App Usage Statistics

Goals

The percentage or number of registered app users who become paying or active users, and how many of those paying and active users had a valuable interaction with the app within a week of registering.

Early Findings

  • In 2017, about 178 billions apps were downloaded. Of these apps, games accounted for 24.9% with business apps being a distant second at 9.78%.
  • A study by App Annie revealed that users of Apple devices are more likely to pay for apps than Android users.
  • According to Forbes, typically, it takers users of subscription apps 3 hours to decide "whether or not to open up their wallets and pay a monthly fee."
  • Around 35.3% of mobile users pay for mobile apps at least once in a year. Countries in the Asia Pacific region spend the most money on mobile apps. The US, China, Japan and the UK are the top markets by all-time iOS app store consumer spend.
  • Although the average person uses 25 apps per month and pays for less than 20% of these apps, "96% of that time is split between just ten apps."
  • After being downloaded, 75% of apps (both paid and free) are never used again.
  • The decision to subscribe to an app that is on the low end (inexpensive) only takes 15 minutes. It takes more time for users to "weigh the pros and cons of subscribing to apps with a high price tag."
  • Liftoff revealed in a study that apps that cost between $7 to $20 have a higher engagement rate that apps that cost $6.99 and below or over $20. It appears the $7 to $20 cost is the sweet spot for app users.
  • In 2017, Google Play accounted for 70% of worldwide app downloads while Apple Store only accounted for 30% of these downloads. On the other hand, Apple Store made up 66% of the total app consumer spend with Google Play making up only 34%.

Proposed next steps:

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