App Monetization Statistics 2024 – Everything You Need to Know


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Steve Bennett
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Are you looking to add App Monetization to your arsenal of tools? Maybe for your business or personal use only, whatever it is – it’s always a good idea to know more about the most important App Monetization statistics of 2024.

My team and I scanned the entire web and collected all the most useful App Monetization stats on this page. You don’t need to check any other resource on the web for any App Monetization statistics. All are here only 🙂

How much of an impact will App Monetization have on your day-to-day? or the day-to-day of your business? Should you invest in App Monetization? We will answer all your App Monetization related questions here.

Please read the page carefully and don’t miss any word. 🙂

Best App Monetization Statistics

☰ Use “CTRL+F” to quickly find statistics. There are total 237 App Monetization Statistics on this page 🙂

App Monetization Usage Statistics

  • Users spend 90% of their smartphone usage on apps and games. [0]

App Monetization Market Statistics

  • According to Allied Market Research, the global mobile app market was valued at $106.27 billion in 2018 and is projected to reach $407.31 billion by 2026 with a staggering CAGR of 18.4% during 2019. [1]
  • Even with less than 15 percent market share, iOS has led the way in revenue generation for app developers. [2]
  • Apple’s App Store, while far behind Android in total users, continues to outperform in revenue generation, despite having less than 15 percent worldwide market share. [2]
  • App Store is responsible for 75% of all nongaming revenue, which is to be expected as iPhone’s largest markets are the China, Japan and the US, the three largest markets for non. [2]
  • Meanwhile, looking at the mobile application markets, the number of app downloads amounted to the mind blowing 194 billion , showing a 10% increase compared to the previous year. [3]
  • The U.S. fitness app market is projected to grow over 16% every year. [4]
  • Among the top 100 retail companies in the world, just 60% have mobile websites, putting the other 40% at the newbie mobile marketer stage. [5]
  • As stated above, Apple’s App Store conquers only 15% of the worldwide market share. [6]
  • According to Applications, App Monetization Software market splits into Large Enterprises SMEs Request For Covid19 Impact Analysis on Global App Monetization Software Market at https//market.us/requestcovid. [7]

App Monetization Adoption Statistics

  • It replaced traditional waterfalls – 70% adoption by the end of 2020. [0]

App Monetization Latest Statistics

  • Between 2019 and 2020, subscription apps have reported an increaseof 30 and 40 percent in consumer spending on iOS and Android, respectively. [8]
  • While Epic Games has been ordered to pay the 30 percent commission to Apple on its previous earnings, and Fortnite still remains banned from the Apple App Store, the ruling is set to originate major policy changes for app stores. [8]
  • Inapp purchases are the leading source of revenuesfor the majority of mobile gaming genres, with strategy games reporting as much as 76 percent of their revenues from in. [8]
  • The total global app revenue in 2018 was $71.4 billion – a 22.7% yearon year increase, according to Sensor Tower. [1]
  • Paid apps are still prevalent in both app stores, with 20% of apps adopting these app revenue models. [9]
  • The standard split is 70/30 (Apple takes 30% of app earnings, the developer takes 70%). [9]
  • both take 30% of every in app purchase through your app. [9]
  • That must make you wonder how the large service apps like Uber and Airbnb manage to make a profit on the back of that 30%. [9]
  • Several third party Android app stores are available in China, and are estimated to generate over $8 billion in yearly revenue. [2]
  • Download Report Android and iOS app revenue reached $133 billion revenue in 2021, a 19% yearon. [2]
  • iOS was responsible for 63% of total app revenue in 2021. [2]
  • Games accounted for 67% of total app revenue in 2021. [2]
  • Google Play contributed $37.3 billion, or about 41% of the total Outside of games, iOS was responsible for 76 percent of the $32.1 billion revenue created in 2020. [2]
  • Google Play generated $6.7 billion non gaming revenue in 2020, to iOS’ $24.7 billion Subscription revenues increased to $13 billion in 2020, iOS was responsible for 79 percent of revenue. [2]
  • App revenues have grown by over 15 percent each year. [2]
  • There was a decline in percentage growth between 2020 to 2021, going from 24.7 to 19.8 percent. [2]
  • Android has seen a 167 percent increase in revenue over four years, but it is still far behind Apple’s App Store in total revenue generation. [2]
  • Games remain the primary form of revenue generation for both iOS and Android, accounting for 67% of all app revenue. [2]
  • $89.6 billion Apple’s share of gaming app revenue declined slightly in 2021, as did its percentage growth, from 25.2% in 2020 to 9.8% in 2021. [2]
  • Google Play was responsible for 41% of all gaming app revenue in 2021, a percentage share that has been steadily increasing. [2]
  • $37.3 billion Non gaming revenues increased by 35.2% in 2021, a higher percentage growth than 2020. [2]
  • However, both are lower than percentage growth in 2019, which is when a few major apps removed mobile subscription services. [2]
  • $32.8 billion Revenues for non gaming apps on the Google Play store increased by 57% in 2021, the highest rate since 2018. [2]
  • App Store generated the lion’s share of subscription revenue, $12.1 billion in 2021, or 78% of all subscription revenue. [2]
  • 1 (2.5%) has more than 100 million downloads, 22 (55%) have between 10 million and 100 million downloads and 17 (42.5%). [10]
  • Of the 40 apps we studied, 26 (65%). [10]
  • Half of these apps, or 32.5% of all apps we studied, use advertising as their only source of in. [10]
  • 50% of mobile apps we studied use in app purchases to generate revenue. [10]
  • It is not unusual for over 50% of in app purchase revenue to come from less than 1% of users. [10]
  • But, of the 20 apps we studied that use inapp purchases, 13 (65%). [10]
  • It was rather surprising to see that 15% of mobile apps are still using paid sister apps to make money. [10]
  • Of the 20 apps that use in app purchases, half—or 25% of all apps studied—use one or more virtual currencies. [10]
  • Our previous study on virtual currencies showed that discounts ranged from 14% for the second smallest bundle to 45% for the largest bundles that games sell. [10]
  • 60% of apps that use virtual currencies use just 1 virtual currency, with the remaining 40% using 2 or more. [10]
  • 5% of the apps we studied use subscriptions for app monetization, making it the least common app monetization strategy. [10]
  • Google now takes 15% of subscription revenue, with Apple taking 15% after the first year. [10]
  • Mobile apps are taking over people spent more than 90% of their mobile time using applications. [3]
  • An estimated 50% of non game and 79% of game apps use it. [3]
  • 98% of Google Play revenue comes from free apps. [3]
  • 96.4% of which are free of charge on the Google Play store. [3]
  • On the Play Store, almost 97% were freely available. [3]
  • It is $8.3 billion according to Google Play store statistics. [3]
  • In our opinion, this isn’t bad considering that this comes from only 3.6% of the total number of apps available!. [3]
  • The rising demand for applications over the years has led to a 31% yearon year rise in global revenue in 2021. [3]
  • On the other hand, Google Play is actually expanding faster with 24% growth for Q3 2019 in the yearto. [3]
  • For comparison, Apple App Store revenue is 22.3% higher than the year before. [3]
  • Consumer spending on the App Store grew by 38% since 2019. [3]
  • An estimated 5% of all users currently spend money on in. [3]
  • App sales statistics show 48.2% of all mobile app earnings are thanks to In. [3]
  • Paid app revenue comes second, with 37.8% of the total. [3]
  • Google Play offers 37% more apps to its users than Apple’s App Store. [3]
  • The sector will experience over 50% growth compared to 2018. [3]
  • In 2021, around 93% of the apps on the App Store were free. [3]
  • 98% of Google Play revenue comes from “freemium” apps. [3]
  • App Store app download grew by 2.5%, while Google’s increased by a whopping 30% in 2020. [3]
  • In fact, users spend nearly 90% of their online time in apps. [3]
  • Despite the fact game apps are most commonly created and on top spots in terms of revenue, only 65% of users say they have any games on their mobile devices. [3]
  • The latter decided to lower its commissions by 50% in 2020, which attracted a lawsuit from Epic Games. [3]
  • Mobile Games Statistics Almost 25% of all available applications in Apple’s App Store are games. [3]
  • Just over 65% of all mobile users in the US have games on their smartphones. [3]
  • On the other hand, 97.9% of users have a web browser and social media apps, and they have much fewer and overall more prominent options to pick from. [3]
  • On Google Play 98% of all apps are available for free. [3]
  • More than 79% of game developers prefer the inapp purchase and the in app ad revenue model. [3]
  • Estimations suggest 50% of nongame apps and an even higher 79% of game apps use in app purchases alone, or as a part of their monetization stream mix. [3]
  • Even though only 14% of the mobile app revenue is coming from ad. [3]
  • To be precise, this is the source of 48.2% of all revenue. [3]
  • Next comes the paid download model, which accounts for 37.8% of the gross income. [3]
  • 96.3% of apps on Google Play are free of charge. [3]
  • It’s worth 581.9 US dollars at present, according to recent mobile app statistics in 2021. [3]
  • In February, 2016, 1.9% of freemium game players made a purchase, cf 1.5% in January, 2014 –Swrve Monetization Report 2016. [11]
  • Of the freemium game players that make one or more purchases in a month, 64% make one purchase only –. [11]
  • In the average freemium game, purchases over $50 are 2.5% of sales, but generate 18% of total revenue –. [11]
  • In freemium mobile games, the top 0.19% of players generate 48% of total revenue –. [11]
  • 58% of users will have a 30 day period of inactivity starting in the the first 30 days –. [11]
  • 75% of users will have a 30 day period of inactivity starting in the first 3 months –Localytics 3×3 Rule Average ARPDAU ranges from $0.03 for word games to $0.66 for role playing games –SurveyMonkey Intelligence. [11]
  • Road To Survival’ has ARPDAU of $5 in the US, 30% of DAU are paying, 25 million downloads, $100 million yearly revenue –Pocket Gamer. [11]
  • WeChat has estimated $7 ARPU, cf $1 for WhatsApp –Quartz. [11]
  • 128 million DAU, Candy Crush Saga is 78% of gross bookings –Sec.gov. [11]
  • An average game generates $9.39 per month for paying gamers vs $0.32 for all gamers, 3.5% of gamers are paying –AppsFlyer. [11]
  • GenZ users engage 20% more than older groups in non. [4]
  • According to app sales statistics, mobile apps could generate more than $935 billion in revenue by 2024. [4]
  • 96% of Google Play apps are freeand, as seen below, 92% of apps in the Apple Store are available at no cost. [4]
  • 75% of these increases will persist indefinitely. [4]
  • health and fitness app downloads are up 47% yearover. [4]
  • Just over 5% of app users currently spend money on in app purchases, according to a study of more than 100 million device owners across 1,000+ apps. [5]
  • Yet how much money these customers spend is 20 times greater than the take companies earn from all other users combined, according to research conducted by AppsFlyer. [5]
  • By 2017, inapp purchase revenue is set to be the number one source of mobile app revenue, accounting for 48.2% of earnings compared to 14% from ads based revenue and 37.8% from paid app downloads. [5]
  • The average in app purchase per user is $1.08 for iOS users and $0.43 for Android users, according to an AppsFlyer study. [5]
  • In Asia—where mobile spenders shell out 40% more per month than anywhere else in the globe, reports AppsFlyer. [5]
  • And these free apps with in app purchases garner 98% of global Google Play revenue, according to App Annie. [5]
  • For iOS, freemium apps generate a similar amount of overall revenue for the Apple App Store 95% of global earnings. [5]
  • Game apps generate the most Google Play revenue, accounting for 90% in Q1 of 2014. [5]
  • InApp Purchase 5 Tips for Increasing In App Conversions Up to 200%. [5]
  • Combined, mobile and desktop spending accounts for 15% of overall consumer spending, according to comScore. [5]
  • Most of online shoppers—60%—are using mobile devices. [5]
  • However, the majority of online purchases are not made on mobile devices 84% of ecommerce sales still happen on desktop devices, reports comScore. [5]
  • In 2015, while overall retail growth was up 1%, mobile commerce grew 56% from the previous year; desktop commerce grew by 8%. [5]
  • The average ecommerce website takes 5.5 seconds to load on mobile devices, according to a Business Insider review. [5]
  • Ecommerce conversion rates are stronger on desktop (3.35%) and tablets (2.52%) than on mobile devices (1.18%). [5]
  • Mobile conversion rates are increasing, though, growing 32.6% from 0.89% in 2014 to 1.18% in 2015. [5]
  • According to Statista, the number of worldwide app downloads in 2020 was 218 billion, up 55% from 140.68 billion downloads in 2016. [12]
  • Worldwide spending on mobile apps increased 148% to $143 billion in 2020 from $57.7 billion in 2016. [12]
  • In July 2021, Statista reports that free mobile app downloads were 96.9% on Google Play and 93.4% in the Apple App Store. [12]
  • Conversely, only 3.1% of Android and 6.6% of Apple App Store downloads were paid app downloads. [12]
  • According to Sensor Tower statistics, global app downloads in 2020 totaled 143 billion, with 109 billion downloads on Google Play and 34 billion downloads through the Apple Store. [12]
  • Business of Apps reports that games revenue was 71% of total app revenue in 2020, with $47.6 billion of games revenue from iOS and $31.9 billion from Google Play. [12]
  • 65% of total apps revenue from all sources was from iOS mobile devices. [12]
  • In 2019, consumers spent $1.4 billion on health and fitness apps, according to ZDNet’s article quoting App Annie’s State of Mobile Report. [12]
  • The Apple App Store commission is 30% for large app users. [12]
  • Effective January 2021, the Apple Store cut its fees to 15% for small app developers with less than $1 million in annual net sales for all their apps on the Apple platform. [12]
  • For subscriptions, in general, Apple’s App Store charges a 30% fee the first year, then 15% for all app developers, regardless of size. [12]
  • Apple will reduce its first year fees for publisher apps from 30% to 15% if they provide content to Apple News, effective August 26, 2021. [12]
  • Google Play receives fees of 30% from large Android app developers for paid app downloads and in. [12]
  • Beginning July 31, 2021, Google Play is matching Apple’s 50% fee reduction to 15% for app developers with up to $1 million in revenue per year. [12]
  • A report tracking app monetization and revenue results, though, shows Asia is making more than anyone, totaling 41% of the world’s app revenue. [12]
  • According to Statista, Southeast Asia mobile games revenue is forecast to reach $2.42 billion in 2021, up from $890.9 million in 2016. [12]
  • Sensor Tower reports that India was the top mobile app games downloader in June 2021, with 18% of game installs ,. [12]
  • followed by the U.S. with 95% and Brazil at 8.3%. [12]
  • A mere 3.5 percent of technology capable of running Google Play has it installed. [12]
  • Though Asia took in 41 percent of app revenue in 2013, the United States and Europe reached 41 and 23 percent, respectively. [12]
  • In a year, revenue increased 162 percent in Asia and 46 percent in the United States. [12]
  • If you look at country specifics, South Korea showed the most growth, at a whopping 271 percent. [12]
  • The loss of data tracking across apps in iOS 14 will likely lower cost per thousand pricing and make personalized advertising much more difficult. [13]
  • Although subscription mobile app installs have been up across most categories over the past year, only 2% of mobile games offer them. [13]
  • Subscription Mobile App Installs Worldwide, by App Category, Q2 2020 (% of total app installs tracked by AppsFlyer). [13]
  • US Teens/Adults Who Have a Paid Subscription to a Streaming Video Service, by Generation, Jan 2020 & May 2020 (% of respondents in each group). [13]
  • After the Coronavirus Pandemic Ends, by Type , April 2020 (% of respondents in each group). [13]
  • And this is primarily because people spend more than 90% of their mobile time using different applications. [6]
  • iOS and Android app revenue reached$111 billionin 2020, marking a24%y. [6]
  • Games accounted for71%of the total mobile app revenue in 2020. [6]
  • Approximately,71%of all gaming apps and50%of non gaming apps use this model. [6]
  • 70%of all App Store revenue comes from gaming apps. [6]
  • And this70%is generated by as little as10%of all platform users. [6]
  • However, in the past 4 years, it has witnessed a 167% increase in revenue, quickly trying to crush the gap between Apple and Google. [6]
  • The average global consumer spending increased25%as compared to last year. [6]
  • For instance, apps like Pandora, Tinder, Strava, Hulu, etc. have more than50%of their customer base in the US. [6]
  • App Store app download surged by 2.5% in 2020 while Google’s Play Store surged by a whopping 30%. [6]
  • As you can see in the stats below, eMarketer predicted that mobile ad spending in 2019 will reach astonishing levels. [14]
  • By 2025, 58% of the App Store’s revenue is projected to come from non gaming apps and 42% from gaming apps. [0]
  • 71% of Google Play’s revenue is estimated to come from mobile games by 2025. [0]
  • User penetration is expected to hit 28.5% by 2025. [0]
  • Google Play’s revenue continues to increase at a greater pace than iOS App Store’s revenue –6% to 13.2%. [0]
  • According to Statista, these were the top mobile game genres in the United States in 2021 by iOS revenue share Puzzle(21.18%). [0]
  • Shooter (5.56%) Lifestyle (3.86%) Sports (3.4%). [0]
  • According to AppAnnie’s State of Mobile 2024, these subgenres got the most downloads in 2021. [0]
  • According to AppAnnie’s State of Mobile 2024 report, these are the top mobile games and game publishers by downloads and consumer spend. [0]
  • 55% of mobile gamers are female, 45% are male. [0]
  • More than 50% of mobile gamers are older than 34. [0]
  • 85% of mobile gamers do not identify as gamers. [0]
  • On average, mobile gaming sessions last 25% longer on average for women than for men. [0]
  • 43% of female gamers play more than five times a week. [0]
  • 38% of male gamers play more than five times a week. [0]
  • Users spend three and a half hours using mobile devices every day, and 11% of that time is spent on mobile gaming. [0]
  • More than50% of gamers play mobile games while in the bathroom. [0]
  • 77% of Gen Z players, 73% of Millennials players, 54% of Gen X players, and 34% of Baby Boomer players play on mobile. [0]
  • According to Newzoo, 23% of Gen Z players and 20% of Millennials fall into the group of the so. [0]
  • 38% of Gen X gamers and 66% of Baby Boomers identify with The Time Filler persona. [0]
  • According to Newzoo, 50% of Gen Z, 37% of Millennials, and 28% of Gen X players are already hanging out in game worlds without actively playing the game. [0]
  • Furthermore, 70% of Gen Z players, 63% of Millennials, and 53% of Gen X players say they will hang out in virtual game worlds in the future without playing the game. [0]
  • 6M video ads creativeswere placed in 2021 – that’s 73% more than in 2020. [0]
  • Mobile gameCPM in the United States was over $28in 2021 – 93% more than in 2020. [0]
  • The average CTR for mobile games was $1.28 in 2021, 29% less than in 2020. [0]
  • According to AppAnnie’s State of Mobile 2024 report, mobile is still driving digital ad spend globally. [0]
  • Mobile game influencers affect users’ purchasing decisions by 21% more than non. [0]
  • 74% of mobile gamers in the United Stateswould watch a video advertisementif they got in app content in return. [0]
  • 82% of mobile gamers say they are more into free mobile games that include ads than paid games with no ads. [0]
  • 5% of women players spend on in app purchases, compared to 3.3% of men. [0]
  • More than 30% of female players will pay for a mobile game. [0]
  • the top 25% of games in the casual genre in 2021 was 30%. [0]
  • For median games, it was 21%, and for the bottom 25%, it was 12%. [0]
  • After day 7, the top 25% of games in the casual genre in 2021 retained an average of 7% of users. [0]
  • Median casual games retained 3%, and the bottom 25% retained 1.5% on average. [0]
  • Average day 28 retention for the top 25%, median 50%, and the bottom 25% of games in the casual genre in 2021 was 2%, 0.8%, and 0%, respectively. [0]
  • Average day 1 user retention in 2021 for the top 25% of games in the classic genre was 31%.For median games, it was 23%, and for the bottom 25% of games, it was 13%. [0]
  • After day 7, the top 25% of games in the classic genre retained 12% of users on average. [0]
  • The median 50% of casual games retained 6%, and the bottom 25% retained just 2%. [0]
  • Average day 28 retention for the top 25%, median 50%, and the bottom 25% of games in the classic genre in 2021 was 5%, 2.5%, and 0.2%. [0]
  • Day 1 retention for the top 25% of mid core games was 28% in 2021.For the median 50% of games, it was 19%, and for the bottom 25%, it was 12%. [0]
  • After one week, the top 25% of games in the mid core genre retained 6% of users on average. [0]
  • The median 50% of games in this category retained 3%, and the bottom 25% retained 1.5%. [0]
  • Average day 28 retention for the top 25%, median 50%, and the bottom 25% games in 2020 was 2%, 0.7%, and 0.05%, respectively. [0]
  • Top 25% of games – 28 minutes. [0]
  • Median 50% of games – 15 minutes. [0]
  • Bottom 25% of games – 8 minutes. [0]
  • Top 25% of games – 47 minutes. [0]
  • Median 50% of games – 30 minutes Bottom 25% of games – 17 minutes. [0]
  • Top 25% of games – 35 minutes. [0]
  • Median 50% of games – 18 minutes Bottom 25% of games – 10 minutes. [0]
  • Top 25% of games – 7 minutes. [0]
  • Median 50% of games – 4 minutes Bottom 25% of games – 3 minutes. [0]
  • Top 25% of games – 9.5 minutes. [0]
  • Median 50% of games – 6 minutes. [0]
  • Bottom 25% of games – 4 minutes. [0]
  • Top 25% of games – 9 minutes. [0]
  • Median 50% of games – 5.5 minutes Bottom 25% of games – 3 minutes. [0]
  • Top 25% of games – 4 average sessions per day. [0]
  • Median 50% of games – 3 average sessions per day. [0]
  • Top 25% of games – 5 average sessions per day. [0]
  • Median 50% of games – 4 average sessions per day. [0]
  • Bottom 25% games – 2 average sessions per day. [0]
  • Top 25% of games – 51%. [0]
  • Median 50% of games – 30%. [0]
  • Bottom 25% of games – 16%. [0]
  • Top 25% of games – 28%. [0]
  • Median 50% of games – 12%. [0]
  • Bottom 25% of games – 5%. [0]
  • Top 25% of games – 54%. [0]
  • Median 50% of games – 35%. [0]
  • Bottom 25% of games – 19%. [0]
  • Customer Testimonials Hear directly from top mobile game developers about why they chose MAX Trusted by top developers around the world Featured Success Stories WildCard Games integrated MAX and saw an immediate ARPDAU lift of 20%. [15]
  • By integrating MAX and utilizing A/B testing, Tripledot drove a 20% ARPDAU lift. [15]
  • N3TWORK boosts ad revenue ARPDAU by over 75% with MAX. [15]
  • Unity Ads generally has a 95%+ fill rate, though several factors such as region and player base may mitigate this. [16]
  • Unity Ads has a global fill rate of greater than 95%, but some regions outside of America and Europe that might have smaller ad pools won’t always have ads available. [16]
  • Inapp purchase sales drive 43% of mobile gaming revenue and 21% of non. [17]
  • In fact, data suggests that 8% of long term customers account for 40% of all sales. [17]
  • direct revenue from the App Store and Google Play reached $120 billion over the past year, a figure that will likely grow. [17]
  • That combined total represents 4.27% yearon year growth and far surpasses other categories like entertainment. [17]
  • One Liftoff study Other reports, such as further affirm IAP importance this one from Forbes and AdColony, IAPs drive 43% of gaming app revenue and 21% of non. [17]
  • 63% of mobile app developers found IAPs to be a highly effective monetization method. [17]
  • According to 75% of respondents, IAP revenue was surpassed only by rewarded video ad revenue. [17]
  • In gaming apps, developers can expect to see conversion rates of 1.6% 2% among those users. [17]
  • Conversions, meanwhile, hovered above 2% throughout the year, except for an average 1.75% drop during late winter and spring. [17]
  • North America$112.22 for a 3.4% conversion rate Europe$56.15 for a 2.6% conversion rate Latin America$27.13 for a 1.8% conversion rate Asia Pacific$67.68 for a 1.6% conversion rate. [17]
  • According to Liftoff, the average time between the installation of a mobile game and an in app purchase is one day, 22 hours, and 35 minutes. [17]
  • noted that 8% of customers account for 40% of sales if they continue using the service beyond an initial product launch window, proving that retention is key to sustained revenue. [17]

I know you want to use App Monetization Software, thus we made this list of best App Monetization Software. We also wrote about how to learn App Monetization Software and how to install App Monetization Software. Recently we wrote how to uninstall App Monetization Software for newbie users. Don’t forgot to check latest App Monetization statistics of 2024.

Reference


  1. udonis – https://www.blog.udonis.co/mobile-marketing/mobile-games/mobile-gaming-statistics.
  2. tristatetechnology – https://www.tristatetechnology.com/blog/mobile-app-monetization-guide-2021-strategies-stats-insight/.
  3. businessofapps – https://www.businessofapps.com/data/app-revenues/.
  4. techjury – https://techjury.net/blog/app-revenue-statistics/.
  5. mindsea – https://mindsea.com/app-stats/.
  6. braze – https://www.braze.com/resources/articles/in-app-purchase-stats.
  7. emizentech – https://www.emizentech.com/blog/mobile-app-revenue-statistics.html.
  8. apnews – https://apnews.com/671e833e2890be8bc3b16c0c821103bd.
  9. statista – https://www.statista.com/topics/983/mobile-app-monetization/.
  10. tamoco – https://www.tamoco.com/blog/ultimate-app-monetization-guide/.
  11. sweetpricing – https://sweetpricing.com/blog/index.html%3Fp=1226.html.
  12. sweetpricing – https://sweetpricing.com/blog/2016/10/mobile-app-monetization-stats/.
  13. tipalti – https://tipalti.com/app-monetization-guide/.
  14. emarketer – https://www.emarketer.com/content/app-monetization-trends-2020.
  15. appsamurai – https://appsamurai.com/the-great-duo-of-app-monetization-in-app-advertising-and-in-app-purchases/.
  16. applovin – https://www.applovin.com/max/.
  17. unity3d – https://docs.unity3d.com/Packages/[email protected]/manual/MonetizationResourcesStatistics.html.
  18. wappier – https://wappier.com/blog/iap-statistics.

How Useful is App Monetization

One of the primary reasons why app monetization is so crucial in today’s market is because of the sheer volume of apps available for download. With millions of apps available on various app stores, developers face stiff competition to stand out and make their app profitable. Monetization strategies allow developers to generate revenue from their apps, which can help fund further development, marketing, and expansion.

In-app advertising is one of the most common monetization strategies used by developers. By displaying ads within their apps, developers can earn money based on the number of impressions or clicks generated by users. While some users may find ads intrusive, they are a necessary evil for developers looking to generate revenue from their free apps.

In-app purchases and freemium models are another popular form of app monetization. By offering users the option to purchase additional features, virtual goods, or subscriptions, developers can generate revenue from users who are willing to pay for enhanced experiences. Freemium models, which offer basic features for free with the option to upgrade to a premium version, have been particularly successful in generating revenue while still attracting a large user base.

Subscription-based monetization models have also gained popularity in recent years, particularly for content-based apps such as news outlets, streaming services, and fitness programs. By offering users ongoing access to premium content or features in exchange for a monthly or annual fee, developers can generate a steady stream of revenue while providing value to their users.

While app monetization is essential for developers looking to generate revenue from their apps, it is also crucial for users to consider the implications of these strategies. In-app advertising can be intrusive and annoying for users, and in some cases, may even compromise user privacy. In-app purchases and subscription models can also lead to overspending for users who are not mindful of their purchasing habits.

Overall, app monetization is a necessary aspect of the mobile app ecosystem. It allows developers to generate revenue from their hard work and innovation, while also providing users with valuable content, features, and experiences. However, it is important for developers to consider the user experience when implementing monetization strategies and for users to be mindful of their spending habits when interacting with monetized apps. Ultimately, finding the right balance between generating revenue and providing value to users is key to the success of app monetization.

In Conclusion

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