Pokémon Mobile Games Have Earned $2.5 Billion Total, Mostly From Pokémon GO

Mobile gamers on iOS and Android have spent approximately $2.5 billion on Pokémon games, according to new data shared this week by Sensor Tower.

There are six mobile titles that Sensor Tower is counting towards the total, but the bulk of the money - 98 percent - was earned by the most popular Pokémon title, Pokémon GO.


The other five titles that have brought in more modest amounts of revenue include Pokémon Shuffle Mobile, Pokémon Duel, Pokémon Quest, Pokémon: Magikarp Jump, and Pokémon TCG Online.

The United States has spend the most on Pokémon games, with total U.S. revenue coming in at 875 million, or 35 percent of the $2.5 billion number. Japan comes in second and accounts for 29 percent or $725 million of the total Pokémon game revenue.

Pokémon games have been installed by 640 million mobile users around the world since 2014, with Pokémon GO unsurprisingly making up the bulk of that with 550 million total worldwide downloads.


This article, "Pokémon Mobile Games Have Earned $2.5 Billion Total, Mostly From Pokémon GO" first appeared on MacRumors.com

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WhatsApp, Messenger, and Minecraft Among Most Popular Apps in App Store’s 10 Year History

In celebration of the 10th anniversary of Apple's iOS App Store, Sensor Tower has shared a list of the apps and games that have spent the most time in the #1 spot of the store's various charts. Looking at the period of time from July 1, 2010 to July 5, 2018, Sensor Tower's researchers found that a total of 30,000 unique apps have achieved #1 status on the free, paid, or top grossing charts in at least one country.

Image and charts via Sensor Tower

Honing in the data a bit more, Sensor Tower found 422 apps that hit #1 on the top free iPhone apps chart in the United States during this period, and of those apps, Facebook Messenger spent the most days at #1 with a combined 317 days. Worldwide, WhatsApp earned the top spot with a combined 1,783 days at #1 for free iPhone apps. Popular apps in both the U.S. and worldwide for these charts included Snapchat and YouTube.


Looking at the amount of days at #1 for paid iPhone apps, Minecraft had the most days both in the U.S. (847 days) and worldwide (1,645 days) App Stores. Games were popular in the U.S. on the paid iPhone apps chart, also including Angry Birds (311 days), Heads Up (225 days), and Where's My Water (47 days), but globally there was more of a mix with apps like Facetune (1,501 days), Afterlight (1,312 days), and 7 Min Workout (1,134 days) rounding out the top four spots under Minecraft.


Clash of Clans spent 805 days at #1 on Apple's top grossing iPhone apps chart in the U.S., coming in far ahead of the second place app Candy Crush at 278 days. The only non-gaming apps on this chart were Pandora (202 days), Netflix (172 days), and Spotify (61 days). Worldwide, Clash of Clans held onto the top spot with 1,900 days, while Spotify also remained in the top ten with 1,047 days spent at #1.

The App Store officially launched on July 10, 2008 with 500 apps for iPhone 3G owners to download, 75 percent of which were paid downloads. Over time the App Store grew and expanded, introducing in-app purchases, apps for the iPad, subscriptions, revamped interfaces, and more. Most recently in iOS 11, Apple introduced editorialized content on the App Store's home page with articles and features that highlight new and interesting apps and games every day.

For more on the ten-year anniversary of the iOS App Store, be sure to check out our retrospective that dives into the big events that hit the App Store over the past decade.


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Fortnite on iOS Has Earned $50M Since Launch

Popular battle royale game Fortnite has eared more than $50 million in revenue since its March 15 launch, according to new data shared this afternoon by app analytics firm Sensor Tower.

Fortnite is free to download, but it encourages players to shell out cash within the app for "V-Bucks" that can be used to purchase customization items like emotes, outfits, gliders, and more. The minimum in-app purchase is $9.99 for 1,000 V-Bucks, but players can spend more if desired. Players are also able to earn V-Bucks in game, but at a slow rate.


On iOS devices, Fortnite has proven to be incredibly popular. While it was still in beta, Fortnite had earned more than $1.5 million, and during its first month of availability on iPads and iPhones, the game brought in $25 million. It only took two weeks for that to double to $50 million.

Fortnite continues to be the number two top free game on the iOS App Store, with Epic Games managing to keep players engaged through different seasons that introduce new challenges to complete and content to unlock. Players can also purchase Battle Passes for $10 worth of in-game currency to receive additional items for completing season content.

Fortnite's fourth season content, which debuted earlier this week, is what pushed it over the $50 million mark. Player spending in the game jumped up 293 percent on May 1 when the content launched, a 4x increase compared to the preceding Tuesday.


Sensor Tower says that Fortnite's strategy of selling limited-time skins and other items has resulted in players spending approximately $1 million per day in the mobile game alone.


PUBG, another battle royale game that launched shortly after Fortnite, has not been as successful, which Sensor Tower attributes in part to its loot box monetization strategy. While Fortnite offers unique items available for a limited amount of time, PUGB only allows players to purchase randomized boxes that can result in duplicate and non-useful items.


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ARKit-Only Apps Exceed 13M Global Downloads Since Launch as Games Remain Most Popular Category

Since ARKit debuted within iOS 11 on September 19 last year, iPhone and iPad owners worldwide have downloaded and installed more than 13 million ARKit-only apps. The data comes from Sensor Tower, which broke down the most popular categories of augmented reality apps fueled by ARKit, the top 10 free and paid apps, highest grossing apps, and more.


Games remain the dominant category for ARKit-only apps -- or those apps built "expressly using" Apple's framework -- having grown from representing 35 percent of downloads one month after iOS 11's launch, to 47 percent today. The second place category, Utilities, decreased from 19 percent last October to 15 percent in March. Rounding out the top six were Entertainment, Lifestyle, Photo & Video, and Education.

Charts via Sensor Tower

Sensor Tower pointed out that for the games-specific charts, the top spots of all three sections (free, paid, grossing) were "still occupied by many of the same titles that found success several months ago," suggesting not much variation in ARKit-only gaming on the App Store. On the other hand, when the researchers looked at non-game apps they saw multiple newcomers rising on the charts, like LEGO AR Studio -- "a testament to the popularity of kid-focused AR content on the App Store thus far."
From what we’ve seen in our latest analysis, ARKit-only apps only continue to grow in terms of installs and the number of experiences available to users. This isn’t including the numerous ARKit-compatible apps that have added some degree of AR functionality in the past six months and have pushed the number of AR apps on the App Store well beyond 2,000 to date.

There’s clearly substantial room for growth in terms of user base and revenue, but also ambition when it comes to this burgeoning category, and the apps above have built a solid foundation for what’s to come, especially as the capabilities of ARKit evolve and expand with future versions of iOS.
Popular free game "AR Dragon" retained the top spot as the most-downloaded free ARKit-only app and game during the framework's first six months of availability. Other augmented reality apps that remain popular on the App Store include IKEA Place (#2 free apps), AR MeasureKit (#5 free apps/#5 top grossing), and CamToPlan Pro (#1 paid apps). For both paid and grossing categories, ARKit app downloads are leaning "predominantly" to the Utilities category.


Apple CEO Tim Cook has described augmented reality as "profound" in the past, claiming that Apple is in a "unique position" to lead when it comes to the technology. He thinks that AR will become "as key as having a website" for brands, and sees ARKit as the start of something much bigger: "This is very much like in 2008 when we fired the gun in the App Store. That's what it feels like to me and I think it will just get bigger from here."


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Invite-Only Game Fortnite Has Earned an Estimated $1.5M Since Launch

Epic Games' popular Fortnite Battle Royale game for iOS devices has grossed an estimated $1.5 million worldwide since its release last Thursday, according to figures shared this afternoon by app analytics firm Sensor Tower.

Fortnite has topped the iPhone download charts in more than 40 countries since it was released, despite the fact that it continues to be invite only. As of now, it is the number one free app in the Games section of the App Store.


According to Sensor Tower, Fortnite earned $1 million during the first 72 hours after in-app purchases first became live in the game for beta testers.

In Fortnite, players can buy outfits, tools, weapons, emotes, gliders, and more using the in-game currency, V-Bucks. Players can purchase 1,000 V-Bucks for $9.99, which is the minimum in-app purchase. Higher quantities of V-Bucks are available for more money.

Fortnite earned far more than other survival-style games that were released at the same time. Knives Out, a competing game, earned $57k, while Rules of Survival earned $39k. Fortnite could have some competition now, however, as Tencent today released the official version of PUBG Mobile, which offers the same kind of gameplay available in Fortnite.


Compared to other popular games, Fortnite hasn't brought in quite as much money, but it is still in a beta testing phase. Pokémon GO brought in $4.9 million just four days after release, and Clash Royale earned $4.6 million four days after it was released.

The goal in Fortnite is to be the last person standing, with players tasked with killing opponents using a variety of weapons while also avoiding death from other players. The game is also available on PCs and consoles, with cross-platform gameplay available if enabled.

Fortnite can be downloaded from the App Store for free, but a beta invite is required to play. Epic Games plans to expand the beta in the weeks to come, but it's not yet clear when it will see an official launch. [Direct Link]


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Animal Crossing: Pocket Camp Tops Australian iOS App Store Faster Than Super Mario Run

Nintendo's newly-announced iOS game, Animal Crossing: Pocket Camp, has soft launched in the Australian iOS App Store, a launch rollout that Nintendo has begun to favor as a way to test its iOS apps prior to a worldwide debut. According to new data gathered by Sensor Tower, Animal Crossing: Pocket Camp climbed to the top of the Australian App Store much faster than either Super Mario Run or Fire Emblem Heroes.

Animal Crossing: Pocket Camp debuted quite high among all iPhone apps on the Australian App Store, hitting around number 2 within the first hour of its soft launch on October 25. Afterwards, the new game reached the number 1 spot on the Australian App Store within 12 hours of its debut. Animal Crossing: Pocket Camp is Nintendo's fourth smartphone game made in partnership with developer DeNA, following Miitomo, Super Mario Run, and Fire Emblem Heroes.

Chart via Sensor Tower
Hourly App Store category rankings from Sensor Tower App Intelligence show Nintendo’s third mobile game, Animal Crossing: Pocket Camp, off to a strong start in its Australian soft launch on iOS. According to the data, the game reached No. 1 among all iPhone apps faster than Nintendo’s previous mobile releases, Super Mario Run and Fire Emblem Heroes, hitting the impressive milestone within 12 hours of its launch on October 25.
Comparatively, Super Mario Run debuted just below the number 40 ranking. It then hit number 2 after 12 hours on the App Store in Australia, and finally obtained the number 1 spot 14 hours after its soft launch in the country last December.

Fire Emblem Heroes was ranked at number 35 at the 12 hour mark of its respective Australian soft launch earlier this year, and only made it as high as number 13 among all iPhone apps. Fire Emblem isn't quite as well-known a franchise as Mario or Animal Crossing, leading to low download rates on launch day in the United States.


Sensor Tower also reported that Animal Crossing: Pocket Camp is currently ranked at number 117 among the top grossing iPhone apps in Australia. The game uses "Leaf Tickets" as its form of in-app purchase, allowing players to circumvent certain lengthy wait times for item and furniture building, supplement tickets for crafting materials, add in exclusive animals to their town like Tom Nook and K.K. Slider, and more.

Next, Animal Crossing: Pocket Camp is set to launch worldwide in late November, although Nintendo hasn't yet confirmed a release date. You can pre-register to be notified as soon as the game hits the App Store in your supported country on Nintendo's website right here.


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iPhone Users in U.S. Predicted to Increase App Store Spending to $88/Year by 2020

The average iPhone user's spending on paid iOS applications and in-app purchases in free-to-play apps will increase by nearly 40 percent over the next three years, according to a new forecast based on data gathered by Sensor Tower. By the year 2020, iPhone users based in the United States will spend more than an average of $88 per year on both paid "premium" apps and in-app purchases in free apps.

Sensor Tower used previous app-based spending reports to predict how much users will spend over the next three years. Most recently, in 2016 it was estimated that the average iPhone user in the U.S. spent about $47 on apps, while 2017 is on track to increase that number to about $63/year. Afterwards, in 2018 the average U.S.-based iPhone user is predicted to spend $77/year on apps, and in 2019 Sensor Tower thinks that number will finally reach $88/year. That represents a 40 percent increase from the average user spending estimated for 2017, and an 86 percent increase from 2016.

U.S. iPhone users will spend an average of $88 per year on premium apps and in-app purchases (IAPs) by 2020 according to a new forecast based on Sensor Tower Store Intelligence data. Our projections place calendar year 2019 per-device revenue at approximately 86 percent higher than 2016 and about 40 percent higher than our forecasted average user spend in 2017.
While gaming apps will still dominate the spending landscape in the iOS App Store -- accounting for "nearly 70 percent" of all per-device revenue -- some other categories are forecasted to increase in popularity as well. This includes Entertainment, which Sensor Tower expects to overtake Music as the second-largest category of per-device spending in 2017, because of subscriptions in apps like Netflix and HBO NOW.

Specifically, in 2019 the Entertainment category is projected to account for about $8 of that year's $88 average user app spending, increasing from $2.80 in 2016. That still won't be anywhere near Games, with Sensor Tower anticipating the popular category to account for as much as $60 of the $88 spent by the average iPhone user in 2019.


In a separate story posted by Bloomberg this week, some of the reasoning behind the steady increase in user spending on paid games and IAPs can be connected to emerging technology being tested by game developers. A company based in Tokyo, called Silicon Studio Corp., has created a piece of software that uses deep-learning algorithms to predict how long users will play a game, what levels they might beat, and how much money they might spend and on what -- all amassed into a "psychological profile of each player" that aims to "mold player behavior."

The ultimate goal of the software is said to help developers maintain a healthy ecosystem, encouraging those who already spend a lot of money to keep doing so, while keeping non-spenders happy with the game. Besides smartphone apps, even massive multiplayer online game developers have approached Silicon Studio Corp. with interest in the software, which has been named "Yokozuna Data" after the highest rank in sumo wrestling.
Even more important, the technology lets game creators mold player behavior to keep them hooked.

“Game data is perfect for studying human behavior,” said Africa Perianez, chief data scientist at Silicon Studio and a former nuclear physicist at the European nuclear research organization CERN. “It’s going to change the industry, change the direction of personalized games.”
Apple recently updated the App Store in iOS 11, changing the layout and user interface with new tabs and editorialized content that updates every day. For Apple, the iOS App Store and other services consistently provide the company with yearly profit gains; in 2017 the App Store set a new quarterly record in May, while services did the same in August. This past June, Apple said that developers have earned more than $70 billion since the App Store first launched in 2008.


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Games Are Most Popular ARKit-Only Apps, Accounting for 62% of ARKit App Revenue

Apps that use the ARKit framework Apple introduced in iOS 11 have been installed 3 million times around the world since September 19, according to new data shared today by analytics firm Sensor Tower (via TechCrunch).

Many of the ARKit-only apps that are available are games, accounting for 35 percent of ARKit apps worldwide. ARKit-only apps include those that are built entirely around the new ARKit technology, rather than apps that have added some ARKit features.


Utilities are the second most popular ARKit category, accounting for 19 percent of apps, while 11 percent of ARKit apps are in the Entertainment category and 7 percent are in the Education category.

Many of the top ARKit-only apps are games, with four games among the top five highest-grossing ARKit apps. Titles like AR Dragon, Zombie Gunship Revenant, The Machines, and Monster Park -- Dino World have proven to be the most popular AR games with consumers.


Games have accounted for a total of 53 percent of all ARKit-only app downloads and 62 percent of ARKit app revenue since the launch of ARKit.

With games taken out of the top app listings, apps that allow users to measure 3D spaces or demo furniture are some of the top performers. Among free apps, IKEA Place, the furniture app from IKEA that lets consumers see products in their homes before purchasing, is one of the more popular apps.


Sensor Tower's data covers only apps that are primarily focused on the augmented reality experience and it did not take into account apps that offer limited ARKit content like photo modes or mini games.

When iOS 11 launched on September 19, ARKit became the largest augmented reality platform in the world thanks to the huge number of iPhones and iPads out in the wild.

Apple CEO Tim Cook just this week said augmented reality may not be huge right now, but that it will experience a "dramatic" climb to take over the world much like the App Store did when it was first launched.


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