mobile games
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U.S. consumers spent an average of $138 on iPhone apps last year, an increase of 38% year over year, largely driven by the pandemic impacts, according to new data from app store intelligence firm Sensor Tower. Throughout 2020, consumers turned to iPhone apps for work, school, entertainment, shopping and more, driving per-user spending to a new record and the greatest annual growth since 2016, when it had then popped by 42% year over year.
Sensor Tower tells TechCrunch it expects the trend of increased consumer spend to continue in 2021, when it projects consumer spend per active iPhone in the U.S. to reach an average of $180. This will again be tied, at least in part, to the lift caused by the pandemic — and, particularly, the lift in pandemic-fueled spending on mobile games.
Image Credits: Sensor Tower
Last year’s increased spending on iPhone apps in the U.S. mirrored global trends, which saw consumers spend a record $111 billion on both iOS and Android apps, per Sensor Tower, and $143 billion, per App Annie, whose analysis had also included some third-party Android app stores in China.
In terms of where U.S. iPhone consumer spending was focused in 2020, the largest category was, of course, gaming.
In the U.S., per-device spending on mobile games grew 43% year over year from $53.80 in 2019 to $76.80 in 2020. That’s more than 20 points higher than the 22% growth seen between 2018 and 2019, when in-game spending grew from $44 to $53.80.
U.S. users spent the most money on puzzle games, like Candy Crush Saga and Gardenscapes, which may have helped to take people’s minds off the pandemic and its related stresses. That category averaged $15.50 per active iPhone, followed by casino games, which averaged $13.10, and was driven by physical casinos closures. Strategy games also saw a surge in spending in 2020, growing to an average of $12.30 per iPhone user spending.
Image Credits: Sensor Tower
Another big category for in-app spending was Entertainment. With theaters and concerts shut down, consumers turned to streaming apps in larger numbers. Disney+ launched in late 2019, just months ahead of the pandemic lockdowns and HBO Max soon followed in May 2020.
Average per-device spending in this category was second-highest, at $10.20, up 26% from the $8.10 spent in 2019. For comparison, per-device spending had only grown by 1% between 2018 and 2019.
Other categories in the top five by per-device spending included Photo & Video (up 56% to $9.80), Social Networking (up 41% to $7.90) and Lifestyle (up 14% to $6.50).
These increases were tied to apps like TikTok, YouTube, and Twitch. Twitch saw 680% year-over-year revenue growth in 2020 on U.S. iPhones, specifically. TikTok, meanwhile, saw 140% growth. In the Lifestyle category, dating apps were driving growth as consumers looked to connect with others virtually during lockdowns, while bars and clubs were closed.
Overall, what made 2020 unique was not necessarily what apps people where using, but how often they were being used and how much was being spent.
App Annie had earlier pointed out that the pandemic accelerated mobile adoption by two to three years’ time. And Sensor Tower today tells us that the industry didn’t see the same sort of “seasonality” around spending in certain types of apps, and particularly games, last year — even though, pre-pandemic, there are typically slower parts of the year for spending. That was not the case in 2020, when any time was a good time to spend on apps.
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On the back of Zynga acquiring Turkey’s Peak Games for $1.8 billion last year and then following it up with another gaming acquisition in the country, Turkey has been making a name for itself as a hub for mobile gaming startups, and specifically those building casual puzzle games, the wildly popular and very sticky format that takes players through successive graphic challenges that test their logic, memory and ability to think under time pressure.
Today, one of the more promising of those startups, Istanbul-based, Peak alum-founded Dream Games, is announcing the GA launch of its first title, Royal Match (on both iOS and Android), along with $50 million in funding to double down on the opportunity ahead — the largest Series A raised by a startup in Turkey to date.
While Dream Games will focus for the moment on building out the audience for puzzle games with more innovative ideas, it also has its sights set on a bigger goal.
“We’re building this as an entertainment company,” CEO Soner Aydemir said in an interview, where he described Pixar as a key inspiration not just for size but for quality in its category. “What they did for animated movies, we want to do for mobile gaming. We are focusing on casual puzzle games first because everyone plays these, but we will also move forward with other genres. We want to be a huge interactive entertainment company that builds high-quality games.”
The Series A is being led by Index Ventures, with participation also from Balderton Capital and Makers Fund. The latter two backed Dream Games previously, in a $7.5 million seed round in 2019. Index, meanwhile, is a notable VC to have on board: Other successful gaming startups it has backed include Discord, King, Roblox and Supercell.
Interestingly, this is not Index’s first investment in a gaming startup founded by Peak Games alums: In December it led a $6 million round for another Istanbul mobile casual puzzle gaming startup founded by ex-Peak employees: Bigger Games.
Dream Games is not disclosing its valuation with this round.
Dream Games raising $57.5 million ahead of launching any games — or proving whether they get any traction — may sound like a risky bet, but there is some context to the story that sets up the odds in this startup’s favor.
The founding team all come from Peak Games, the Istanbul gaming startup that was so nice, Zynga bought it twice — first, in the form of one small acquisition of some specific titles, and then the whole company some years later.
CEO Soner Aydemir is Peak’s former director of product who built the company’s two biggest hits, Toy Blast and Toon Blast. Ikbal Namli and Hakan Saglam were Peak’s former engineering leads. And Peak product manager Eren Sengul and an ex-Peak 3D artist Serdar Yilmaz round out the rest of the founding team.
(Aydemir notes that the team left and formed Dream Games in 2019, about a year before Zynga’s full acquisition.)
The other indicators that Dream Games is on to something are its metrics for its limited test run of Royal Match.
Royal Match — in which players are tasked with helping King Robert restore his royal castle “to its former glory” by rebuilding it through a series of match-3 levels and obstacles, with new rooms, royal chambers and gardens making up the different levels of the game — was launched first as a limited test on iOS and Android in the U.K. and Canada in July leading up to this launch. In that time, Aydemir said it saw one million downloads and 200,000 daily average users.
“We think the numbers are very promising compared to previous experiences,” he said.
While Aydemir likes to describe Dream as an “entertainment” company, there is a lot of technology going into the product, from the graphics and the mechanics of the puzzles themselves through to the data science behind them.
“If you want to create an iconic game, you need to combine engineering, art and data science together with high-quality user acquisition and a strong marketing approach,” he said.
He believes that when you focus on these it will inevitably lead to quality, which means you no longer have to focus on simply trying to find a hit.
“We don’t like that approach,” he said. “We don’t want to find a hit.”
That was also the mix that Index also wanted to back.
“Building iconic titles requires a harmonious mix of craft, science and flawless execution,” said Index Ventures partner Stephane Kurgan, who led the round together with Index’s Sofia Dolfe. “The Dream Games team has perfected this mix over many years of working together, and has put it on full display in Royal Match. We could not be more excited to work with them in their journey to build the next global casual champion.”
While Dream Games’ long-term ambition is to build out interactive experiences around different audiences and genres, Aydemir said that casual games, and puzzles in particular, have proven to be a huge hit with consumers.
The strength of that trend has up to now meant that puzzle games generally have proven to have more staying power than other genres in mobile games, which have soared in popularity but also somewhat fizzled out.
“Every year we see the bigger market of users growing by 20%,” he said. “It will remain for decades.”
Interestingly, the focus on casual gaming startups in Turkey seems like a perfect storm of sorts. Undeniably, the proven success of Peak has brought in more punters, but it has also shown the way to developers: You can build a successful and global consumer tech startup out of Turkey, and perhaps puzzles — which focus on shapes — are especially good at transcending different language barriers. Alongside that, Aydemir pointed out that the country is strong on engineers and developers but slim on opportunities with bigger tech companies.
“Mobile gaming is a younger industry, so that presents an opportunity,” he said.
Updated to correct that Index is not an investor in Rovio, and that the limited test had 200,000, not 200, DAUs.
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Google Play Pass, the Android alternative to subscription-based game store Apple Arcade, is expanding. Launched in September 2019 with more than 350 apps and games, Play Pass today announced it has added 150 new titles, including Sonic the Hedgehog, Golf Peaks and kid-friendly content like apps from Sesame Workshop, for example. In addition, the service will be offered in a range of new non-U.S. markets for the first time and is adding an annual subscription option.
Unlike Apple Arcade, Google Play Pass at launch offered a combination of games and premium apps, like AccuWeather, Facetune and Pic Stitch, for example. (Facetune and AccuWeather have since been removed). It also included a notable list of launch titles, like Stardew Valley, Risk, Terraria, Monument Valley, Star Wars: Knights of the Old Republic, Reigns: Game of Thrones, Titan Quest and Wayward Souls.
The company has been steadily growing its lineup since its debut. Google says that over the past few months, it has added more than 150 titles and is preparing to roll out even more. A series of new titles will also premiere on Google Play Pass this year at launch, starting with the newly released The Almost Gone from Playdigious, available now. This will be followed by The Gardens Between and Kingdom Rush, then new releases like Bright Paw from Rogue and Line Weight from The Label coming later this year.
With the expansion, Google Play Pass now includes more than 500 apps and games.
The company is also offering a different way to pay for the subscription. Play Pass first offered users a $1.99 per month promotional subscription for the first year, which would increase to $4.99 per month afterwards. As early adopters are nearing the price change, Google is instead giving them a chance to save by paying for a year’s subscription upfront. The new annual subscription option brings the price down to $29.99 per year in the U.S., which works out to roughly $2.50 per month.
Existing subscribers will be able to make the change to an annual subscription from the Play Pass tab in the Play Store app for Android this week.
The service is also launching internationally with availability in Australia, Canada, France, Germany, Ireland, Italy, New Zealand, Spain and the United Kingdom, starting this week.
Because Play Pass didn’t rely as heavily on exclusives and included non-game apps, it was able to offer a larger catalog than Apple Arcade did at launch. Today, Apple touts that Arcade offers more than 100 games, while Google has added more apps than that in just the past several months.
Google also ties its payouts to developers based on Play Pass downloads, while Apple had offered upfront funding for Arcade titles, with more for exclusives. iOS developers are also under NDA about their agreements, but a revenue share is reportedly involved here, as well.
Both services cater to a growing audience interested in subscription-based entertainment, which is no longer limited to just streaming music and video. Outside of standard mobile game revenue, app subscriptions have been driving increases in consumer spend across the app stores for some time.
The Google Play Pass expansion to new markets and the annual subscription option are both rolling out this week.
Correction: Google initially described the annual subscription as U.S.-only. It will be offered elsewhere. The company updated its own announcement on the matter to clarify this.
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A new project called GameSnacks is launching today from Google’s in-house incubator, Area 120, with the goal of bringing fast-loading, casual online games to users in developing markets. Billions of people are coming online through mobile devices. But they’re often on low memory devices with expensive data plans and struggle with unreliable network connections. That makes web gaming inaccessible to millions, as the games aren’t optimized for these sorts of constraints.
Today, over half of mobile website visitors leave a page if it takes more than 3 seconds to load, but on low memory devices and 2G or 3G networks, a typical web game will load much more slowly — even triple or quadruple that load time, or worse.
The idea with GameSnacks is to speed up load time and performance of web games by reducing the size of the initially-loaded HTML page, compressing additional assets like scripts, images, and sounds, then waiting to load them until necessary.
GameSnacks says this allows its games to load in a few seconds even on network connections as slow as 500 Kbps.
For instance, A GameSnacks title called Tower is ready to play on a 1 GB RAM device over 3G within just a few seconds. A typical web game on that same device took as long as 12 seconds, the company claims.
In addition, GameSnacks’ games are simple, casual games that only last a few minutes. They’re meant to fill those idle moments you have when waiting line, waiting at the bus stop, or waiting for a doctor’s appointment to start, for example. The games are also designed to have straightforward rules so they can be learned without instructions.

While mobile may be a primary platform, GameSnacks’ games are also accessible on any web-capable device, including desktop computers with a keyboard and mouse. On mobile, both iOS and Android are supported.
At launch, GameSnacks is partnering with a leading technology platform in Southeast Asia, Gojek, which is bringing the new games to their ecosystem through the GoGames service. Initially, this partnership is focused on delivering games to users in Indonesia before expanding elsewhere in Southeast Asia.
Currently, GameSnacks is working with developers including Famobi, Inlogic Games, Black Moon Design, Geek Games, and Enclave Games. Other HTML5 game developers who think their title may make sense in the GameSnacks catalog are encouraged to reach out.
GameSnacks’ business model will ultimately involve other partnerships that allow other developers to embed GameSnacks games into their own apps, even customized to feel native to that app’s experience.
Founded by Ani Mohan and Neel Rao, GameSnacks is a team of six working within Area 120 at Google, which is home to a variety of experimental ideas, including those in social networking, video, advertising, education, transit, business and more.
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Welcome back to ThisWeek in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.
The app industry is as hot as ever with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.
In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.
This week, there was a ton of app news. We’re digging into the latest with Apple’s antitrust issues, Tencent’s plan to leverage WeChat to fend off the TikTok threat, AppsFlyer’s massive new round, the booming subscription economy, Disney’s mobile game studio sale, Pokémon GO’s boost to tourism, Match Group’s latest investment and much more. And did you see the app that lets you use your phone from within a paper envelope? Or the new AR social network? It’s Weird App Week, apparently.
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Disney announced today it has sold the game studio FoxNext Games Los Angeles, the makers of “MARVEL Strike Force” and other titles, as well as Cold Iron Studios in San Jose, to the interactive entertainment and mobile game company Scopely. The studios were acquired by Disney in 2019 as a part of its $71.3 billion deal for 21st Century Fox. Disney is not, however, divesting of Fox’s full gaming lineup. The company clarified that its separate portfolio of Fox IP-licensed game titles were not a part of this deal and will continue to be a part of Disney’s licensed games business.
Acquisition terms were not disclosed.
FoxNext Games released its first title, “MARVEL Strike Force” in March 2018 and it brought in $150 million in its first year across iOS and Android. Another FoxNext title, “Storyscape,” released in early 2019, offers choose-your-own-adventure tales taking place in the world of “The X-Files” or “Titanic.” (This one is a part of Fogbank and not included in the acquisition.)
More recently, the studio soft-launched “Avatar: Pandora Rising,” a massive real-time strategy and social game set in Pandora from the movie “Avatar.”
According to data from Sensor Tower, “MARVEL Strike Force” has been downloaded more than 26 million times to date. “Storyscape” has topped 1.7 million installs. The Avatar title isn’t broadly available, as it’s still in development. It only has 100,000 downloads at present.
FoxNext’s website also notes a game based on the movie franchise “Alien” is coming soon. (This was acquired with FoxNext’s own deal for Cold Iron Studios back in 2018.)
“We have been hugely impressed with the incredible game the team at FoxNext Games has built with MARVEL Strike Force and can’t wait to see what more we can do together,” said Tim O’Brien, chief revenue officer at Scopely, in a statement about the deal. “In addition to successfully growing our existing business, we have been bullish on further expanding our portfolio through M&A, and FoxNext Games’ player-first product approach aligns perfectly with our focus on delivering unforgettable game experiences. We are thrilled to combine forces with their world-class team and look forward to a big future together,” he added.
Scopely, which hit over a billion in lifetime revenue in summer 2019, had also acquired DIGIT Game Studios last year, home to the top-grossing MMO/strategy game “Star Trek Fleet Command” and strategy MMO “Kings of the Realm.”
Other Scopely top game titles include “Looney Tunes World of Mayhem,” “The Walking Dead: Road to Survival,” “Wheel of Fortune: Free Play,” “WWE Champions 2019,” “Yahtzee with Buddies Dice Game,” “Dice with ellen,” “Scrabble Go” and many more.
With its latest acquisition, Scopely adds another top-grossing game to its lineup, expands its in-development pipeline and gains the expertise of the FoxNext team. When the transaction completes, FoxNext Games President Aaron Loeb will join Scopely in a newly created executive role and FoxNext Games SVP & GM Amir Rahimi will lead the FoxNext Games Los Angeles studio within Scopely as president, Games.
(Correction: Typos of FoxNext’s name corrected. It is FoxNext, not FoxNet; Also added info on Storyscape being excluded from the deal.)
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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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Nintendo’s latest mobile game is now available for iOS devices, a day before its official target launch date. The game is based on the Nintendo game created in 1990 for the NES and Game Boy, and re-released/re-made a bunch of times over the years for various Nintendo consoles.
Dr. Mario World, the iOS game available now, is, like its predecessors, a matching puzzle game in which you as Dr. Mario (or maybe you’re just a colleague of Dr. Mario? It’s somewhat unclear) cure “viruses” by matching pill colors to the little jerks. This version has a number of additional gameplay features compared to the first, which was pretty Tetris-like in play. It also focuses on drag-and-drop mechanics, instead of manipulating pills like Tetris blocks as they fall.
For instance, you have other doctors from the rich Mario fictional world to call upon for help, including Dr. Peach and Dr. Bowser, as well as assistants, including Goomba, Koopa Troopa and others who apparently never either attained or aspired to professional medical doctor status. These have different skills that can make virus busting easier, and Nintendo plans to update the game with fresh doctors and assistants regularly.
Multiplayer is also part of Dr. Mario World, and you can go head-to-head or work together. Predictably, if you’ve followed Nintendo’s foray into mobile titles, this one is free-to-play, with in-game purchases for unlocking more play time and unlacing additional characters and upgrades.
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App store spending is continuing to grow, although not as quickly as in years past. According to a new report from Sensor Tower, the iOS App Store and Google Play combined brought in $39.7 billion in worldwide app revenue in the first half of 2019 — that’s up 15.4% over the $34.4 billion seen during the first half of last year. However, at that time, the $34.4 billion was a 27.8% increase from 2017’s numbers, then a combined $26.9 billion across both stores.
Apple’s App Store continues to massively outpace Google Play on consumer spending, the report also found.
In the first half of 2019, global consumers spent $25.5 billion on the iOS App Store, up 13.2% year-over-year from the $22.6 billion spent in the first half of 2018. Last year, the growth in consumer spending was 26.8%, for comparison’s sake.
Still, Apple’s estimated $25.5 billion in the first half of 2019 is 80% higher than Google Play’s estimated gross revenue of $14.2 billion — the latter a 19.6% increase from the first half of 2018.
The major factor in the slowing growth is iOS in China, which contributed to the slowdown in total growth. However, Sensor Tower expects to see China returning to positive growth over the next 12 months, we’re told.
To a smaller extent, the downturn could be attributed to changes with one of the top-earning apps across both app stores: Netflix.
Last year, Netflix dropped in-app subscription sign-ups for Android users. Then, at the end of December 2018, it did so for iOS users, too. That doesn’t immediately drop its revenue to zero, of course — it will continue to generate revenue from existing subscribers. But the number will decline, especially as Netflix expands globally without an in-app purchase option, and as lapsed subscribers return to renew online with Netflix directly.
In the first half of 2019, Netflix was the second highest earning non-game app with consumer spending of $339 million, Sensor Tower estimates, down from $459 million in the first half of 2018. (We should point out the firm bases its estimates on a 70/30 split between Netflix and Apple’s App Store that drops to 85/15 after the first year. To account for the mix of old and new subscribers, Sensor Tower factors in a 25% cut. But Daring Fireball’s John Gruber claims Netflix had a special relationship with Apple where it had an 85/15 cut from year one.)
In any event, Netflix’s contribution to the app stores’ revenue is on the decline.
In the first half of last year, Netflix had been the No. 1 non-game app for revenue. This year, that spot went to Tinder, which pulled in an estimated $497 million across the iOS App Store and Google Play, combined. That’s up 32% over the first half of 2018.

But Tinder’s dominance could be a trend that doesn’t last.
According to recent data from eMarketer, dating app audiences have been growing slower than expected, causing the analyst firm to revise its user estimates downward. It now expects that 25.1 million U.S. adults will use a dating app monthly this year, down from its previous forecast of 25.4 million. It also expects that only 21% of U.S. single adults will use a dating app at all in 2019, and that will only grow to 23% by 2023.
That means Tinder’s time at the top could be overrun by newcomers in later months, especially as new streaming services get off the ground (assuming they offer in-app subscriptions); if TikTok starts taking monetization seriously; or if any other large apps from China find global audiences outside of China’s third-party app stores.
For example, Tencent Video grossed $278 million globally in the first half of 2019, outside of the third-party Chinese Android app stores. That made it the third-largest non-game app by revenue. And Chinese video platform iQIYI and YouTube were the No. 4 and No. 5 top-grossing apps, respectively.
Meanwhile, iOS app installs actually declined in the first half of the year, following the first quarter that saw a decline in downloads, Q1 2019, attributed to the downturn in China.
The App Store in the first half of 2019 accounted for 14.8 billion of the total 56.7 billion app installs.
Google Play installs in the first half of the year grew 16.4% to 41.9 billion, or about 2.8 times greater than the iOS volume.

The most downloaded apps in the first half of 2019 were the same as before: WhatsApp, Messenger and Facebook led the top charts. But TikTok inched ahead of Instagram for the No. 4 spot, and it saw its installs grow around 28% to nearly 344 million worldwide.
In terms of mobile gaming specifically, spending was up 11.3% year-over-year in the first half of 2019, reaching $29.6 billion across the iOS App Store and Google Play. Thanks to the fallout of the game licensing freeze in China, App Store revenue growth for games was at $17.6 billion, or 7.8% year-over-year growth. Google Play game spending grew by 16.8% to $12 billion.
The top-grossing games, in order, were Tencent’s Honor of Kings, Fate/Grand Order, Monster Strike, Candy Crush Saga and PUBG Mobile.

Meanwhile, the most downloaded games were Color Bump 3D, Garena Free Fire and PUBG Mobile.
Image credits: Sensor Tower
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HQ Trivia is aiming to attract more players following a slight decline in downloads with a new, large prize. The company announced today it has bagged Target to sponsor to sponsor a special Emmy-themed game featuring its biggest-ever single winner prize of $100,000. The game will air on Monday, September 17 at 9 PM ET, but will be played in a different fashion than usual.
Typically, HQ Trivia players compete to win or split a cash prize, which often doesn’t amount to much more than enough for a cup of coffee. But this time around, HQ Trivia will run in a “one winner takes all” format, meaning only one individual will earn the winnings from the game.
Instead of a normal 12-question round with 10 second to answer, the game will continue until only one winner remains. Players can still use their extra lives, but only until question number 15. After that, they won’t work.
The game’s content will be Emmy Awards-themed, featuring questions about shows, actors, the Emmy telecast, and other historical facts.
Target is stepping up as the game’s sponsor for this winner-takes-all milestone game. The game itself will also be branded, but the exact nature of the creative is something Target is keeping under wraps for the time being as it’s a first for the retailer.
HQ Trivia has worked with a number of other big-name brands in the past through its game, including Warner Bros, Nike, MillerCoors, National Geographic, Chase, Viacom, and NBCUniversal.
The news of the milestone game comes at a time when HQ Trivia’s downloads have been trending slightly downwards. As TechCrunch’s Josh Constine reported last month for the app’s Apple TV launch, the iOS version of HQ Trivia had fallen from being the No. 1 U.S. trivia game to No. 10, and the No. 44 game to No. 196.
Today, it’s the No. 135 game and No. 467 Overall app.
According to data from Sensor Tower, the app has 12.8 million downloads across platforms, the majority of which (11M) were this year.
HQ Trivia claims the app continues to have the “largest live audience on mobile daily.”

The company responded at the time that games are a “hits business” and “don’t grow exponentially forever.” Rus Yusupov, CEO of HQ Trivia parent company Intermedia Labs, also noted that HQ was working on new game formats as a result.
Despite the fickle nature of mobile gamers, HQ Trivia has spawned a number of clones and other live games, including Fox’s FN Genius, ProveIt, FameGame, Gravy, MajorityRules, Cash Show, and many others. Even Facebook caught onto the trend, launching its own gameshows platform to support interactive video.
However, it remains to be seen if live game-playing is a lasting interest for mobile gamers, or just a flash in the pan.
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