The gaming audience continues to expand. In fact, two-thirds (66%) of Americans ages 13 and older self-identify as gamers, up from 58% in 2013, according to a Nielsen study. Gamers are spending an average of 11% of their leisure time with video games this year, a figure that has remained largely consistently over the past few years.
A recent study from Appboy takes a look at various app categories, based on the behavior of 1.6 billion users on more than 500 apps in the first half of 2016.
Consumers aged 14 and older access apps more frequently on smartphones than tablets, with social media the top app type on both devices.
When GfK MRI asked US smartphone users about what mobile apps they checked first thing in the morning on a typical weekday, two-thirds said they looked at text messages, and 63% checked email.
Nearly six in 10 12-to-14-year-olds in the US said they ‘play games or apps on any kind of electronic device’ at least five days a week.
Ebook sales will reach $4.25 billion in 2015, accounting for 43.3% of US mobile download and in-app revenues in 2015.
Mobile content revenues in the US will total $9.82 billion in 2015, a 10.3% increase from 2014.
US mobile game revenues—including both downloads and in-app purchases—will grow 16.5% this year to reach $3.04 billion.
Overall app usage—which involves a user launching and actually using an app—grew by 76% year over year in 2014 .
Mobile application usage – defined as a user opening an app and recording a session – increased by 76% year-over-year.