Toon Blast, developed by Zynga's newly acquired studio Peak Games, has achieved a remarkable milestone of $1 billion in lifetime revenue, according to Sensor Tower estimates. Released in 2017 as a sequel to the successful Toy Blast (which has earned $820 million), Toon Blast has seen consistent revenue growth year over year. In the first half of 2020, amidst the COVID-19 pandemic, it generated over $205 million, a 12% increase year-over-year, marking its best first half ever.
The United States is the primary revenue source, contributing approximately $604 million (60%), followed by Japan and Great Britain. In terms of downloads, the game has accumulated over 113 million installs, with the US again leading at 36.5 million (32%), and Japan and Great Britain following. Zynga's $1.8 billion acquisition of Peak Games has proven highly valuable, boosting Zynga's revenue and strengthening its position in the casual games market.
Toon Blast's success serves as a benchmark for puzzle game design and operations, demonstrating the studio's ability to create hit after hit. The game's performance underscores Peak Games' critical role in Zynga's future growth and profitability.
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.
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.
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 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.
Health & Fitness app downloads hit record 656M in Q2 2020, up 47% YoY. Strava saw 179% growth in May. Revenue reached $160.5M. Pandemic drove adoption as consumers sought home workouts.
Ad monetization is a critical yet often overlooked revenue stream for mobile apps. Sensor Tower's new reports provide granular data on ad revenue, network performance, and ad formats. Key insights: 72% of top-grossing games use hybrid IAP+ad strategies, and ad revenue is growing across verticals like News, Ecommerce, and Entertainment. The reports enable benchmarking competitors' ad revenue, ARPMAU, and ads per minute, identifying effective networks, and evaluating acquisition targets using total revenue (IAP+ads). These insights help app developers optimize monetization strategies and maximize profits beyond in-app purchases.
Unity Vector expands its ROAS suite with D28 Ad Revenue ROAS and D28 Hybrid ROAS campaigns, enabling advertisers to optimize for long-term user value across ad-only and hybrid monetization models. Closed beta results show significant lifts in retention and ARPU compared to D7 campaigns: D28 Ad Revenue ROAS achieved up to +62% median D28 retention uplift and +68% ARPU uplift; D28 Hybrid ROAS saw +76% retention and +41% ARPU uplift. This completes Unity's D28 ROAS offering alongside existing IAP ROAS, allowing advertisers to target users whose value builds beyond the first week.
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.
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