TikTok, from ByteDance, has exceeded 1.5 billion downloads on App Store and Google Play, according to Sensor Tower. It was the 4th most downloaded non-gaming app in 2018 with 655.8 million installs, and in 2019 it's 3rd with 614 million downloads so far, behind WhatsApp and Messenger but ahead of Facebook and Instagram. India is the largest market, contributing 466.8 million downloads (31% of total), followed by China (173.2 million, 11.5%) and the US (123.8 million, 8.2%).
In 2019, India drove 45% of global installs. Lifetime user spending reached $175 million, with China accounting for $84.5 million (48.3%), the US $62.4 million (35.7%), and Great Britain $6.9 million (3.9%). So far in 2019, user spending totaled $115.3 million, peaking at $18.2 million in October.
Top 1% of publishers got 80% of global app downloads in Q3 2019. In games, they earned 95% of revenue. Discoverability and ASO are crucial for the remaining 99% to compete.
In 2019, users spent $83.5 billion globally on apps and mobile games, up 17% from 2018. App Store revenue hit $54.2 billion, while Google Play reached $29.3 billion. Games accounted for 74% of spending. First-time installs totaled 114.9 billion, with Google Play leading growth.
TikTok hit 738M downloads and $177M revenue in 2019, growing 5x from 2018. India led downloads (44%). China topped revenue (69%). Q4 was best quarter. App faces privacy challenges but growth persists.
Mobile Legends: Bang Bang reached $502.5 million lifetime gross revenue, driven by $214.1 million in 2019 (up 36% YoY). Asia contributed 61% of revenue, with Malaysia ($87.5M) and Indonesia ($69.2M) as top markets. Google Play accounted for 68% of revenue and 89% of 281.3 million downloads. First-mover advantage helped it surpass Honor of Kings outside China.
Mario Kart Tour achieved 90 million downloads in its first week, six times more than Nintendo's second-best launch. It ranks third in player spending with $12.7 million. Android led downloads (59.5%), while iOS dominated revenue (75.5%).
Fate/Grand Order surpassed $4 billion in lifetime player spending, with 81.5% from Japan. It generated $1 billion annually in 2018 and 2019, and became Japan's top-grossing mobile game in 2020.
Analysis of 2022 World Cup mobile data reveals that the tournament's largest engagement window occurs early, with sports entertainment installs spiking 189% and sports news 204% on November 22. Engagement revolves around national team matches, with significant spikes from non-participating markets like China (+1,294% sports entertainment installs). For 2026, brands must adapt in real-time to shifting attention across matches and regions. Adjust's AI-powered attribution and analytics provide the visibility needed to capitalize on these global events.
In 2019, top 10 meditation apps generated $195M in user spending, up 52% from 2018. Calm and Headspace dominated, with $92M and $56M revenue respectively, showing 46% and 33% annual growth.
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