The Top Apps and Games of the 2010s

In addition to its new report on the top apps of 2019, app store intelligence firm App Annie also closed out the year with its Decade in Review analysis, which looks at the most popular apps over the past 10 years. Not surprisingly, Facebook dominated the charts, claiming four of the most-downloaded apps of the decade with Facebook, Messenger, WhatsApp, and Instagram. Subway Surfers, meanwhile, became the most-downloaded game of the decade, thanks to strong adoption in India.

To be clear, the analysis excludes third-party app stores in China, instead relying on iOS and Google Play data to come up with the list of top apps. But this still provides a way of examining worldwide app trends, despite that exception.

Making a good case for its monopoly status, Facebook didn’t just operate four of the most-downloaded (non-game) apps of the past ten years — it runs the top four most-downloaded apps. In order, that’s Facebook, Messenger, WhatsApp, and Instagram.

Right on Facebook’s heels is Snapchat as the No. 5 most-downloaded app of the 2010s — a big reason why Facebook was ready to spend billions earlier on in the decade to bring the app under its roof.

Communication and social media apps were also among the most popular over the past 10 years, claiming 7 out of the 10 top spots of the decade’s most-downloaded apps thanks to Skype at No. 6 and Twitter at No. 10.

In terms of consumer spending, video streaming and music apps ruled the charts (outside of games), with top apps including Netflix (No. 1), Pandora Music (No. 3), and Tencent Video (No. 4) also in the top 5.

And though dating app Tinder was the most profitable app this year, Netflix was the No. 1 app by all-time consumer spend over the past decade.

The rest of the list included No. 4 LINE, followed by iQIYI, Spotify, YouTube, HBO NOW, and Kwai.

On the gaming side, however, Subway Surfers by Kiloo was the somewhat surprising top game of the decade, in terms of downloads. It can attribute its No. 1 spot to the demand from Indian users, as the country accounted for over 15% of Subway Surfers’ all-time downloads across iOS and Google Play combined.

No one publisher dominated the charts, as a wide range of major gaming companies were represented.

Following Subway Surfers, the most-downloaded games of the decade included Candy Crush Saga from Activision Blizzard, Temple Run 2 from Imangi, My Talking Tom from Outfit7, Clash of Clans from Supercell, Pou from Zakeh, Hill Climb Racing from Fingersoft, Minion Rus from Vivendi, Fruit Ninja from Halfbrick, and 8 Ball Pool from Miniclip.

The top games by consumer spending were almost an entirely different list.

Clash of Clans and Candy Crush Saga were the only two games to appear on both the top games by downloads and consumer spend lists, App Annie found.

Instead, the top games by consumer spending were led Supercell’s Clash of Clans, followed by Monster Strike by mixi, then Candy Crush.

The rest of the list was rounded out by Puzzle & Dragons by GungHo Online Entertainment, Fate/Grand Order by Sony, Honour of Kings by Tencent, Fantasy Westward Journey by NetEase, Pokémon Go by Niantic, Game of War – Fire Age by MZ, and Clash Royale by Supercell.

Many of the decade’s most-downloaded and most profitable apps and games have also appeared on the top apps list at the end of every year, but some of the apps are growing in popularity while others are waning.

For example, the most profitable game of the decade, Clash of Clans, was ranked No. 8 as opposed No. 1 on 2019’s list of the most profitable games. HBO NOW had a big showing in the 2010s thanks to its hit series, “Game of Thrones,” but didn’t make this year’s list at all now that the show has wrapped. And though Facebook ruled the 2010s, there are now signs that consumers may be ready for something new as short-form video apps TikTok and Likee moved onto 2019’s most-downloaded app list, as No. 4 and No. 7, respectively.


Android – TechCrunch

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 apps 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 benefitting 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 7 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, over 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 which 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 7 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 of Peace and No. 2 PUBG Mobile, both published by Tencent, made up the top spots.


Android – TechCrunch

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, Google’s case, premium mobile apps, too. The new Google Play Pass subscription, arriving this week, will offer over 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 of 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 that the more people who 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.

 

 


Android – TechCrunch

SNES controller for Switch shows up in FCC filing, hinting at SNES games for Nintendo Online

Nintendo looks set to release wireless SNES controllers for the Nintendo Switch, which likely means it’ll also be bringing classic SNES titles to its Nintendo Online virtual gaming library. The news comes via an FCC filing (hat tip to Eurogamer) , which includes a diagram of what looks very clearly to be the backside of a Super Nintendo-style wireless controller.

The diagram includes a model number that uses the ‘HAC’ code that Nintendo employs to designate Switch accessories, and past history suggests that the arrival of retro-inspired hardware for the Switch also means throwback games are on their way. Nintendo launched wireless NES controllers for the Nintendo Switch in September, and they arrived alongside NES games delivered via Nintendo Online as free perks for subscribers.

The FCC filing is more or less concrete proof that Nintendo intends to release something, but the rest is speculation (if very likely, informed speculation) at this point. Still, it seems inevitable that Nintendo bring its SNES library to the Switch, especially since it did so for the Wii Virtual Console before.

Gadgets – TechCrunch

Mobile games now account for 33% of installs, 10% of time, and 74% of consumer spend

Mobile gaming continues to hold its own, accounting for 10% of the time users spend in apps — a percentage that has remained steady over the years, even though our time in apps overall has grown by 50% over the past two years. In addition, games are continuing to grow their share of consumer spend, notes App Annie in a new research report out this week, timed with E3.

Thanks to growth in hyper-casual and cross-platform gaming in particular, mobile games are on track to reach 60% market share in consumer spend in 2019.

The new report looks at how much time users spend gaming versus using other apps, monetization, and regional highlights within the gaming market, among other things.

Despite accounting for a sizable portion of users’ time, games don’t lead the other categories, App Annie says.

Instead, social and communications apps account for half (50%) of the time users spent globally in apps in 2018, followed by video players and editors at 15%, then games at 10%.

In the U.S., users generally have 8 games installed per device and globally, we play an average of 2 to 5 games per month.

The number of total hours spent games continues to grow roughly 10% year-over-year, as well, thanks to existing gamers increasing their time in games and from a broadening user base including a large number of mobile app newcomers from emerging markets.

This has also contributed to a widening age range for gamers.

Today, the majority of time spent in gaming is by those aged 25 and up. In many cases, these players may not even classify themselves as “gamers,” App Annie noted.

While games may not lead the categories in terms of time spent, they do account for a large number of mobile downloads and the majority of consumer spending on mobile.

One-third of all worldwide downloads are games across iOS, Google Play, and third-party app stores.

Last year, 1.6+ million games launched on Google Play and 1.1+ million arrived on iOS.

On Android, 74 cents of every dollar is spent on games with 95% of those purchases coming as in-app purchases not paid downloads. App Annie didn’t have figures for iOS.

Google Play is known for having more downloads than iOS, but continues to trail on consumer spend. In 2018, Google Play grabbed a 72% share of worldwide downloads, compared with 28% on iOS. Meanwhile, Google Play only saw 36% of consumer spend versus 64% on iOS.

One particular type of gaming jumped out in the new report: racing games.

Consumer spend in this subcategory of gaming grew 7.9 times as fast as the overall mobile gaming market. Adventure games did well, too, growing roughly 5 times the rate of games in general. Music games and board games were also popular.

Of course, gaming expands beyond mobile. But it’s surprising to see how large a share of the broader market can be attributed to mobile gaming.

According to App Annie, mobile gaming is larger than all other channels including home game consoles, handheld consoles, and computers (Mac and PC). It’s also 20% larger than all these other categories combined — a shift from only a few years ago, attributed to the growth in the mobile consumer base, which allows mobile gaming to reach more people.

Cross-platform gaming is a key gaming trend today, thanks to titles like PUBG and Fortnite in particular, which were among the most downloaded games across several markets last year.

Meanwhile, hyper-casual games are appealing to those who don’t think of themselves as gamers, which has helped to broaden the market further.

App Annie is predicting the next big surge will come from AR gaming, with Harry Potter: Wizards Unite expected to bring Pokémon Go-like frenzy back to AR, bringing the new title $ 100 million in its first 30 days. The game is currently in beta testing in select markets, with plans for a 2019 release.

In terms of regions, China’s impact on gaming tends to be outsized, but its growth last year was limited due to the game license regulations. This forced publishers to look outside the country for growth — particularly in markets like North America and Japan, App Annie said.

Meanwhile, India, Brazil, Russia and Indonesia lead the emerging markets with regard to game
downloads, but established markets of the U.S. and China remain strong players in terms of sheer numbers.

With the continued steady growth in consumer spend and the stable time spent in games, App Annie states the monetization potential for games is growing. In 2018, there were 1900 games that made more than $ 5 million, up from 1200 in 2106. In addition, consumer spend in many key markets is still growing too — like the 105% growth in two years in China, for example, and the 45% growth in the U.S.

The full report delves into other regions as well as game publishers’ user acquisition strategies. It’s available download here.


Android – TechCrunch