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Non-game app revenue on the US App Store accounts for a high percentage

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international_ In Q2 2022, US user spending in non-game mobile apps surpassed spending on mobile games.

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This resulted in a higher total revenue generated by non-games during the quarter, reaching about $3.4 billion on the US App Store, compared with $3.3 billion spent on mobile games. .

After the change in May 2022, 50.3% of spending came from non-game apps by June 2022, according to new findings in a report from SensorTower. By comparison, games accounted for more than two-thirds of all spending on the US App Store five years ago.

The chart reflects spending in the US.

The chart reflects spending in the US.

However, this trend is limited to the US App Store and does not appear on Google Play. In Q2, games accounted for $2.3 billion in consumer spending on Google Play in the US, while non-game apps accounted for about $1 billion.

This shift in the US apps market is the most important finding in the new report and shows how successful Apple has been in creating a subscription economy that allows more apps to generate revenue. significantly.

New data also supports this, as it shows it’s not just the biggest players that are benefiting from subscription revenue growth. In Q2 2022, 400 apps generated more than $1 million in consumer spending on the US App Store, eight times the total from the same period in 2016.

Additionally, 61 non-game apps on the US App Store generated at least $10 million in US user spending in Q2 2022, more than non-game apps generated. over $1 million in revenue in Q2 2016.

Several non-game apps also topped $50 million in quarterly spending including YouTube, HBO Max, TikTok, Tinder, Disney+, Hulu, and Bumble.

This trend is a dramatic reversal from what mobile app spend was like just a few years ago. For example, in 2019 and early 2020, the growth in spending on mobile games was consistently higher than in non-game spending. Then, spending on games picked up again at the start of the COVID-19 pandemic. But by the end of 2020, non-game growth has caught up, and the gap widens in 2021.

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