Global Health & Fitness app downloads surged 47% year-over-year in Q2 2020 to 656 million, the largest Q2 growth ever, driven by COVID-19 lockdowns. April set a record with 339.7 million downloads, up 83.6% from January. Revenue reached $160.5 million in May, the highest monthly total ever.
Strava notably grew downloads 179% from January to 3.4 million in May, with revenue up 166% to $6.4 million. The pandemic has permanently shifted consumer behavior toward mobile fitness solutions, with many habits likely to persist post-lockdown.
Global top 10 wellness apps hit 10M April downloads, up 24.2% from Jan. Calm leads with 3.9M. Meditation apps surge amid COVID-19 lockdowns.
TikTok had its best month in February 2020 with nearly 113 million downloads, 96% Y/Y growth. India led with 46.6M installs, followed by Brazil and US. Revenue hit $50.4M, up 784% Y/Y, mostly from China.
TikTok faces potential U.S. ban, leading to a 361% surge in installs for competitors Triller, Zynn, Dubsmash, and Byte. TikTok's global installs declined 25% in July. Competitors capitalized on uncertainty, with Triller and Byte seeing massive week-over-week growth. The situation mirrors India's ban, where rivals like Snack Video and Likee gained traction. ByteDance's challenges create opportunities for other apps to grow audiences.
Contact tracing apps in 13 populous countries have about 9.3% adoption. Australia leads with 21.6%. Germany's app reached 10.4M downloads in a month. India has most total downloads at 127.6M.
TikTok surpasses 2 billion downloads globally, with India leading at 30.3%. Q1 2020 saw record 315 million installs amid COVID-19. User spending hits $456.7 million, 72.3% from China.
Fortnite was removed from app stores, losing $1.2B revenue. PUBG Mobile leads in battle royale. Fortnite's absence may be filled by competitors like Call of Duty: Mobile.
AppsFlyer’s 2026 creative data shows video and static image ads reward opposite creative qualities, so ad ops teams should plan, budget, and test them separately. Video spend is concentrating: gaming’s top 2% of video creatives captured 60.7% of spend, up from 53.5%, while image spend spread out. Top spenders are testing far more variations, widening the testing gap. Action/Strategy and Puzzle/Lifestyle show format-specific tone and social-proof reversals; Finance is the exception. Teams should use AI-assisted variation, analyze video winners deeply, keep broad image testing, and measure performance at attribute level.
September mobile gaming softened overall but delivered clear live-ops wins. Global consumer spending hit $6.13B, down 7% MoM, with the US at 28.7%, China iOS 15.7%, and Japan 12.4%. Downloads reached 3.56B, down 5.2%, led by India at 16.2%. ROBLOX topped downloads and revenue growth; Honor of Kings stayed strong via seasonal content; Candy Crush and Pokémon GO used music, celebrity, and event-driven engagement. For ad ops, prioritize event-aligned UA/retargeting, IP collaborations, seasonal battle passes, and localized creatives for US/India/Brazil. Monitor launch spikes from Bus Fever Party!, Honor of Kings Chess, and Brain Puzzle 3 to time bids and creative refreshes.
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