App Annie also took a look at a new category of apps that it’s calling the “breakout” apps of the year. These are those that saw the largest absolute growth in downloads or consumer spending between 2018 and 2019. On this list, the No. 7 most-downloaded app of the year, Likee, from YY Inc., becomes the No. 1 “breakout” app of the year, followed by YY Inc.’s Noizz and Helo. Meanwhile, Indian users drove the adoption of social gaming app Hago at No. 4, which is also popular with Gen Z users in Indonesia.

Breakout apps by consumer spending included YouTube, iQIYI, DAZN and Tencent Video — similar to the top 10 list.

On the gaming side, hyper-casual titles were successful, claiming seven out of 10 slots on the breakout games of the year chart. Hot releases like Mario Kart Tour and Call of Duty: Mobile also appeared. But by consumer spending, core games like No. 1 Game for Peace and No. 2 PUBG Mobile, both published by Tencent, made up the top spots.

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Apple and Google reveal the best apps and games of 2019

Continuing their annual tradition, Apple and Google have released their list of the best apps and games of 2019. Apple, for the first time, held a real-world event to celebrate its winners, where it crowned AI-powered camera app Spectre Camera as its best iPhone app of the year and Sky: Children of the Light as its best game. Google, meanwhile, dubbed video messaging app Ablo as its app winner and Call of Duty: Mobile as its best game.

Apple’s event held in New York put its winning developers in front of media in order to demonstrate their apps and games. The event was less formal than the Apple Design Awards held at the company’s worldwide developer conference each year, and instead focused on private presentations to press.

Apple said its winners this year sit “at the nexus of digital and pop culture,” but its list really better highlights what Apple thinks are the key selling features for its devices. For example, with Spectre Camera by Lux Optics, it’s about the iPhone’s ability to serve as your main camera even for complicated tasks like long-exposure photos.

The iPad app of the year was Flow by Moleskin, an app that already won a 2019 Design Award. In this case, the digital notebook app shows off a top iPad use case of being a device aimed at creative professionals. Users can take advantage of its digital graphite pencils and chisel-tipped markers to draw and sketch as they could in real life.

The Mac app of the year, Affinity Publisher by Serif Labs, allows users to design and publish books, magazines, brochures, posters and more — a task that best lends itself to a larger device with a full-sized keyboard.

Finally, the Apple TV app of the year, The Explorers by The Explorers Network, showcases something that works best on your TV’s larger, high-def screen. The app’s community of photographers and videographers are working together to create a visual inventory of the natural world, which you can enjoy on your big screen.

Apple’s iPhone Game of the Year, Sky: Children of the Light by thatgamecompany (makers of Journey, the 2013 Game of the Year), iPad Game of the Year Hyper Light Drifter by Abylight S.L. and Mac Game of the Year GRIS by Nomada Studio, are all the sort of beautifully designed games that Apple prefers to showcase.

Today’s gaming market has become over-filled with free-to-play titles due to the sort of supported business models that work on the App Store. That’s something Apple Arcade is an attempt to correct, in fact. Apple winners show that even free games can be works of art.

Sky: Children...is a free to play social adventure with in-app purchases, but is also beautiful and creative. Similarly, adventure game Hyper Light was already a visual arts award winner at the Independent Games Festival. And GRIS has been described as one of the most gorgeous games.

The Apple TV Game of the Year, Wonder Boy: The Dragon’s Trap by DotEmu, was developed by LizardCube with the cooperation of series creator Ryuichi Nishizawa to bring an ’80s cult classic back to life. That’s part of one of Apple’s larger App Store gaming trends — a year of “blockbusters reimagined.”

Apple also gave mention of other launches in this space, like Mario Kart Tour, Dr. Mario World, Minecraft Earth, Pokémon Masters, Assassin’s Creed Rebellion, Gears POP!, The Elder Scrolls: Blades, Alien: Blackout and Google’s Game of the Year, Call of Duty: Mobile.

And in what could be the start of a new tradition, Apple also anointed an Apple Arcade Game of the Year with the gorgeous, fast-paced and music-filled Sayonara Wild Hearts developed by Simogo and published by Annapurna Interactive.

Apple’s year-end list also highlighted App Store non-gaming trend of  “Storytelling,” which featured a variety of apps to tell stories, including visually, as well as through audio and text. Noted apps here were Anchor, Canva, Unfold, Steller, Spark Camera, Over and Wattpad.

Google doesn’t go all-out as Apple does for its “Best of 2019” picks.

Instead, it simply featured best app Ablo and best game Call of Duty: Mobile as its editorial picks, then leaves the rest to a User’s Choice. Voters selected the same game, but gave the Best App award to a video editor, Glitch Video Effects.

Google’s full list also includes Google Play’s best e-books, audiobooks, TV shows and movies, which you can see here.

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This Week in Apps: Honey’s $4B exit, a new plan for iOS 14, Apple’s new developer resource

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support, and the money that flows through it all. What are developers talking about? What do app publishers and marketers need to know? How are politics impacting the App Store and app businesses? And which apps are everyone using?

This week, we’re looking at several major stories, including the whopping $4 billion PayPal just spent on browser extension and mobile app maker, Honey, as well as the release of the Apple Developer app, a new plan for iOS 14, Google Stadia’s launch, AR gaming’s next big hit (or flop?), e-commerce app trends, Microsoft’s exit from voice assistant mobile apps, and so much more.

Plus, did you hear the one about the developer who got kicked out from his developer account by Apple, leaving his apps abandoned?

Headlines

Apple to overhaul iOS development strategy after buggy iOS 13 launch

apple ios 13Apple’s iOS 13 release was one of its worst, in terms of bugs and glitches. Now Apple is making an internal change to how it approaches software development in an effort to address the problem. According to Bloomberg, Apple’s Software chief Craig Federighi and other execs announced its plans at an internal meeting. The new process will involve having unfinished and buggy features disabled by default in daily builds. Testers will then have to optionally enable the features in order to try them. While this change focuses on making internal builds of the OS more usable (or “livable”), Apple hopes that over time it will improve the overall quality of its software as it will give testers the ability to really understand what’s supposed to now be working, but isn’t. The testing changes will also apply to iPadOS, watchOS, tvOS, and macOS, the report said.

Apple launches the Apple Developer App

Apple rebranded and expanded its existing WWDC app to become a new Apple Developer app that can stay with its 23 million registered developers year-round. Instead of only including information about the developer event itself, the app will expand to include other relevant resources — like technical and design articles, developer news and updates, videos and more. It also will offer a way for developers to enroll in the Apple Developer program and maintain their membership. Apple says it found many developers were more inclined to open an app than an email, and by centralizing this information in one place, it could more efficiently and seamlessly deliver new information and other resources to its community.

PayPal buys Honey for $4 billion

PayPal has made its biggest-ever acquisition for browser extension and mobile app maker, Honey. TechCrunch exclusively broke the news of the nearly all-cash deal, noting that Honey currently has 17 million monthly actives. But PayPal was interested in more than the user base — it wanted the tech. The company plans to insert itself ahead of the checkout screen by getting involved with the online shopping and research process, where customers visit sites and look for deals. Honey’s offer-finding features from its mobile app will also become part of PayPal and Venmo’s apps in the future.

Cloud gaming expands with Google Stadia launch

Cloud-based gaming could benefit from the growing investment in 5G. Google Stadia, which launched this week, is a big bet on 5G in that regard. Though the early reviews were middling, Google believes the next generation of gaming will involve continuous, cross-device play, including on mobile devices. This trend was already apparent with the successes of cross-platform games like Fortnite, Minecraft, Roblox, and PUBG, for example. Meanwhile, console makers like Microsoft are working to build out their own cloud infrastructure to compete. (Microsoft’s xCloud launches in May 2020.) Google could have a head start, even if Stadia today feels more like a beta than a finished product. But one question that still arises is whether Google is serious about gaming, or only sees Stadia as a content engine for YouTube?

Microsoft kills Cortana mobile apps

Microsoft this week belatedly realized it can’t compete with the built-in advantages that Siri and Google Assistant offer users, like dedicated buttons, hands-free voice commands, workflow building and more. The company decided to shut down its Cortana mobile applications on iOS and Android in a number of markets, including Great Britain, Australia, Germany, Mexico, China, Spain, Canada, and India. Any bets on when the U.S. makes that list?

SF Symbols expands

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Google Play Pass launches with 350+ premium apps and games, initially for $1.99 per month

Following the well-received launch of Apple Arcade, Google today is officially introducing its own take on subscription-based access to premium mobile games — or, in Google’s case, premium mobile apps, too. The new Google Play Pass subscription, arriving this week, will offer more than 350 apps and games that are completely unlocked, with no upfront fees, in-app purchases or advertisements. And the initial price point is something of a no-brainer — it’s just $1.99 per month for the first year, Google says.

That price will increase to $4.99 per month after the first 12 months have passed, which is the same price as Apple Arcade at launch. This launch promotion is only available until October 10, 2019, however.

The two services are similar in concept, as both are providing a large library of premium content for a monthly subscription. But there are some differences between the two.

For starters, Apple Arcade is filled with exclusives — meaning its games will not be found on Andriod. The reverse is not true for Google Play Pass. Instead, the Play Pass catalog includes many cross-platform titles, including some that even found their fame first on iOS, like ustwo’s Monument Valley.

In addition, Play Pass’s launch titles aren’t all games. There are also ad-free versions of popular mobile apps, like AccuWeather, Facetune and Pic Stitch, for example.

Notable launch titles include Stardew Valley, Risk, Terraria, Monument Valley, Star Wars: Knights of the Old Republic, Reigns: Game of Thrones, Titan Quest and Wayward Souls. Some lesser-known additions include LIMBO, Lichtspeer, Mini Metro and Old Man’s Journey. Others, like This War of Mine and Cytus, are coming soon. And for little kids, there are some preschooler-friendly titles like Toca Boca classics and the My Town series.

More titles are added on a monthly basis, Google says.

pph realistic

Because it’s not relying on exclusives; Google’s catalog is more than triple the size of Apple’s at launch. That being said, Apple’s Arcade library is filled with gorgeous, high-quality games while Play Pass is rounded out with a lot more utilities, like weather apps and photo editors.

Play Pass ticket logoLike Apple Arcade, the new subscription gets its own tab in the Google Play app, where the games are organized by genre, popularity and other factors — just like a mini app store. However, unlike Apple Arcade, where games are only found in the Arcade tab or through search, Google Play Pass titles will appear directly in the Play Store. They’ll be designated with a Play Pass ticket badge, so you can easily identify them.

The Play Pass subscription also allows the games to be shared with the whole family. The family manager can share their Play Pass subscription with up to five other family members, who can each access the titles independently. This is comparable to Apple Arcade.

We already knew Google was working on an Apple Arcade competitor before today. The Play Pass subscription’s existence had been leaked, and Google later confirmed the service with a tweet. What we didn’t yet know was the launch date, lineup or the official pricing.

Google Play Pass service is rolling out this week to Android devices in the U.S., with more countries coming soon. A 10-day subscription is available, before it converts to the $1.99 per month limited promotion, followed by the $4.99 per month price point when the promotion ends.

While neither Apple nor Google is discussing the terms of their deals with developers, Google says the more people download a Play Pass title, the more the revenue developers receive on a recurring basis. It also explained that Google itself is funding the initial launch offer, so developers can gain more subscriber interest without impacting their revenue.

 

 

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Google releases Android 10

Android 10 is now available, assuming you have a phone that already supports Google’s latest version of its mobile operating system. For now, that’s mostly Google’s own Pixel phones, though chances are that most of the phones that were supported during the beta phase will get updated to the release version pretty soon, too.

Since the development of Android pretty much happens in the open these days, the release itself doesn’t feature any surprises. Just like with the last few releases, chances are you’ll have to look twice after the update to see whether your phone actually runs the latest version. There are plenty of tweaks in Android 10, but some of the most interesting new features are a bit hidden and (at least in the betas) off by default.

The one feature everybody has been waiting for is a dark mode and here, Android 10 doesn’t disappoint. The new dark theme is now ready for your night-time viewing, with the promise of improved battery life for your OLED phone and support from a number of apps like Photos and Calendar. Over time, more apps will automatically switch to a dark theme as well, but right now, the number seems rather limited and a bit random, with Fit offering a dark mode while Gmail doesn’t.

The other major tweak is the updated gesture navigation. This remains optional — you can still use the same old three-button navigation Android has long offered. It’s essentially a tweak of the navigation system that launched with Android Pie. For the most part, the new navigation gestures work just fine and feel more efficient than those in Pie, especially when you try to switch between apps. Swiping left and right from the screen replaces the back button, which isn’t immediately obvious, and a slightly longer press on the side of the screen occasionally opens a navigation drawer. I say “occasionally,” because I think this is the most frustrating part of the experience. Sometimes it works, sometimes it doesn’t. The trick to opening the drawer, it seems, is to swipe at an angle that’s well above 45 degrees.

Also new is an updated Smart Reply feature that now suggests actions from your notifications. If a notification includes a link, for example, Smart Reply will suggest opening it in Chrome. Same for addresses, where the notification can take you right to Google Maps, or YouTube videos that you can play in — you guessed it — YouTube. This should work across all popular messaging apps.

There are also a couple of privacy and security features here, including the ability to only share location data with apps while you use them and a new Privacy section in Settings that gives you access to controls for managing your web and app history, as well as your ad settings in a slightly more prominent place.

With the new Google Play system updates, the company can now also push important security and privacy fixes right to the phone from the Google Play store, which allows it to patch issues without having to go through the system update process. Given the slow Android OS upgrade cycles, that’s an important new feature, though it, too, is an evolution of Google’s overall strategy to decouple these updates and core features from the OS updates.

Two other interesting new features are still in beta or won’t be available until later this year, but Google prominently highlights Focus Mode, which allows you to silence specific apps for a while and which is now in beta, and Live Caption, which will launch in the fall on Pixel phones and which can automatically caption videos and audio across all apps. I’ve been beta testing Focus Mode for a bit and I’m not sure it has really made a difference in my digital well-being, but the ability to mute notifications from YouTube during the workday, for example, has probably made me a tiny bit more productive.

Oh, and there’s also native support for foldable phones, but for the time being, there are no foldable phones on the market.

Like with most recent releases, those are just some of the highlights. There are plenty of small tweaks, too, and chances are you’ll notice a few new fonts and visual tweaks here and there. For the most part, though, you can continue to use Android like you always have. Even major changes like the updated gesture controls are optional. It’s very much an evolutionary update, but that’s pretty much the case for any mobile OS these days.

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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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