1
1
2
State of Mobile | Copyright 2020 | App Annie
Worldwide Downloads
in 2019
Worldwide App Store
Consumer Spend
in 2019
Per day spent in mobile
by the average user
in 2019
Higher avg IPO
valuation for mobile
companies in 2019
Higher per user
engagement
by Gen Z vs older
demos in 2019
Executive Summary
204B
$120B
3.7 Hrs
825% 60%
2 0 2 0 S T A T E O F M O B I L E
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State of Mobile | Copyright 2020 | App Annie
Table of Contents
Macro Mobile Trends 5
Gaming 13
Finance 22
Retail 27
Streaming 32
Social 36
Other Industries Embracing Mobile Transformation 40
Worldwide Rankings 45
4
State of Mobile | Copyright 2020 | App Annie
The Mobile Performance Standard
Through our mobile data and insights platform, we help
create winning mobile experiences for those aspiring to achieve excellence
5
State of Mobile | Copyright 2020 | App Annie
Note: iOS, Google Play, Third-Party Android in China combined
Country-Level Downloads
Worldwide Downloads
Growth From 2016 to 2019
Worldwide 45%
China 80%
India 190%
United States 5%
Brazil 40%
Indonesia 70%
Top Countries by App Store Downloads
120B
100B
80B
60B
40B
20B
200B
160B
120B
80B
40B
2016 2017 2018 2019
MACRO MOBILE TRENDS
Consumers
Downloaded a Record
204 Billion Apps
Annual worldwide downloads have grown 45% in
the 3 years since 2016 and 6% year over year,
which is particularly impressive given this excludes
re-installs and app updates.
Downloads are largely fueled by emerging
markets, including India, Brazil and Indonesia.
Consumers in mature markets like the US, Japan
and Korea have seen download growth level off,
but are still seeking out new apps. Downloads in
2019 alone topped 12.3B, 2.5B and 2B in the US,
Japan and South Korea, respectively.
0B
0B
240B
6
State of Mobile | Copyright 2020 | App Annie
Note: Spend is gross — inclusive of any percent taken by the app stores;
iOS, Google Play, Third-Party Android in China combined
Country-Level Spend (USD)
Worldwide Spend (USD)
Growth From 2016 to 2019
Worldwide 110%
China 190%
United States 105%
Japan 45%
South Korea 100%
United Kingdom 85%
Top Countries by App Store Consumer Spend
$70B
$50B
$30B
$20B
$10B
2016 2017 2018 2019
MACRO MOBILE TRENDS
Consumer Spend Hit
$120B, up 2.1x From 2016
Games now make up 72% of all app store spend.
Subscriptions in non-gaming apps fueled growth
in spend, from 18% share in 2016 to 28% in 2019.
China remains the largest market, making up
40% of global spend.
Spend in both mobile gaming and non-gaming
mobile subscriptions has fueled growth in
mature markets like the US, Japan, South Korea
and the UK.
By 2023, the mobile industry is set to contribute
$4.8 Trillion to global GDP.
$0B
$40B
$60B
$140B
$120B
$80B
$40B
$20B
$0B
$60B
$100B
7
State of Mobile | Copyright 2020 | App Annie
+20%
+60%
+15% +15%
+10%
+10%
+15%
+25% +15%
+25%
+15%
+25%
Note: Android phones
Weighted
Average
Among
Selected
Markets
Indonesia China Brazil South Korea India Japan Canada United
States
Russia United
Kingdom
France Germany
2017
Average Daily Hours Spent Per Device on Mobile
Emerging Markets Mature Markets
5
4
3
2
1
MACRO MOBILE TRENDS
Mobile Is Our Go-To
Device, Capturing
3 Hrs 40 Min Per Day
Across the markets analyzed, consumers are
spending 35% more time in mobile in 2019 than
2 years prior.
Mobile-first emerging markets like Indonesia,
Brazil and India continue to spend the most time
in mobile each day.
France, India and Canada saw strong growth
with the average user spending 25% more time
in mobile each day in 2019 than in 2017.
2018 2019
0
8
State of Mobile | Copyright 2020 | App Annie
Bubble Size = Valuation (USD)
Companies Sorted Alphabetically on X-axis
Note: Technology IPOs globally
In absence of valuation, debut market cap was used.
IPO Valuation or Market Cap (USD) for 195/214 companies available
Mobile Centricity in 2019’s Technology IPOs
USD Valuation
$83B
$20B
$524B
Non-Mobile
Mobile -
Secondary
Focus
Mobile - Core
Aggregate
Valuations
#1
Alibaba Group
$167.6B
#2
Prosus & Naspers
$100B
#3
Uber
$82.4B
Mobile-First Companies
Saw 825% Higher Avg
IPO Valuation
The 3 largest initial public offerings (IPOs) in
2019 were companies with mobile as a core
focus of their business: #1 Alibaba Group
($167.6B USD), #2 Prosus & Naspers ($100B
USD), #3 Uber ($82.4B USD).
Mobile-focused companies had a combined
$544B valuation, 6.5x higher versus
companies without a mobile focus.
These are further indications that mobile is
essential to succeeding with customers in
2020 and beyond.
MACRO MOBILE TRENDS
9
State of Mobile | Copyright 2020 | App Annie
Distribution of Consumer Spend in Top 250 Non-Gaming Apps
Between Apps With Subscriptions and Apps Without Subscriptions
United States, 2019
iOS - Subscription
iOS - Non-Subscription
Google Play - Subscription
Google Play - Non-Subscription
77%
2%
19%
2%
In-App Subscriptions
Contribute to 96% of Spend
in Top Non-Gaming Apps
MACRO MOBILE TRENDS
On iOS in the US, 97% of non-gaming consumer spend in the top
250 apps was driven by apps with subscriptions in 2019. On
Google Play, this was slightly lower at 91%.
Dating and video streaming apps have seen strong success with
in-app subscriptions: Tinder, Netflix and Tencent Video topped the
2019 consumer spend chart for non-gaming apps.
Publishers are taking advantage of the expanded monetization
opportunities from in-app subscriptions. On Google Play, 79% of
the top 250 apps by spend in the US monetized through in-app
subscriptions in 2019. On iOS, this was higher at 94%.
9
“2019 was a year of explosive growth for PicsArt. App Annie data showed
PicsArt was the #4 top grossing app worldwide in the photo and video
category. With the rise of visual communication, we’re seeing more and more
users - particularly millennials and Gen-Z’ers - willing to spend money for
all-in-one editing apps with premium features like PicsArt.
Jeff Roberto, VP Growth Marketing, PicsArt
Note: Combined iOS and Google Play combined
10
State of Mobile | Copyright 2020 | App Annie
1
Amazon Alexa Amazon
2
Roku Roku
3
Google Home Google
4
Xbox Microsoft
5
Ring - Always Home Ring.com
6
Fitbit Fitbit
7
Android Auto Google
8
HP All in One Printer Remote Hewlett-Packard
9
Amazon Fire TV Remote Amazon
10
DIRECTV AT&T
11
PS4 Remote Play Sony
12
Rokie - Roku Remote Kraftwerk 9
13
Nest Google
14
Samsung Gear Samsung Group
15
Bose Connect Bose
Top IoT Apps in 2019 by Downloads, United States
Mobile Is the Central
Nervous System of
Our Connected Lives
MACRO MOBILE TRENDS
In the US, there were over 106 million downloads of the
top 20 IoT (Internet of Things) apps in 2019 alone.
Mobile is set to be the brain for all devices and screens
everywhere — whether streaming to Apple TV or
Chromecast or controlling features in your car.
The new decade ushers in the next phase of mobile,
with smartphones serving as the primary interface
through which we interact with the world around us.
With major players in the industry working together to
create IoT standardization, the industry is primed for
growth. By 2025, there will be 25.2 billion connected
devices, up 177% from 2018.
Note: Combined iOS and Google Play
11
State of Mobile | Copyright 2020 | App Annie
Note: Top 25 Apps by MAU excluding pre-installed apps,
Android phones only, Average across Brazil, Canada,
France, Germany, Indonesia, Japan, South Korea, UK, US
Don’t Miss Out: Gen Z Has
60% More Sessions Per
User in Top Apps Than
Older Demographics
MACRO MOBILE TRENDS
98% of Gen Z (born 1997 - 2012) report owning a
smartphone.
Gen Z is expected to surpass Millennials as the largest
generation by the end of 2019, comprising roughly 32%
of the population.
It is imperative to win Gen Z on mobile, or risk missing
out on a mobile-native generation of consumers.
3.8
HOURS
150
SESSIONS
Spent per app per month per user
among top 25 non-gaming apps
on average
Per app per month per user
among top 25 non-gaming apps
on average
“Millennials and Gen Z have over $1 trillion in direct spending
power, and will continue gaining influence in 2020 and beyond. In
order to reach them, marketers need to take advantage of
immersive mobile platforms like Snapchat, where we build
engaging mobile experiences and drive powerful incremental reach
among younger audiences.
Kathleen Gambarelli, Group Product Marketing Manager, Snapchat
Gen Z’s Mobile Engagement in 2019
12
State of Mobile | Copyright 2020 | App Annie
$190B
$240B
2019 2020F
+26% YoY
Global Mobile Ad Spend
MACRO MOBILE TRENDS
Mobile ad spend to reach $240B as brands harness mobile’s
potential.
The streaming wars will heat up in 2020 and consumers will decide
where they spend their 674B hours on mobile.
Apple Arcade and Google Play Pass will result in innovative new
games for consumers and new revenue streams for publishers.
5G Is the next battleground, and gamers will be first to reap the
rewards.
Consumer and mobile ad spend to top $380 billion globally in 2020.
View our Top 5 Predictions for 2020.
2020 Is Set to Be Mobiles
Biggest Year, With Advertising
Fueling Revenue
12
"As most growth marketers know all too well, driving performance through
programmatic channels, be it CPA, ROAS or LTV, comes down to two
things: (1) having a broad set of high quality unbiased, fraud-free user
data, and (2) a rigorous practice for building and testing ad creatives. To
successfully scale UA on mobile, marketers must invest equally in each."
Dennis Mink, VP Marketing, Liftoff
13
State of Mobile | Copyright 2020 | App Annie
Global Consumer Spend in Games
USD (Billions)
2015 2016 2017 2018 2019
$100B
$80B
$60B
$40B
$0B
Mobile Gaming
All Other Gaming
(Home Console,
PC/Mac Gaming,
Handheld Console)
Note: Other Gaming data from IDC; 2019 data for other gaming is projected,
Mobile Gaming data is iOS, Google Play, Third-Party Android in China combined
Mobile Gaming Is the
World’s Most Popular
Form of Gaming
MOBILE GAMING
Mobile games in 2019 saw 25% more spend
than in all other gaming combined.
Call of Duty: Mobile and Mario Kart Tour
launched on mobile in 2019 — evidence of
console migrating to mobile to capitalize on the
larger market.
Mobile gaming extended its global lead in
consumer spend to 2.4x PC/Mac gaming and
2.9x home game consoles in 2019.
Mobile has democratized gaming, allowing for
a portable gaming console to be in the pocket
of nearly every consumer.
Mobile gaming is on track to surpass $100B
across all mobile app stores in 2020.
20142013
$20B
14
State of Mobile | Copyright 2020 | App Annie
Note: Genre breakdown among top 100 Games by
downloads, Combined iOS and Google Play
Share of Global Downloads by Gaming Genres in 2019
Casual Arcade Games
Contributed 47% of
Games Downloads
Games within Casual genres, led by Arcade and Puzzle, were the
most downloaded globally in 2019. Since users tend to switch
between multiple Casual Games, many companies leverage a
portfolio of Casual Games to retain high user bases overall.
Publisher Good Job Games had a breakout year with multiple
Casual Games topping the charts. Fun Race 3D ranked #5 by
global downloads in 2019, despite only launching in May.
Core Games represented almost one-fifth of global downloads.
Free Fire was the most downloaded Core Game of 2019, falling
under the Action subgenre.
MOBILE GAMING
"One of our crucial pillars of performance for 2020 is ASO. We
achieved 200% growth in organic downloads of the 24 months
ending Dec 2019 versus the 24 months prior across our portfolio of
games. App Annie has been a critical partner in achieving and
surpassing our goals."
Nadir Garouche, Senior Growth Manager, Tilting Point
Arcade
47%
Puzzle
21%
Casual - Other
15%
Action
8%
Shooter
3%
Core - Other
6%
18%
82%
Core
Casual
15
State of Mobile | Copyright 2020 | App Annie
Share of Global Time Spent by Gaming Genres in 2019
Note: Genre breakdown among top 100 Games
by Android Phone MAU
Core Games Represented Only
18% of Downloads, Yet 55% of
Time Spent in Top Games
Core Games tend to drive deeper engagement and longer
gaming sessions. Mobile devices have made strides in power
and hardware capabilities, enabling Core Games to flourish. 5G
will make it even easier to play Core Games on-the-go.
Increasingly, games incorporate gameplay and design
elements across genres. It’s important to analyze deeper
gaming category information to understand this hybridization
and how to leverage it.
Within Core Games, Action represents the biggest portion of
time spent. In 2019, PUBG MOBILE was the #1 Action Core
Game by time spent on Android phones globally in 2019.
Among Casual Games, Puzzle Games saw the most time spent
in 2019. Anipop was the #1 Casual Puzzle Game by time spent,
representing 10% of all time spent in the top 100 Games.
MOBILE GAMING
Casual
Core
Casino
Puzzle
34%
Simulation
5%
Casual - Other
5%
Traditional
0.6%
Hybrid / Other
0.3%
1%
Action
38%
55%
44%
RPG
7%
Core - Other
10%
16
State of Mobile | Copyright 2020 | App Annie
Share of Consumer Spend by Gaming Genres in 2019
Note: Genre breakdown among top 100 Games by consumer
spend, Combined iOS and Google Play
Core Games Made Up 76%
of Spend, Echoing the
Growing Shift Towards Core
Gaming in Western Markets
Core RPG, Strategy and Action Games combined made
up over half of consumer spend in key APAC markets —
such as China, Japan and South Korea.
Core Games enage gamers deeply, leveraging extensive
customization, competitive online play, and season pass
membership to cultivate stickiness. The #1 Core Game by
consumer spend in 2019 was Fate/Grand Order, an RPG.
Only 1% of time spent was in Casino Games, yet they
accounted for 6% of total spend. Coin Master was the #1
Casino Game in 2019 by consumer spend and was
particularly popular in the US, UK and Germany.
MOBILE GAMING
Core
Casual
Casino
18%
6%
76%
RPG
38%
Strategy
17%
Core - Others
21%
Puzzle
13%
Simulation
3%
Casual - Other
2%
Traditional
5%
Casino - Hybrid / Other
1%
17
State of Mobile | Copyright 2020 | App Annie
Companies Increased
Spend on Branding Ad
Campaigns in Games
MOBILE GAMING
Games have historically been used for performance advertising,
but companies are increasingly running branding campaigns in
mobile games.
In November 2019, for every dollar a brand DSP spent on
MoPub’s exchange, about 74 cents went to a gaming publisher
— a 19% increase year over year.
One major factor that makes gaming inventory effective for
brands is that it offers engaging formats like full screen video.
On MoPub’s exchange, the average rewarded video completion
rate in games was 93% in November 2019. MoPub has seen
brand spend increase on video by approximately 180% year
over year in November 2019.
Note: Source is MoPub; Brand DSPs as determined by MoPub (aka
omni-channel DSPs) run the majority of their campaigns with a focus on
meeting branding or brand performance KPIs
Nov 2018 Nov 2019
$1.00
$0.80
$0.60
$0.40
$0B
$0.20
Cents of Every Dollar Spent
Distribution of Brand DSP Spend on MoPub’s Exchange
+19%
$0.62
$0.74
Spend in
Non-Gaming Apps
Spend in Gaming
Apps
"A common misconception in mobile in-app gaming is that the audience skews
younger, meaning they don't possess any major buying power. The reality is that
people across diverse demographics (both men and women of assorted ages) are
playing games on their phones. According to our data, gaming ARPDAU was at least
2.5 times higher than any other vertical in November 2019. This is a signal that the
gaming user is becoming more valuable to both advertisers and publishers.
Nayef Hijazi, Head of Product Marketing, MoPub
18
State of Mobile | Copyright 2020 | App Annie
Note: iPhone only for China. Top games made up of top 20 Games that were first
released within 2019 by Combined iOS and Google Play Consumer Spend
Distribution of ARPU Among 2019 Releases
Top 20 Games by Consumer Spend
#1 App by Monthly
ARPU in Select
Market
South
Korea
Japan China Canada
United
Kingdom
United
States
Germany France Russia Brazil Indonesia India
Indexed ARPU
South Korea Saw
Highest ARPU Among
2019 Game Releases
MOBILE GAMING
Among the markets analyzed, South Korea led in
terms of Average Revenue Per User (ARPU) among
newly released games in 2019, followed by Japan
and China.
Game of Thrones Slots Casino ranked #1 in Canada
for ARPU and was the only Casino Game to claim a
#1 rank among the countries analyzed.
Perfect World, an Action RPG Core Game was the #1
game released in 2019 by ARPU among the
countries analyzed.
Sea Game: Mega Carrier, a Battle Core Game, saw
the highest ARPU among new releases in the United
States in 2019.
100
75
50
0
25
19
State of Mobile | Copyright 2020 | App Annie
2019
2018
2017
Note: Consumer spend is in USD. Combined iOS and Google Play
200 400 600 800 1000 1200
>$5M
More Games Than
Ever Before Surpassed
$5M in Annual
Consumer Spend
Mobile gaming is the leading gaming platform
worldwide by consumer spend, and opportunities are
continuing to expand in the sector — it is not a market
limited to incumbents or the biggest players.
17% more games surpassed an annual consumer
spend of $5 million USD in 2019 versus 2017.
The number of games that exceeded $100M annual
consumer spend saw an incredible 59% growth in
2019 compared to two years prior.
MOBILE GAMING
339 236 173 123 88
359 266 171 143
116
372 283 183 143 140 1121
1055
959
>$10M
>$20M
>$40M
— >$100M
Number of Games Exceeding $5M in Global Annual Consumer Spend Benchmarks
20
State of Mobile | Copyright 2020 | App Annie
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
Run Race 3D Mario Kart Tour Killing Virus Mario Kart Tour Color Bump 3D Carrom Pool Free Fire Mario Kart Tour Color Bump 3D Brawl Stars Mario Kart Tour Mario Kart Tour
2
Call of Duty:
Mobile
Call of Duty:
Mobile
Drift Race 3D Call of Duty:
Mobile
Mario Kart Tour Free Fire Stack Ball Roller Splat Brawl Stars Archero Color Bump 3D Color Bump 3D
3
Color Bump 3D Color Bump 3D Knife.io Run Race 3D Coin Master PUBG MOBILE Fun Race 3D Call of Duty:
Mobile
Run Race 3D aquapark.io aquapark.io Call of Duty:
Mobile
4
Stack Ball aquapark.io CrazyRacing
KartRider
Fun Race 3D Run Race 3D Fun Race 3D Higgs Domino
Island
aquapark.io Words Of Wonders Color Bump 3D Coin Master aquapark.io
5
Fun Race 3D Traffic Run My Home - Design
Dreams
Brawl Stars aquapark.io Sand Balls Tiles Hop: EDM
Rush
Color Bump 3D Fun Race 3D Crowd City Traffic Run Run Race 3D
Year-over-Year Growth in iOS & Google Play Downloads
Breakout Games of 2019: Downloads
MOBILE GAMING
21
State of Mobile | Copyright 2020 | App Annie
MOBILE GAMING
Breakout Games of 2019: Consumer Spend
Year-over-Year Growth in iOS & Google Play Consumer Spend
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
Free Fire Rise of Kingdoms Game For Peace Brawl Stars Coin Master PUBG MOBILE Free Fire Dragon Quest
Walk
Game of Sultans Blade & Soul:
Revolution
Coin Master Coin Master
2
Brawl Stars PUBG MOBILE Perfect World Clash of Clans Brawl Stars Free Fire PUBG MOBILE Romancing Saga
Reuniverse
Hero Wars Brawl Stars ROBLOX PUBG MOBILE
3
Ragnarok M :
Eternal Love
Homescapes Arknights AFK Arena AFK Arena Coin Master Game of Sultans Black Desert Empires & Puzzles Lineage 2 Star Trek Fleet
Command
Matchington
Mansion
4
Saint Seiya :
Awakening
AFK Arena CrazyRacing
KartRider
Rise of Kingdoms PUBG MOBILE Rise of Kingdoms Ragnarok M :
Eternal Love
Professional
Baseball Spirits A
Brawl Stars Langrisser Rise of Kingdoms Homescapes
5
PUBG MOBILE Star Trek Fleet
Command
Sangokushi
Strategy
Saint Seiya :
Awakening
Rise of Kingdoms Last Shelter:
Survival
Rise of Kingdoms Mafia City PUBG MOBILE Rise of Kingdoms Merge Dragons Game of Thrones:
Conquest
22
State of Mobile | Copyright 2020 | App Annie
Note: Android phones; Growth rate for China is year-over-year
Globally, Consumers Are
Migrating More of Their
Financial Activities to Mobile
Globally, consumers accessed Finance apps over 1 trillion
times in 2019, up 100% from 2017. From stock management to
mobile banking to payment apps, this showcases mobile’s
central role in managing our daily finances.
Loyalty and referral programs can help cultivate deeper
engagement in finance apps. Citi reported 83% of consumers
— and 94% of millennials — are more likely to participate in a
loyalty program if it’s on mobile.
Both Apple and Google have both recognized the power of
mobile as our financial hub, with Google offering checking
accounts and Apple offering a credit card.
FINANCE
500B
China
100B
>>
0B
50B
India
Brazil
United States
South Korea
Russia
Japan
Germany
United Kingdom
France
Canada
Indonesia
Total Sessions in Finance Apps in Select Markets
22
2017 2018 2019
"Grab has become a multi-services platform offering transport, food and payments
services with 45% of Grab users using two or more services. We are aiming to serve the
region’s rising middle class, which is mobile-savvy and craves digital services. We started
offering e-healthcare services in Indonesia in Dec 2019 and are making a deeper push into
financial services such as insurance, wealth management and micro-loans to consumers
and small and medium-sized businesses. This accelerates financial inclusion, ensuring
that everyone benefits from the rise of the digital economy."
23
State of Mobile | Copyright 2020 | App Annie
Note: Combined iPhone and Android phones: Average of Top 10 Apps by MAU
Growth in Average MAU From 2018 to 2019
Traditional Banking Apps vs. Fintech Apps
Growth in Average MAU
Indonesia Japan Russia India Brazil France
Germany
United
States
United
Kingdom
South
Korea
Canada
China
User Base Growth of Top
Fintech Apps Topped
Traditional Banking Apps
Globally, the average MAU of top 10 Fintech apps grew
20% year over year in 2019, while Banking MAU grew
15%. While Banking apps tend to have higher existing
user bases, this illustrates Fintech’s disruption — enabled
and accelerated by mobile — of traditional banking
services.
The key to mobile is ease, accessibility and simplicity.
Features like face or finger recognition streamline the
user journey. This underscores why companies can’t port
over an existing experience to mobile. Mobile requires
deliberate planning to meet consumers’ expectations.
After all, a good mobile experience can make trading
stock or transferring money as fun as leveling up in a
game or as engaging as social media.
FINANCE
50%
200%
100%
0%
150%
Banking Fintech
24
State of Mobile | Copyright 2020 | App Annie
Note: Android phones: Average of Top 10 Apps by MAU
Average Weekly Sessions Per User in Top 10 Wallet Apps
Banks vs Fintechs, 2019
Average Weekly Sessions Per User
Indonesia
Brazil France Germany Canada Russia United
Kingdom
South
Korea
United
States
India China Japan
Globally, Money Is Left
on the Table for Wallet
Apps by Banks, but This
Varies by Market
Globally, wallet apps by fintech companies engaged
users one more time per user each week than wallet
apps by traditional banks. This indicates an additional
52 sessions per year for users of wallets apps by
fintechs, representing millions of potential
transactions each year flowing through fintech
companies instead of banks.
However, in Indonesia, Brazil, France, Germany,
Canada, Russia, and the UK, wallet apps by
traditional banks saw far greater engagement per
user than wallet apps by their fintech counterparts —
an important market distinction.
In China and South Korea, cryptocurrency exchange
wallets such as UpBit, Binance, Bithumb helped drive
strong engagement.
FINANCE
5
10
0
15
Worldwide Fintech
Worldwide Banking
Banking Fintech
25
State of Mobile | Copyright 2020 | App Annie
Note: Breakout app determined by absolute growth in downloads from 2018 to
2019 in each market; PC Financial saw the greatest year-over-year growth in
downloads in Canada but grew from a base of 0, having launched in 2019
0% 100% 200% 300% 400% 500% 600% 700% >> 9000%
Fintech Apps Dominated
the Breakout Finance
Apps of 2019
Breakout Finance apps saw the greatest
year-over-year increase in absolute downloads.
While some maintained high levels of downloads
from the previous year, many also boasted
impressive growth rates year over year.
Postbank BestSign — an additional security app for
Postbank — grew 9,300% year over year in
downloads in Germany after a December 2018
launch, emphasizing mobile’s ability to provide not
only increased access to sensitive information, but
additional methods to keep it secure.
PC Financial also saw phenomenal growth in
downloads. The app launched in Feb 2019, which is
why the growth rate isn’t featured in the chart.
Tez — Google Pay in India — had a breakout year,
adding 36 million new downloads — 50% growth
year over year.
FINANCE
PC Financial (CA)
Postbank BestSign (DE)
PayPay (JP)
NH Smart Banking (KR)
DANA (ID)
China Individual Income Tax (CN)
Monzo (UK)
Nubank (Brazil)
Google Pay (FR)
Google Pay (RU)
Tez (IN)
Cash App (US)
Year-Over-Year Growth of 2019 Downloads
Among #1 Breakout Finance App by Market
800%
26
State of Mobile | Copyright 2020 | App Annie
Year-over-Year Growth in iOS & Google Play Downloads
Breakout Finance Apps of 2019
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
Nubank PC Financial China Individual
Income Tax
Google Pay Postbank BestSign Tez DANA PayPay Google Pay NH Smart Banking Monzo Cash App
2
FGTS Scotiabank JD Finance Bankin’ S-pushTAN CashBean OVO d Payment Налоги ФЛ i-ONE Bank Virgin Money
Credit Card
Zelle
3
PicPay Credit Karma
Canada
Gome easecard
(国美易卡)
Lydia S-ID-Check KreditBee KreditQ AEON WALLET Tinkoff Woori WON
Banking
Starling Bank Venmo
4
CAIXA Borrowell Huanbei Loan
(还呗-享借)
PayPal VR-SecureGo PhonePe Rupiah Cepat Rakuten Pay Sovcombank
(Совкомбанк —
Халва)
Hometax Revolut Chime - Mobile
Banking
5
MercadoPago PayPal Xiaomi Loan
(小米借条)
NUMBER26 comdirect
photoTAN App
YONO SBI Kredit Pintar LINE Pay Pochta Bank
(Почта Банк)
KakaoPay Google Pay Experian
FINANCE
27
State of Mobile | Copyright 2020 | App Annie
Note: Android phones
Growth in Time Spent in Shopping Apps
2018 - 2019
Indonesia India Brazil Russia China France
United
States
Japan Canada Germany
South
Korea
United
Kingdom
Shoppers Turn to
Mobile for Research,
Consideration,
Purchase and Loyalty
Increased time spent in Shopping apps is driven by
both growing user bases and increased engagement.
Global Shopping app downloads grew 20% from 2018
to 2019 to over 5.4 billion, an indication of strong
demand.
Time spent in Shopping apps in Indonesia grew 70%
from 2018 to 2019 — highest among markets analyzed.
With more companies adopting mobile platforms and
experiences for their users, businesses are enhancing
mobile experiences to streamline usability,
personalization and services offered.
RETAIL
20%
80%
40%
0%
60%
28
State of Mobile | Copyright 2020 | App Annie
Correlation of Quarterly Retail Trade Sales and Time Spent in Retail Apps
Q1 2017 – Q3 2019 | United States
Total Hours Spent in Retail Apps
Retail Trade Sales (Trillions)
Time Spent in
Shopping Apps Drives
Online and In-Store
Conversions
Mobile is a critical avenue for omni-channel
growth. It’s not just about converting through the
mobile app, it’s about mobile driving research and
consideration, and facilitating fulfillment — such as
through in-store pickup and tracking of packages.
The strong correlation (r-value of 0.94) between
total retail sales (online and in-store) and time
spent in Shopping apps indicates that not only are
consumers turning to mobile to shop, but retailers
are enhancing mobile experiences to better serve
all phases of the buying journey — whether a user
is browsing, checking out, facilitating pickup, or
tracking their purchase.
RETAIL
Source: US Census and App Annie
Note: Android phones: Average of Top 10 Shopping Apps
(Digital-First, Bricks-and-Clicks, Peer-to-Peer
Marketplaces) by MAU
r = 0.94
$1.2T
$1.4T
$1.28T
$1.32T
$1.36T
$1.24T
200M 300M 400M 500M 600M 700M
29
State of Mobile | Copyright 2020 | App Annie
Growth in Engagement of Shopping Apps From 2018 to 2019
Digital-First vs. Bricks-and-Clicks Apps
Note: Android phones: Average of Top 5 Apps by MAU
Growth In Total Sessions (2018 vs 2019)
UK
US
KR
FR
CA
DE
BR
DE
IN
ID
RU
JP
US
BR
CA
FR
UK
IN
RU
JP
ID
KR
CN
CN
Brick-and-Mortar
Retailers Made Strong
Gains in Mobile
Engagement
Bricks-and-Clicks apps saw strong gains in total sessions
year over year, often out-pacing Digital-First apps in their
respective markets, a notable change from past years.
However, among markets analyzed, Digital-First apps still
had up to 3.2x more average monthly sessions per user
than Bricks-and-Clicks apps in 2019.
Mobile is central to growing retail businesses in 2020 —
for both Brick-and-Mortar and E-Commerce brands. In Q3
2019, Nike’s digital business grew 42% — driven by
mobile and app experiences.
Nike has also focused on innovative app features that
enhance the in-store experience, including product
reservations and foot scanning technology to give
shoppers an accurate shoe size.
RETAIL
Average Monthly Sessions Per User
0%
250%
100%
150%
200%
50%
10
20
30
40
50
60
Digital-First
Bricks-and-Clicks
30
State of Mobile | Copyright 2020 | App Annie
$38.4B
Spent globally in 24 hours on
Alibabas Singles Day 2019;
mobile drove the lion’s share
More Mobile Shopping
Than Ever Before
$38.4B
Spent globally in 24 hours on
Alibaba’s Singles Day 2019.
Mobile drove the lion’s share
2.5B
Hours Spent globally in the
weeks of Black Friday, Cyber
Monday and the two weeks after
on Android phones, up 40% yoy
$33.1B
Spent on mobile in the US from
Nov 1 - Dec 2, 2019; representing
40% of all online sales
RETAIL
RETAIL
Note: Worldwide time spent figure excludes China
31
State of Mobile | Copyright 2020 | App Annie
Year-over-Year Growth in Total Sessions on Android Phones Among Shopping Apps
Breakout Retail Apps of 2019
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
MercadoLibre Amazon Pinduoduo Vinted eBay Amazon Shopee Amazon Avito Coupang Amazon Amazon
2
Americanas PC Plus Jingdong Leboncoin Amazon Flipkart Tokopedia Mercari AliExpress Danggeun Market HotUKDeals eBay
3
Magazine Luiza Flipp Xianyu Amazon Slidejoy Paytm Lazada Rakuten Ichiba Wildberries AliExpress ASDA AliExpress
4
AliExpress ZXing Team
Barcode Scanner
Taojiji Dealabs Vinted Myntra Bukalapak - Jual
Beli Online
Rakuma OZON.ru TMON Tesco Clubcard Walmart Grocery
5
Wish Stocard Mengtui Stocard idealo Price
Comparison
Club Factory Tokopedia Seller
App
d POINT Russian Post WEMAKECHECK
(위메프체크)
Boots Walmart
RETAIL
32
State of Mobile | Copyright 2020 | App Annie
Growth in Sessions in Entertainment Apps
2017 - 2019
India France Japan
Indonesia United
Kingdom
Canada
Brazil
Germany
United
States
Russia China* South
Korea
Consumers Choose the
Small Screen: Mobile Is
Our Go-To Device for
Entertainment
Globally, consumers spent 50% more sessions in
Entertainment apps in 2019 than in 2017.
The ever-growing adoption of video streaming apps
on mobile devices to watch movies, TV shows, and live
events on-demand helped bolster demand for
Entertainment apps.
High quality streaming, growth in user-generated
content, and offline mode becoming standardized were
industry advancements that helped tip the scales from
screen size to on-the-go viewing.
Competition in the video streaming space will bolster
better user experiences to drive growth in downloads,
usage and revenue, and ultimately lead to partnerships
and consolidation to win the wallets of consumers long
term.
STREAMING
80%
20%
40%
60%
0%
Note: Android phones
*China’s growth rate is from 2018 to 2019
100%
33
State of Mobile | Copyright 2020 | App Annie
Percent of Netflix Users Who Also Use…
iPhone, US, 2019
TikTok and Disney+
Carve Into Crowded US
Video Streaming Market
The entrance of Disney+ into the video streaming space
— with Netflix, Amazon Prime Video and HBO NOW as
incumbents, AppleTV+ as a new entrant, and HBO Max
and NBCUniversal’s Peacock set to launch in 2020 —
has dialed up competition.
Nearly 25% of Netflixs iPhone users also used Disney+
in Q4 2019, its highest overlap of users among top video
streaming apps in the US.
TikTok saw the greatest 2-year growth in cross-app
usage of Netflix at over 135%, indicating that competition
in the video streaming space is heating up not only by
traditional companies launching standalone streaming
services, but from social media companies carving new
mobile-first consumption pathways.
STREAMING
40%
10%
20%
30%
0%
Cross-App Usage
160%
20%
80%
100%
0%
40%
60%
120%
Two-Year Growth in Cross-App Usage
Note: Disney+ launched in Nov 2019, data is for Nov - Dec 2019
Disney+
Amazon Prime
Video
Hulu TikTok
HBO NOWTwitch
2017
25% of
Netflix’s users
also used
Disney+
2018 2019
140%
34
State of Mobile | Copyright 2020 | App Annie
YouTube Music Used
Cross-Promotion to
Attract 77M Active Users
YouTube Music saw 980% growth in worldwide
active users from Dec 2017 to Dec 2019.
Cross-promotion across other properties (e.g.
YouTube) helped grow the user base — along
with strategic global expansion.
YouTube Music focuses heavily on music
discovery, including recommendations and
playlists based on location, taste, and time of
day.
On Android phones in the US, YouTube Music
skewed male at 70% of its user base, 1.3x more
than Pandora and and 1.2x more than Spotify.
STREAMING
YouTube Music’s Growth in Smartphone User Base
Rest of World
United States
India
Brazil
Mexico
Thailand
Indonesia
Japan
Ukraine
Russia
80M
20M
40M
60M
0M
MAU
Note: Combined iPhones and Android phones
Dec 2017 Jun 2018 Dec 2018Mar 2018 Sep 2018 Mar 2019 Jun 2019 Dec 2019Sep 2019
35
State of Mobile | Copyright 2020 | App Annie
Year-over-Year Growth in Time Spent on Android Phones Among Entertainment or Video Players & Editors
Breakout Video Streaming Apps of 2019
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
Netflix Netflix Xigua Video Netflix Netflix MX Player YouTube Go Amazon Prime
Video
MX Player Netflix Netflix Hulu
2
YouTube Go Amazon Prime
Video
Baidu Haokan SFR TV Amazon Prime
Video
Hotstar MX Player TVer Twitch BuzzVideo Amazon Prime
Video
Amazon Prime
Video
3
Amazon Prime
Video
MX Player Zhongzhong
Community (种种
社区)
Molotov TV NOW Netflix Viu Netflix ivi.ru pooq BBC News ESPN
4
Globo Play Crave iQiyi PPS Amazon Prime
Video
waipu.tv Amazon Prime
Video
Netflix GyaO MegaFon.TV Twitch BBC iPlayer Netflix
5
Viki Viki Sohu TV Twitch Joyn | deine
Streaming App
JioTV YouTube Kids AbemaTV YouTube Kids tving Sky Go Pluto.tv
STREAMING
36
State of Mobile | Copyright 2020 | App Annie
Note: Android phones, Worldwide excluding China
50% of Time Spent on Mobile
Is in Social and Comms
Social and Comms was a first-mover industry to mobile.
Because of this, it is a relatively mature industry with
ingrained app habits.
Yet, due to innovation in the space and mobile’s
increasing importance in our daily lives — as both a
source for communication and for entertainment —
consumers are still downloading (9.5 billion in 2019
alone) and spending 25% more time in Social and
Comms apps worldwide in 2019 versus 2017.
Socials apps — particularly those popular with Gen Z —
are blurring the lines with Entertainment apps. Snapchat
prioritized innovating for Gen Z, capitalizing on this
generation’s “Fear of Missing Out” (FOMO) with
disappearing messages, pioneering the “Stories” feature
later adopted by other top social apps, as well as
Augmented Reality and branded filters.
SOCIAL
Global Hours Spent on Mobile by Category
1.8T
0.6T
0.9T
1.5T
0T
0.3T
1.3T
2016 2017 2018 2019
Other
Games
Video and Entertainment
Social and Comms
56%
13%
11%
9%
9%
9%
20%
19%
19%
19%
56%
53%
50%
16%
20%
21%
37
State of Mobile | Copyright 2020 | App Annie
+305%
+65%
+265%
+265%
Fragmentation and
Specialization in Social
Market as Niche Apps
Fill a Market Void
SOCIAL
Looking at examples in India and the US,
hyper-local Social apps have grown in demand
as consumers look for smaller circles to
complement social media behemoths like
Facebook.
Nextdoor in the US offers one specific use case
of Facebook carved out into a niche app. The
app has grown 65% from Dec 2017 to Dec 2019
among smartphone users in the US, an
indication of appetite in the market for more
specialized and localized social networking.
Growth in Smartphone Usage Penetration of Specialized Social Apps
Dec 2017 Jun 2018 Dec 2018Mar 2018 Sep 2018 Mar 2019 Jun 2019 Dec 2019
10%
2%
6%
8%
0%
4%
ShareChat - India
Nextdoor - US
Ring - Always Home - US
UrbanClap - India
Sep 2019
Note: Combined iPhones and Android phones
38
State of Mobile | Copyright 2020 | App Annie
Growth in Hours Spent in TikTok Outside of China
Note: Android phones
TikTok Tidal Wave:
Time Spent Exceeded
68B Hours in 2019
TikTok has grown to become both a social networking
app and a source of entertainment, showcasing short,
user-generated videos, often featuring lip-syncing or
comedy. Musician Lil Nas X’s “Old Town Road” started
as a meme on TikTok and went viral on the platform,
landing at #1 and breaking Billboard Hot 100 records.
Global time spent in TikTok grew 210% year over year in
2019, both from expanding user bases and increasing
time spent per user. TikTok’s advertising platform
positions this engaged and growing audience for
brands to reach through videos designed to show value
and entertain.
8 of every 10 minutes spent in TikTok in 2019 were by
users in China, but the app’s usage has also
skyrocketed in other markets.
SOCIAL
1.6B
0B
0.4B
1.2B
India
Rest of World
Pakistan
United States
Russia
Vietnam
Turkey
Indonesia
Egypt
Dec 2017 Jun 2018 Dec 2018Mar 2018 Sep 2018 Mar 2019 Jun 2019 Dec 2019Sep 2019
0.8B
39
State of Mobile | Copyright 2020 | App Annie
Year-over-Year Growth in iOS & Google Play Downloads
Breakout Social Apps of 2019
Brazil Canada China France Germany India Indonesia Japan Russia South Korea United Kingdom United States
1
WhatsApp
Business
TikTok Duoshan F3 Opera Browser TikTok MiChat Snapchat GetContact Snapchat YOLO: Q&A YOLO: Q&A
2
Status Saver YOLO: Q&A Spot - Your Inner
Circle
21 Buttons Beer With Me Helo - Share Your
Life
WhatsApp
Business
Zenly My Tele2 Puffin Web
Browser
TikTok TikTok
3
Snapchat Messenger Kids Weli Plato: Find Fun Ecosia Browser Hago Tantan Pinterest F3 Zenly Tellonym Life360 Family
Locator
4
Telegram Hily Oasis (绿) Hily Tantan VMate SHAREit InControl:
Followers Tracker
Pinterest WAVE - Video
Chat Playground
Hily Hily
5
Hago Wishbone Bi Xin (比心) Orange Phone Azar WhatsApp
Business
Yome Live Questionbox Zenly Tubecash
(튜브캐시)
Wishbone Profoundly:
Anonymous Chats
SOCIAL
40
State of Mobile | Copyright 2020 | App Annie
INDUSTRIES IN MOBILE TRANSFORMATION
Ride-Sharing Apps See
Strong Growth in Total
Rides in 2019
Ride-sharing apps saw strong growth in
sessions in most markets analyzed, with South
Korea being the main outlier.
UK is the most concentrated market among
those analyzed. It will be interesting to see if the
November 2019 licensing changes in London
will impact this in 2020.
As sessions continue to grow, more mobility
options proliferate. Some come from larger
players looking to diversity (e.g. JUMP by Uber),
while others are focusing solely on a sub
category such as scooter-sharing (e.g Bird).
Ride-Sharing App Sessions
Opportunity Analysis in Key Markets
Total Sessions Growth 2018 to 2019
20%
40%
80%
0%
100%
-20%
60%
High GrowthLow Growth
More Concentrated Less Concentrated
Note: Herfindahl-Hirschman Index – relative concentration of sessions.
Each circle represents one market. The closer to 1 on the x-axis, the more concentrated the ride-share category
in that market. In the chart above, the UK is the most concentrated market, while Germany is the least.
Sessions Growth is on Android phones; Analysis Among top 5 Ride-Sharing apps by average MAU
Session Distribution (HH Index)
1
0.8 0.6 0.4 0.2 0
Japan
Brazil
United Kingdom
United States
South Korea
France
Germany
Total 2019
Sessions
41
State of Mobile | Copyright 2020 | App Annie
Note: Android phones
INDUSTRIES IN MOBILE TRANSFORMATION
Fast Food and Food Delivery
Apps Upend Restaurant
Industry
The US restaurant industry is forecast to hit $1.2 Trillion in sales
by 2030. As of 2019, 60% of sales are off-premise (drive-thru,
delivery and carryout), and these are set to drive 80% of the
industry’s growth by 2025.
Much of this demand is funneled through delivery apps. Globally,
outside of China, sessions in Food and Drink apps grew 240%
from 2017 to 2019 and 105% year over year. In response to this
demand for food delivery, delivery-only ‘ghost kitchenshave
emerged — evidence of restructuring in the industry.
The food delivery market is highly competitive, and companies
are innovating to stay ahead. Uber Eats and Postmates both
launched group ordering features in 2019.
GrubHub had a standout year — seeing 55% growth in US
downloads year over year.
Germany’s Delivery Hero expands to APAC with $4B deal to buy
South Korea’s Woowa, a signal of market consolidation.
Growth of Use of Food and Drink Apps
2017 to 2019
Growth in Total Sessions
Total Sessions in 2019
100%
200%
300%
400%
5B
10B
50B
US
ID
UK
JP
DE
KR
BR
CA
RU
FR
IN
0%
>>
US
500%
42
State of Mobile | Copyright 2020 | App Annie
INDUSTRIES IN MOBILE TRANSFORMATION
Consumers Spent
Over $2.2B in Dating
Apps, 2x As Much As
in 2017
Tinder dominates for global consumer spend in
dating apps. Tinder was the 2nd highest
non-gaming app for consumer spend over the last
decade, seeing strong success from in-app
subscriptions.
While the most popular dating apps are still
growing, companies are also growing by creating a
portfolio of apps that cater to a variety of dating
interests, as opposed to trying to fit all needs in
one app, such as JSwipe, Single Parent Meet,
Chispa, and OurTime.
100% 200% 300% 400% 700%500% 600% 800%
>>
70000%
900%1000% 1100%
Note: Consumer spend is combined iOS and Google Play
hily launched in 2018; 2018 - 2019 growth rate shown
Tinder
Bumble
Azar
Badoo
Pairs
Tantan
Grindr
tapple
Hily
Match.com
#1
#2
#3
#4
#5
#6
#7
#8
#9
#10
Rank by
Consumer
Spend
Growth in 2019’s Top Dating Apps by Global Consumer Spend
Two-Year Growth
43
State of Mobile | Copyright 2020 | App Annie
Note: Sports apps on Android phones, excluding China
INDUSTRIES IN MOBILE TRANSFORMATION
Consumers Turned to
Mobile to Stream Their
Favorite Sports Matches
Globally, time spent in sports apps has grown 30% from
2017 to 2019.
However, during the same time period, total megabytes
used has grown 80%. This indicates that sports fans are
increasingly turning to mobile to stream matches —
whether from a connected device casting to a TV or
on-the-go from their always-on device: their smartphone.
In the US, ESPN and MLB.com at Bat were the top two
sports streaming apps, respectively, by time spent on
Android phones in 2019. In the UK, the top two were BBC
Sport and Sky Sports, and in Japan the top two were
Sports Navi and DAZN.
5G stands to lead to advancements in augmented sports
viewing in 2020 and the years to come.
2014 2015 2016 20192017 2018
5B
4B
3B
2B
1B
Total Hours
800B
600B
500B
300B
200B
700B
400B
100B
Total Megabytes (MB)
Global Growth in Mobile Sports Streaming
44
State of Mobile | Copyright 2020 | App Annie
Globally, consumers spent $1.5B in Health and Fitness apps in
2019. Mobile offers new pathways to meal planning, training
regimes, exercise tracking and wellness and meditation —
carving into the time and money spent at the gym.
Growth in engagement and spend were strongest in APAC
among markets analyzed. Consumers in China spent 330%
more in Health and Fitness apps and in South Korea, 570%
more time in them from 2017 to 2019.
Cashwalk, a pedometer app, saw incredible growth in time
spent in Korea at 175% year over year.
Note: Android phones, Worldwide excluding China
INDUSTRIES IN MOBILE TRANSFORMATION
Consumers Spent 130% More
Money in Health and Fitness
Apps in 2019 vs 2017
0% 50% 100% 150%
200% 600%
Growth in Hours Spent
>>
Growth in Consumer Spend
50%
100%
150%
200%
0%
250%
Growth in Engagement and Spend in Health and Fitness Apps
2017 to 2019
JP
RU
US
IN
KR
FR
ID
WW
DE
UK
BR
CA
"We’re excited to see continued growth success through improvements to our
in-app promotion from free to paid. App Annie has helped us understand the
competitive landscape so we can confidently ratchet monetization without
sacrificing market position. We’re also excited by our paid acquisition success in
international markets and out of home campaigns."
Patrick Wetherille VP Growth, Lose It!
300%
45
State of Mobile | Copyright 2020 | App Annie
1 WhatsApp Messenger
Facebook
1 PUBG MOBILE Tencent
2 Facebook
Facebook
2 Candy Crush Saga Activision Blizzard
3 Facebook Messenger
Facebook
3 Honour of Kings Tencent
4 WeChat
Tencent
4 Anipop Happy Elements
5 Instagram
Facebook
5 Game For Peace Tencent
6 TikTok
ByteDance
6 Clash of Clans Supercell
7 Alipay
Ant Financial Services Group
7 Pokémon GO Niantic
8 QQ
Tencent
8 Subway Surfers Kiloo
9 Taobao
Alibaba Group
9 Clash Royale Supercell
10 Baidu
Baidu
10 Free Fire Sea
Top Apps
Combined iPhone and Android Phone monthly active users
Top Games
WORLDWIDE RANKINGS
Worldwide Monthly Active Users in 2019
46
State of Mobile | Copyright 2020 | App Annie
1
Facebook
Messenger
Facebook
Free Fire
Sea
Google United States Voodoo France
2 Facebook
Facebook
PUBG MOBILE
Tencent
Facebook United States Good Job Games Turkey
3
WhatsApp
Messenger
Facebook
Subway Surfers
Kiloo
ByteDance China SayGames Belarus
4 TikTok
ByteDance
Color Bump 3D
Good Job Games
Alibaba Group China Outfit7 Cyprus
5 Instagram
Facebook
Fun Race 3D
Good Job Games
Microsoft United States Playgendary Germany
6 SHAREit
SHAREit
My Talking Tom 2
Outfit7
YY Inc China AppLovin United States
7 Likee
YY Inc
Run Race 3D
Good Job Games
Tencent China Crazy Labs Israel
8 Snapchat
Snap
Homescapes
Playrix
Amazon United States Miniclip Switzerland
9 Netflix
Netflix
Call of Duty: Mobile
Activision Blizzard
InShot Inc China BabyBus China
10 Spotify
Spotify
Stack Ball
Azur Interactive Games
Snap United States Tencent China
Worldwide Downloads in 2019
Top Games CompaniesTop App Companies
Top Apps Top Games
Combined iOS and Google Play
WORLDWIDE RANKINGS
47
State of Mobile | Copyright 2020 | App Annie
1 Tinder
InterActiveCorp
(IAC)
Fate/Grand Order
Sony
InterActiveCorp
(IAC)
United States Tencent China
2 Netflix
Netflix
Honour of Kings
Tencent
Tencent China NetEase China
3 Tencent Video
Tencent
Candy Crush Saga
Activision Blizzard
Google United States Activision Blizzard United States
4 iQIYI
Baidu
Monster Strike
mixi
Netflix United States Supercell Finland
5 YouTube
Google
Pokémon GO
Niantic
Baidu China BANDAI NAMCO Japan
6 Pandora Music
SIRIUS XM Radio
Lineage M
NCSOFT
LINE Japan Netmarble South Korea
7 LINE
LINE
Fantasy Westward Journey
NetEase
SIRIUS XM
Radio
United States Playrix Ireland
8 LINE Manga
LINE
Clash of Clans
Supercell
Disney United States Sony Japan
9 Youku
Alibaba Group
PUBG MOBILE
Tencent
AT&T United States Playtika Israel
10 Google One
Google
Dragon Ball Z Dokkan Battle
BANDAI NAMCO
Badoo United Kingdom Zynga United States
Top Games CompaniesTop App Companies
Top Apps Top Games
Combined iOS and Google Play
WORLDWIDE RANKINGS
Worldwide Consumer Spend in 2019
48
State of Mobile | Copyright 2020 | App Annie
Discover New
Mobile Trends and
Insights for 2020
2020 State of Mobile:
2019 Country-Level Ranking Tables: Top Apps and Companies by
Downloads, Active Users and Consumer Spend
2020 State of Mobile Report Summary
5 Things You Need to Know for a Successful 2020 on Mobile
A Look Back At the Top Apps & Games of the Decade
Mobile Analysis and Insights:
appannie.com/insights
Report methodology and updates are available here.
49
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