Category Archive: App Data

Andy Boxall

In App Data

April 26, 2017

statista insta snap

It’s estimated Facebook’s recently introduced Instagram Stories feature has exceeded the number of daily users seen by Snapchat, the platform from which the feature was inspired. The difference has been illustrated by Statista, and based on newly released figures from Instagram. Instagram says its Stories feature now has at least 200 million daily users, and although Snapchat hasn’t released official figures since the end of 2016, at the time it had 161 million daily users. Statista shows that following its recent trajectory, it will fall behind Instagram. Statista notes: “In the weeks leading up to Snap’s IPO in early March, many potential investors were alarmed by the fact that Snapchats quarter-over-quarter user growth slowed down significantly in the third and fourth quarter of 2016 –

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Andy Boxall

In App Data

April 26, 2017

vr app downloads

Virtual reality app downloads are growing fast in both the Google Play store and Apple’s App Store, despite Apple not offering an official VR headset, with a particular leap during the 2016 holiday period. Data from Sensor Tower shows the final three months of 2016 returned the highest number of VR app downloads seen yet — 108.5 million. In December, 38.3 million apps were downloaded from Google Play. Google has two consumer VR headsets: The basic Google Cardboard setup, and the more competent Google Daydream kit, which was released the month before. It only works with a selection of high-end smartphones. During the same month, VR-enabled apps in the Apple App Store were downloaded 21.4 million times, a massive 727% increase over the same period

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newzoo games

Mobile gaming is expected to be worth $46.1b in 2017, enabling it to take the number one spot with a massive 42% of the overall market. This represents a 19.3% year-on-year growth, according to data from Newzoo. Smartphones will be the number one device, contributing just over $35b to the total amount, while tablets — despite not being a big seller anymore — will provide the remaining amount, reaching almost $11b. Newzoo is positive about the future of mobile gaming too, and forecasts that in 2020, smartphone and tablet gaming will represent half the overall market, and take $64.9b in revenue. It sees mobile eroding both PC and console market share over the next few years to achieve this. Newzoo shows China’s expected games revenue

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india amazon

Amazon’s mobile app strategy in India is paying off, with the online retail giant quickly catching Flipkart, the local leader in mobile ecommerce. Statistics from 7Park Data and Atlas show Flipkart has a 30.7% market share in the mobile ecommerce market, while Amazon is now right behind it at 30.5%. Snapdeal trails far behind both with 10.8%, The investment Amazon has put into its mobile app is working out, while Flipkart is losing out. Over the past year Flipkart’s app engagement has fallen by 11.5%, but Amazon has seen a huge 46% rise. The time spent in the app by consumers is also up by 14.9%, while Flipkart’s engagement has dropped by 42.6%. It’s bad news for Flipkart elsewhere too. Just under 41% of mobile

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bose

Audio product manufacturer Bose faces a lawsuit in which it’s accused of collecting data from its headphone app, and sharing it with third-party companies, without user consent. The lawsuit has been filed in Chicago, according to Fortune, and says a person’s audio history is a window into their lives and views. The Bose Connect app sits between the company’s Bluetooth headphones and the connected device, providing additional features, but isn’t essential to their operation. The lead plaintiff says the app lets Bose access audio history, listening habits, and basic personal details. The collected data is shared with marketing firm segment.io, all without agreement from the user. Jay Edelson, the lawyer who filed the lawsuit, told Fortune: “Companies need to be transparent about the data they

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Andy Boxall

In App Data

April 18, 2017

app use emarketer

Time spent with apps on a smartphone has jumped by more than 10% in 2017, and will continue to rise between now and 2019; but time spent with the mobile internet remains steady this year, and is unlikely to rise significantly. This is according to eMarketer data, which shows in 2017, mobile users will spend two hours 25 minutes each day using an app on their phone, while 26 minutes will be spent on the mobile web. App usage is up 10.3% over 2016, and now represents 19.9% of the average person’s daily media time. In 2018, it’s estimated app usage time will rise to two hours and 35 minutes, and in 2019, reach two hours 43 minutes. Mobile web time is expected to stay

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Andy Boxall

In App Data

April 6, 2017

app annie economy

By 2021, the mobile app economy could be worth just over $139b, according to App Annie’s forecast. That’s up considerably from the $82.2b estimated revenue for 2017, which again was up from the actual $61.8b it collected in 2016. Breaking these numbers down by region, Asia Pacific will continue to hold the top spot, gathering over $76b in 2021, more than twice the $35.1b the Americas are expected to take. The EMEA region will take the least revenue, being responsible for an estimated $27.5b. Looking even deeper, China will stay as the top country in the world for app downloads, with an expected 130 billion in 2021, more than twice the amount it had in 2016. India will take second place from the United States

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Andy Boxall

In App Data, mcommerce

April 3, 2017

Japan browser data

Consumers in Japan prefer to use a browser than an app to access ecommerce retail websites, according to data published by eMarketer. Desktop browsers are also considerably more popular than mobile browsers. Only 37.4% of respondents to the survey used an app on their smartphone to interact with an online retailer, but 43.2% turned to the browser installed on their phone. However, a massive 82% said a desktop or laptop browser was their preferred choice. Browsers are more popular than apps for mcommerce in Japan The data comes from October 2016, and was originally collected by software developer JustSystems. It’s notable due to other research showing that Japan led the Asia-Pacific region in retail transaction share during the period, when mcommerce took 51% of all

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summoners war

Summoners War has become the highest-grossing South Korean mobile game released, according to developers Com2us, after the game earned 1 trillion won, that’s $900m, in cumulative revenue. The game has been available for three years, and has spent time at the top of the Apple App Store and Google Play charts all over the world since then. Players in the U.S. generate the majority of the game’s revenue, and it became the first Korean title to place in local app store top five lists. For comparison, the developer says this amount of revenue is the equivalent of selling 55.5 million books, 1.4 billion music downloads, or 10 million movies. Com2us says Summoners War is the start of a franchise, and plans to release additional games

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Andy Boxall

In App Data

March 22, 2017

snapchat

Snapchat is attracting headlines following its IPO, leading analysts to increase their predictions regarding the social network’s user growth over the coming year. Previously expected Snapchat to hit 66 million users in the U.S. during 2017, eMarketer now estimates the number will be 70.4 million. This is a 14% growth over 2016, which it closed with 61 million users in the U.S., a massive increase over the 46 million it attracted in 2015. However, eMarketer’s data shows growth may slow for Snapchat between now and 2021. After five years, Snapchat’s user base may have reached 89 million. Considered a social network popular with younger users, the research also points to people older than 35 adopting Snapchat at a greater rate than those younger than that

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