Global consumer spending and first mobile app installs soared to $ 31.8 billion and $ 36.7 billion, respectively, on the Apple App Store and Google Play in the first quarter of 2021, sensor turn preliminary Store intelligence the data reveals. While spending habits may very well change as in-person spaces begin to reopen around the world, these numbers indicate a lasting improvement in the mobile market from the ongoing COVID-19 pandemic. Consumer spending rose 31% year over year to $ 24.3 billion, outpacing growth in the first semester 2020 compared to the same period in 2019.
Global Mobile Application Revenue and Downloads
Overall consumer spending on apps grew 31% year-over-year to $ 24.3 billion, outpacing growth in the first semester 2020 compared to the same period in 2019. Consumer spending on in-app purchases, premium apps and subscriptions climbed 28% to $ 20.4 billion globally on the Apple App Store, from nearly of $ 16 billion in the first quarter of 2020. That was overtaken by growth. experimented by Google Play, which saw consumer spending grow 36% year-on-year to $ 11.4 billion from $ 8.4 billion.
As consumers continue to spend more on the App Store, the split between the two platforms has narrowed to that of 1Q20. In the last quarter, Apple’s market recorded 79% more spending than Google’s store, while in the quarter of the previous year, Apple generated 89% more revenue.
The three most profitable applications of the two stores in the world in the first quarter of 2021 remains the same since last year. Even if TIC Tac did not regain access to markets such as India where it was banned last year, it was the most profitable application of the two stores. The app, which includes the iOS version of Douyin in China, saw revenue climb 104% year-on-year.
Youtube arrived at n ° 2 with a turnover increasing by 29% over one year and application n ° 3, tinder, grew 6% year-on-year. Manga reader Piccoma and Tencent Video completed the top five apps at numbers 4 and 5.
At both stores, facilities grew 9%, from $ 33.7 billion to $ 36.7 billion in the first quarter of 2021.
According to Sensor Tower estimates, first app installs in 1Q21 fell 8% on Apple’s App Store, from 9.2 billion to around 8.5 billion. This drop is likely due to the normalization of the market in China after a significantly disproportionate first quarter of 20 at the start of the COVID-19 pandemic. China has since made major strides towards a sense of societal normalcy, which has allowed the volume of mobile app installations to return closer to a pre-COVID level.
Conversely, Google’s market saw a 15% increase, with installations rising to 28.2 billion, up from 24.5 billion a year ago. The increase in Google Play installations while the App Store has shown negative Y / Y growth is likely related to the platform’s large Indian user base. Where iOS saw a significant increase in 1Q20 due to the spread of COVID-19 in China, India was not affected until early 2Q20, making it a disproportionate quarter for new installations there. -low. Google Play installs for the second quarter could follow a similar trend to the App Store.
TikTok also took the top spot among most downloaded apps in 1Q21, although its installations were down 44% year-on-year, likely due to its ban on Indian stores.
Facebook and Instagram ranked # 2 and # 3, and completing the top five were messaging apps WhatsApp and Telegram. Telegram saw explosive growth in the first quarter of the year, and its facilities climbed 149% year-over-year.
Global mobile game revenues and downloads
Spending on mobile games rose 25% to $ 22.2 billion worldwide in 1Q21. While this lagged behind the Y / Y growth seen by applications overall in the first quarter, it exceeded the 16% growth seen between 1Q20 and 1Q19. Apple’s App Store reported spending of around $ 13 billion, up 21% from last year’s quarter, while Google’s market grew 31% to $ 9.2 billion of dollars.
Long-lasting blockbusters PUBG Mobile and Honor of kings maintained their spots as No.1 and No.2 among the five highest-paying games. PUBG Mobile, including its Chinese Locator Game for Peace, recently overtook $ 5 billion in lifetime income and it saw its revenue grow 3% year-on-year in 1Q21. Honor of Kings grew 43% year on year when comparing consumer spending this past quarter to the period a year earlier.
In third place was the success of miHoYo Genshin impact, which has now generated over $ 1 billion in consumer spending since its launch in September. Niantic Pokémon Go and Roblox Corp. Roblox completed the top five, with Pokémon Go growing 80% year on year and Roblox 77% from 1Q20.
First mobile game installs were up 5% year-on-year in the last quarter, reaching more than $ 14 billion at both stores. This was driven by adoption on Google Play, which saw installs increase 13% to 11.8 billion. Conversely, the App Store saw mobile game installs drop 23% to 2.3 billion from the previous year quarter. This reflects the decrease seen in out-of-game installations on the App Store, and is likely also due to an outsized 1Q20 where markets such as China saw a peak in early installations at the start of the COVID-19 pandemic.
Supersonic studios ” Join Clash 3D was the most downloaded mobile game in 1Q21, followed by Innersloth’s party title Among us, which recently released new in-game content that may extend consumer interest. # 3 and # 4 were from Crazy Labs DIY phone case and SayGames’ DOP 2, and completing the top five was Garena’s battle royale Garena’s Free Fire.
Entering the second trimester
As some markets around the world begin to partially reopen spaces in person, consumption patterns will likely start to change. However, it remains clear that COVID-19 supercharged trends in 2020 and will have a lasting impact on the mobile market.
Our full report on global app adoption and consumer spending in the first quarter of 2021 will be available soon and will include additional analysis of major publishers, apps and trends both on the Apple App Store and on Google play.
Note: The revenue estimates in this report do not include local taxes, in-app advertising, or in-app user spending for mobile commerce, for example, purchases through the Amazon app, go up via the Lift app, or food deliveries via the ByDash app. Refunds are also not reflected in the figures provided.
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