Monday, 16 December 2019

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.



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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.



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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.



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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.



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Solve, the startup creating an interactive “Law & Order” for social media, raises $20 million

When “Law and Order” ended its twenty-year run in 2010, it had already cemented its place as one of the longest-running television dramas in history. Its success was a testament to the enduring popularity of a good mystery.

Mining that same well of a demand for whodunnits, a roughly one-year-old Los Angeles-based startup called Solve has raised $20 million in financing to update the genre for a new generation of media consumers.

Its eponymously titled social media programming, available on Instagram and Snap, has managed to nab roughly 30 million interactions over the year-and-a-half that it distributed its productions. Now the company is launching a true crime podcast, to tap into another potentially high-growth market, on the iHeartMedia and Apple platforms.

Solve began as a series developed within the mobile-focused entertainment studio, Vertical Networks. Helmed by Tom Wright and financed by Elisabeth Murdoch (through her Freelands Ventures fund, which Wright also managed) and Snap, the company was one of the early entrants to raise cash as a production studio for mobile content. But it was far from the only studio to see money in mobile-first entertainment. All of the major internet-age media companies had their own mobile strategies.

Murdoch eventually replaced Wright (so that he could work on spinning up Solve as an independent entity) and sold Vertical Networks two months ago to the online media startup, Whistle, for an undisclosed amount.

“I spent a year looking deep deep deep into audience behavioral data on snap and facebook,” Wright says. “The DNA of what I thought [audience] sensibilities was leading towards was this format.” 

As Vertical Networks was winding down, Solve was spinning up with help from Lightspeed Venture Partners, Upfront Ventures, and Advancit Capital.

“We’ve seen incredibly popular crime mystery shows across media, including podcasts like Serial and Dirty John, TV shows like Making a Murderer and Law & Order, and movies like The Usual Suspects and Gone Girl,” said Jeremy Liew, Partner at Lightspeed Venture Partners, in a statement. “Games have attained a first class status as media but we’ve yet to see a crime mystery format game achieve the same success, and Solve is going to right that wrong.”

The gamification element that’s made Solve’s episodes resonate with mobile audiences on social platforms will be a small part of the initial series, says Wright, with plans to expand the interactive elements going forward.

Produced in partnership with SALT audio, whose previous work includes “Blackout” and “Carrier” and iHeartMedia, the ten-episode series uses the same “ripped from the headlines” storytelling for its thirty minute broadcasts and offers listeners clues in leaked audio files, voicemails, courtroom testimony and other evidence to try and guess the killer.

For now, Solve is content to be a studio producing ad-supported media for platforms like Apple, Snap, Facebook, iHeartMedia, and other distributors, according to Wright. It’s a different path than studios like Quibi, which is creating its own streaming service dedicated to mobile storytelling and backed by many of the major Hollywood studios.

The current pace of production means that Solve is making 18 original episodes per-month. For the 40-year-old Wright, Solve represents a fourth foray into the world fo startups. And while he’s not a fan of the crime or mystery genre himself, Wright said that the data around engagement was too compelling to not try and launch a business around it.

“The Internet has changed how we interact with the world from taxis to news to shopping. We believe that Solve can fundamentally change how we interact with narrative video storytelling,” said Mark Suster, Managing Partner, Upfront Ventures, in a statement. “When we heard Tom’s vision for short-form video that you not only watch but also must ‘solve‘, we knew that it had enormous potential.”



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Photoshop for iPad gains ‘Select Subject’ feature

Adobe’s Photoshop on the iPad got off to a rocky start that doesn’t seem to have left fans of the desktop version very happy, but the company looks intent on incorporating user feedback and releasing meaningful feature updates on a timely basis. Like today, for instance, it’s adding ‘Select Subject’ to the iPad version of Photoshop, which is a feature that should make working with photos and compositions on the Apple tablet much, much easier and more flexible.

Select Subject is a new feature that Adobe introduced last year to the desktop version, and offers one-tap selection of the subject of your image, as determined by Adobe’s Sensei AI engine to take all the manual work out of the process. This is one of the Photoshop tasks that people are used to doing manually using either pen input and freehand selection, or a combination of the Magic Wand, lasso and polygonal selection tools, all of which involve considerably more work.

Adobe says the 2019 version of Select Subject on iPad and on desktop provides better selection edges and works almost instantly, even on iOS. Behind the scenes, the feature is actually a bunch of different machine learning algorithms working together to make the selection, refine the selection, de-artifact the edge and more. The end result is that you can get a very usable subject cut out that allows you to easily recompose, or independently edit subject and background very quickly and with very little, if any, manual refinement required.

You’ll still get better, cleaner results with defined, continuous edges and high-contrast backgrounds, but Adobe says it’s working on improving Select Subject performance around things like hair and fur.

Meanwhile, Adobe also started rolling out improvements for its cloud documents feature, which was introduced alongside the public release of Photoshop for iPad and lets you work with PSDs across platforms via shared cloud-based storage. They’ve also tweaked the user interface with improvements to things like text entry and layer management.

Adobe still has a lot to do to make a convincing argument that it regards Photoshop for iPad as a flagship product on par with the desktop version, but these are steps in the right direction, and it looks like 2020 should bring a host of additional refinements and improvements, along with and iPad version of Illustrator and more.



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China Roundup: GitHub’s China ambitions and WeWork rival’s big hopes

Hello and welcome back to TechCrunch’s China Roundup, a digest of recent events shaping the Chinese tech landscape and what they mean to people in the rest of the world. This week, we are looking at how WeWork’s largest rival in China — UCommune — is pulling ahead with its initial public offering and GitHub’s potential big move in China.

GitHub turns to China

The world’s largest source code repository host GitHub is mulling to open a Chinese subsidiary, the company’s CEO told the Financial Times recently. The plan comes at a time when the technological rift between China and the U.S. is deepening. The U.S.’s trade sanctions on Huawei, which includes limiting the company’s access to certain Android services, has stirred concerns of further “decoupling” between the two countries. Since then Huawei has stepped up efforts to cut its reliance on American suppliers and develop its own core chips and software operating system.

American tech companies are feeling a similar chill from the trade war. Opening a China office could potentially help GitHub hedge against trade war bans and alleviate the company’s risks in its second-largest market. The demand for a China backup plan appears to have grown after GitHub restricted accounts of users in Cuba, Iran and a few other countries to comply with U.S. sanctions, a decision that sparked an outcry from open-source developer communities around the world and worried Chinese users that the same could befall them.

On the other hand, developers in China and overseas worry that maintaining a China-based operation might subject GitHub’s local projects to Beijing censorship as the country requires foreign companies operating in China to store users’ data locally. Though GitHub has previously been blocked in China seemingly for sharing anti-censorship tools, the restriction was usually temporary. As of now, the site remains largely accessible in China, according to Greatfire.org, a website that monitors China’s online censorship. But the concerns are justified. LinkedIn and Bing, sharing the same parent company — Microsoft — with GitHub, have been roundly criticized for practicing censorship in China.

Big hopes and losses

China’s shared space provider UCommune is moving ahead of its rival WeWork as it filed with the U.S. securities exchange for an IPO this week. Like its American counterpart, UCommune — which rebranded from UrWork after a name dispute with WeWork — hasn’t yet found its way to profitability. The Beijing-based company posted a net loss of 573 million yuan ($80.13 million) for the first three quarters ended September 30, 2019, up from 271 million yuan a year earlier, shows its F1 filing.

UCommune founder Mao Daqing, a real estate veteran, has previously forecasted that China’s co-working industry would be valued close to 100 billion yuan ($14 billion) by 2030. The reality is a bit more dismal. WeWork is reportedly coping with high vacancy rates across major Chinese cities, although sources told TechCrunch that spaces could be easily filled up with one or two large corporate contracts per location.

Perhaps more notably, half of UCommune’s revenue is derived from so-called “marketing and branding services,” which include content design as well as online and offline advertising services it sells to customers. The marketing segment, curiously, is attributed to one single subsidiary, a digital marketing services provider it acquired in late 2018. UCommune warns in its prospectus that “the historical financial results of our marketing and branding services may not serve as an adequate basis for evaluating the future financial results of this segment” because revenue from the unit relies overwhelmingly on a small number of major enterprise clients.

Also worth your attention…

Despite Huawei’s push to build its own alternative operating system — HarmonyOS — the Chinese giant is sticking with Android for the foreseeable future. At a company event this week in Shenzhen, its home city, consumer software executive Wang Chenglu announced (in Chinese) that all of Huawei’s handsets, tablets and laptops will continue to carry Android-based OS in 2020. Meanwhile, Huawei’s other products, including a broad range of Internet of Things that make up a smaller chunk of its consumer revenue, will ship with HarmonyOS.

Kuaishou, the largest rival to TikTok in China has reached 100 million daily active users, the company announced (in Chinese) this week. Tencent-backed Kuaishou was one of China’s first short-video apps to have attracted a meaningful following, but it was quickly leapfrogged by a latecomer, ByteDance’s Douyin, which is TikTok’s brand in China.

Though similarly focused on bite-sized videos, the two apps differ fundamentally in the way they distribute content. Trending videos on Douyin tend to come from pedigreed influencers and professional creators; users are fed what Douyin’s complex algorithms determine as “quality” content. Kuaishou, in comparison, works to cultivate a sense of community as its users get exposed to a broader range of long-tail content — often from creators with insignificant followings.

That places Douyin closer to a form of “media” and Kuaishou closer to a “social network,” suggested (in Chinese) Liu Jianing, managing director of China’s top boutique investment bank China Renaissance, at a recent industry conference. For that reason, the two apps also monetize differently — while Douyin generates revenue mainly from ads, Kuaishou harnesses its social graphs to enable social commerce wherein shoppers leverage other users’ recommendations to make purchases.



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