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When Apple introduced its completely redesigned App Store last fall, one of its goals was to improve app discovery by placing a larger emphasis on editorial content – including things like “app of the day” picks, lists, how-to’s and even interviews with app developers, among other things. Now, a new study from Sensor Tower reveals those changes appear to have been working.
According to Sensor Tower’s findings, more apps are being discovered by way of browsing the App Store following the redesign launched in September.
Before, browse-driven downloads accounted for around 10 percent of all downloads. With the new App Store, they’ve grown to more than 15 percent. And that increase has held steady into 2018, even as the initial excitement around the App Store revamp has worn off.

Despite the growth in app discovery by browsing, searching for app by typing keywords into the search box is still, by far, the primary way consumers are finding and downloading new apps. Today, search accounts for 65 percent of downloads – well ahead of browse, referrals, or other methods.
Sensor Tower based its findings on data collected on app downloads between May 2017 and April 2018, it says.
The report also delved into the differences between how consumers discover apps and games.

As it turns out, browsing plays a much more significant role in game discovery than it does for non-game apps. Only 56 percent of game downloads came from search, compared with 69 percent for non-games. Meanwhile, browse contributed to 24 percent of game downloads, compared to just 9 percent of non-game downloads.
What this seems to indicate is that iOS users are turning to the App Store and its editorial recommendations in greater numbers to learn about what new game to try next. Plus, the fact that games can now include a video preview, and labels like “Editor’s Choice” are better highlighted in the new App Store also likely help people get a better sense of which ones to install, as they browse.
Sensor Tower’s findings about game downloads line up with research released last month where it found that games that were featured as the “Game of the Day” could see their downloads increase by 802 percent, compared to the week prior to being featured. Apps, by comparison, saw boosts of 685 percent.
The new report’s findings are good news for Apple which had a sizable challenge to tackle with its App Store redesign. Its app marketplace had grown almost over-crowded over the years. And even after the big app cleanup, it still stands at over 2 million apps. Finding a way to better introduce favorites and newcomers to iOS users at this scale was a tall order, but the growth in apps discovered by way of browsing indicates Apple has seen some success on this front.
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When Apple launched its new App Store in iOS 11 back in September, it aimed to offer app developers better exposure, as well as a better app discovery experience for consumers. A new study from Sensor Tower out today takes a look at how well that’s been working in the months since. According to its findings, getting a featured spot on the new App Store can increase downloads by as much as 800 percent, with the “App of the Day” or “Game of the Day” spots offering the most impact.
The app store intelligence firm examined data from September 2017 to present day to come to its conclusions, it says.
During this time, median U.S. iPhone downloads for apps that snagged the “Game of the Day” spot increased by 802 percent for the week following the feature, compared to the week prior to being featured.
“App of the Day” apps saw a boost of 685 percent.
Being featured in other ways — like in one of the new App Store Stories or in an App List — also drove downloads higher, by 222 percent and 240 percent, respectively.

The numbers seem to indicate that Apple is achieving the results it wanted with the release of its redesigned App Store.
Over the years, Apple’s app marketplace had grown so large that finding new apps had become challenging. And developers sometimes found ways to bump their apps higher in the top charts for exposure, leaving iPhone owners wondering if a new app was really that popular, or if it was some sort of paid promotion.
The iOS 11 App Store, on the other hand, has taken more of an editorial viewpoint to its app recommendations. While the top charts haven’t gone away, the focus these days is on what Apple thinks is best — not the wisdom of the masses. Apple has applied its editorial eye to things like timely round-ups of apps; curated, thematic collections; as well as articles about apps and interviews with developers. Apple also picks an app and game to feature daily, so the App Store always has fresh content and a reason for users to return.
The end result is something that’s more akin to a publication about apps, instead of a just an app marketplace.
What’s most interesting, then, in Sensor Tower’s report, are what sort of app publishers Apple has chosen to feature.
Apple had touted the App Store changes would be a way to give smaller developers more exposure. But if you’ve popped into the App Store from time to time, you may have noticed that big publishers — not indies — were having their apps featured.

In fact, an early report about the App Store revamp criticized Apple for giving big publishers too much attention. It said that apps from brands like Starbucks and CBS, or game makers like EA and Glu, weren’t exactly hurting for downloads.
But Apple’s favoring of big publishers is only true to a point, says Sensor Tower.
It found that 13 of the top 15 featured publishers (by number of features) had at least one million U.S. iPhone downloads since the launch of the new App Store last September. It’s not surprising that Apple wants to highlight these publishers. Many of them, and particularly the game publishers, have multiple popular apps. So when their apps get an update or they have a new release, consumers pay attention.
Apple, of course, wants to capitalize on that consumer interest because it shares in the revenue app publishers generate through things like paid downloads, in-app purchases and subscriptions.

However, Apple isn’t only giving the limelight to large publishers, says Sensor Tower.
It also found that 29 percent of the apps it has featured since the launch of the revamped App Store were from publishers who had fewer than 10,000 downloads during that time.
“While it’s clearly the case that big publishers are more likely to receive the largest number of features, small publishers still very much have their chance to benefit from a feature on the App Store,” said Sensor Tower’s Mobile Insights Analyst, Jonathan Briskman.
Though Sensor Tower’s published report focused only on the iOS App Store, it’s worth noting how it compares with Google Play.
Getting a featured spot on Google’s app store isn’t as impactful, the firm tells TechCrunch. The largest week-over-week increase to the median it saw there was only around 200 percent.
Image credits, all: Sensor Tower
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Games, dating apps and streaming services contributed to a rise in consumer spending in iPhone apps last year, according to new data from app store intelligence firm, Sensor Tower. The firm found that U.S. iPhone users spent 23 percent more on in-app purchases in 2017 than they did the year prior – or, an average of $58 per active user was spent on in-app purchases, up from $47 in 2016.
To be clear, this is only on purchases made within an app using Apple’s in-app purchase or subscription mechanisms. It’s not tracking e-commerce purchases – like things users bought in Amazon – or payments made to service providers in an app like Uber or Lyft.
Games were the largest category of consumers spending in 2017, accounting for roughly $36 of the $58 spent per device; or 62 percent of the spending. That’s a 13 percent increase over 2016’s $32 spent.

It’s no surprise that the biggest driver of iPhone spending is games.
The category typically outweighs all others in terms of revenue, not only for paid downloads, but for the ongoing purchases of things like virtual goods, unlocking levels, in-app currency, and the other extra features that mobile games offer. And because people play some types of games for long periods of time – like MMORPGs – they have many opportunities to spend on in-game items.
So while it’s notable that in-app spending in games is up by a few dollars, year-over-year, the more interesting trend is the rise in in-app spending generated by Lifestyle apps and subscription-based streaming services.
Specifically, outside of games, Entertainment apps – which includes streaming services like Netflix, Hulu, HBO NOW, etc. – grew 57 percent year-over-year to reach $4.40 in consumer spending per device. That makes it the largest category of spending outside games.
Music is also another big category for spending, up 8 percent year-over-year to $4.10. Much of what people are paying for in a music app is a subscription for the premium tier of the service, as with Pandora or Spotify. If this category was combined with Entertainment – which is also growing thanks to subscriptions – you’d see that streaming services are now a big factor contributing to the overall rise in U.S. consumer spending in iPhone apps.
But subscriptions to other types of services are growing, too.
Lifestyle apps, led by dating apps like Tinder and Bumble, grew 110 percent from 2016 to 2017 to reach $2.10 in iPhone consumer spending per device.
Spending in social media apps was up by 38 percent, to $3.60 thanks to things like in-app tipping (e.g. Live.me, Periscope, YouTube Gaming), subscriptions (e.g. LinkedIn memberships), and other activity (e.g. call credits in Skype).
Twitch has oddly categorized itself as a “Photo & Video” app, in case you’re wondering where it fits in.
While Sensor Tower’s published report focused on iPhone consumer spending, the company tells TechCrunch that Android spending on Google Play was much lower last year.
“We estimate that for each active Android device in the U.S. last year, approximately $38 was spent on Google Play – on and in apps – so about $20 less than iOS,” said Sensor Tower’s head of mobile insights, Randy Nelson. “That tracks with the disparity in revenue generation we see between the stores outside the per-device level,” he added. “Android users generally spend less on or in apps, Google Play generated about 60 percent of the App Store’s revenue last year in the U.S.”
However, he pointed that Android users have more than one official store to buy from – like the Amazon Appstore or Samsung Store, for example. Some apps also choose not to monetize directly through Google Play, which is an option not permitted on Apple’s App Store.

The increase in consumer spending isn’t the only significant trend Sensor Tower spotted.
iPhone app installs in the U.S. were up nearly 10 percent from 2016 to 2017, with users installing an average of 4 more apps in 2017 compared with the prior year.
Games, again, were a big source for installs, followed by Photo & Video apps, Entertainment apps, Social Networking and Utilities.
In total, users had installed an average of 45 apps on their iPhone apps in 2017, the firm found.
Correction, 4/13/17, 1 PM ET: users have installed 45 apps over the past year; that’s not the number of installed app; the post has been updated with clarified wording. Apologies for the confusion.
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Millennials may be a bit obsessed with self-care — and it’s beginning to pay off for the makers of self-care and digital wellness apps. According to data from multiple app store intelligence firms, the category is now seeing notable growth. In the first quarter of 2018, the top 10 grossing self-care apps in the U.S. earned $15 million in combined iOS and Android revenue, and $27 million in worldwide revenue, according to Sensor Tower.
The firm also found that the top 10 wellness apps (e.g. mindfulness and meditation) made about 170 percent more revenue worldwide in Q1 2018 than the top 10 wellness apps did in Q1 2017 across both the App Store and Google Play. In the U.S., they made about 167 percent more.

However, a big chunk of self-care apps’ revenue is being claimed by just two apps — Calm and Headspace, both of which focus on mindfulness and meditation. Calm, the top grosser, earned about half the total revenue in the U.S. and worldwide, equating to roughly $8 million in the U.S. and $13.5 million worldwide. Combined with Headspace, the two generated more than 90 percent of the top 10 apps’ revenue last quarter.
Apptopia is also reporting a surge in self-care app revenues and installs, but its numbers don’t agree with Sensor Tower data. (Sensor Tower believes its data is within a couple of percentage points of actual, on the underestimating side.)
Both firms agreed on the top three, however: Calm, followed by Headspace, then 10% Happier: Meditation Daily. Other mindfulness apps appeared on both charts, including The Mindfulness App and Stop, Breathe & Think.
The discrepancies may be attributed to how the companies define “self-care” — as it’s not a specific app store category — as well as data quality.
Apptopia also claimed self-care app installs are up year-over-year, with more new self-care apps arriving every year.
Regardless of which firm is closer to actual, the trend is clear: self-care app adoption is booming.

Apple, for example, pegged self-care as one of its top four breakout trends for 2017, saying “never before have we seen such a surge in apps focused specifically on mental health, mindfulness and stress reduction.”
As to why self-care apps are the latest craze, that’s a bit more complicated.
Some experts say millennials’ use of the informational resources on the internet increased awareness about self-care in general; others would say the always-on news cycle of the web combined with the depressing nature of social media led to a growing need for self-care tools. And, of course, cynics would argue it’s simply because millennials are more self-absorbed than other generations, and this trendy focus on self-care is the proof.
But there are plenty of other factors beyond that. Millennials married later and were slower to buy homes as a result — that may have led them to have more time to remained self-focused, as they may not have had the same set of distracting responsibilities as their parents. (Or the related drains on their extraneous funds!)
Meanwhile, the stigma around mental illness is also on the decline, which aids a self-care app surge.
However, not all self-care apps are a replacement for traditional mental health care, when it comes to more serious matters. Some of the talk therapy apps were found to be ineffective, expensive, inconsistent in the quality of care provided and, at worst, potentially dangerous.
For those problems that can’t be meditated away, please still call a doctor or an emergency hotline.
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Global app revenue climbed 35 percent in 2017 to reach nearly $60 billion, according to a new report today from app intelligence firm Sensor Tower, which measured paid apps, subscriptions, and in-app purchases across both Apple’s App Store and Google Play. However, Apple is the one pulling in the most revenue, the report found – at nearly double that of Google Play.
Specifically… Read More
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Consumers spent $196 million on apps, in-app purchases and subscriptions on Christmas Day 2017 across the App Store and Google Play, according to new data from Sensor Tower. The report, while excluding Android revenue in China, represents a 12.3 percent increase over last year’s spending of approximately $174 million. That speaks to a still-growing market for apps and games as well as… Read More
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In the face of fierce competition from Spotify and Apple Music, Pandora has been growing its in-app subscription revenues, according to new data from Sensor Tower. The streaming music service earned the number one spot on the chart of top grossing apps in Q3 2017, excluding games. It’s the first time Pandora has held that position since the third quarter of 2015.
Fueling the music… Read More
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U.S. iPhone users will spend an average of $88 per year on paid apps and in-app purchases by 2020, according to a new forecast out this week from Sensor Tower. The firm found that the dollar amount spent on apps and in-app purchases is continuing to increase, year-over-year. iPhone users spent an average of $63 this year, up 33 percent over 2016. Read More
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Netflix’s booming subscriber growth, announced in the company’s earnings last week, is also being felt on the App Store, where its app has again become the top earner in terms of revenue. According a recent report from app store analytics firm Sensor Tower, the app in Q2 saw 233 percent revenue growth year-over-year to $153 million in the most recent quarter. That’s up from… Read More
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The amount of money U.S. users are spending on iPhone apps is steadily climbing, but one category in particular saw significant growth last year: Entertainment apps. The category – home to streaming services like Netflix, Hulu and HBO NOW – saw consumers’ average spending increase by 130 percent year-over-year, according to a new report from app intelligence firm Sensor… Read More
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