Sensor Tower:2022年及以后移动经济和数字广告报告_第1页
Sensor Tower:2022年及以后移动经济和数字广告报告_第2页
Sensor Tower:2022年及以后移动经济和数字广告报告_第3页
Sensor Tower:2022年及以后移动经济和数字广告报告_第4页
Sensor Tower:2022年及以后移动经济和数字广告报告_第5页
已阅读5页,还剩25页未读 继续免费阅读

下载本文档

版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领

文档简介

March2023

THEMOBILEECONOMYANDDIGITALADSPACEIN2022ANDBEYOND.

AnAnalysisoftheGlobalTrendsShapingtheMobileandDigitalAdvertisingIndustry

Q12017

Q22017

Q32017

Q42017

Q12018

Q22018

Q32018

Q42018

Q12019

Q22019

Q32019

Q42019

Q12020

Q22020

Q32020

Q42020

Q12021

Q22021

Q32021

Q42021

Q12022

Q22022

Q32022

Q42022

GlobalAppInstallGrowthSlowsbutRemainsAbovePre-COVIDLevels

Quarterlyworldwidedownloads,AppStoreandGooglePlay

GlobaldownloadshaveslowedaftertheemergenceofCOVID-19butremainsignificantlyabovepre-pandemiclevels.Recentdataconfirmthistrend,withJanuary2023installsabovethesame

periodin2019and2020.Fromageographicperspective,India,

theU.S.,andemergingmarketssuchasBrazilandIndonesia

werethetopcountriesbyappinstallsin2022.TheEuropean

continent,includingTurkey,accountedfornearly19percentof

globaldownloads,withtheregion’ssharedeclininginthepast

fewyearsinfavorofemergingmarkets.

Intheshortterm,inacontextoflowdownloadgrowth,a

pushinadoptionmaycomefromChina.China’sreopeningaftertheendofitszero-COVIDpolicyandtheeasingofitstechcrackdownwilllikelyincreasemobileadoptioninthecomingweeks(e.g.,ride-hailingappDidiisbackontheAppleAppStoreandhasresumedtakingonnewcustomersafteran18-monthban).Inthemedium-term,Africancountries,mostofwhichareoutsidethetop20marketsbydownloads,willrisein

globaldownloadrankingsowingtoayoungandgrowing

populationaswellassomeofthefastest-growingsmartphone

penetrationratesglobally.

40B

COVID-19

30B

20B

10B

0

2|©2023SensorTowerInc.-AllRightsReserved

60B

$17B

$8B

$55B

30B

0

Utilities

Entertainment

Games

3|©2023SensorTowerInc.-AllRightsReserved

MobileGamesRemaintheNo.1CategorybyDownloadsGlobally

Topcategoriesbydownloadsin2022

Acrossthemobilespace,gamesremaintheNo.1categorybyawidemargin,withover50Bdownloadsin2022.Utilitiesand

Entertainmentappsfollowasthesecondandthird-largestcategories,withUtilitiesappssurginginIndialastyear.

WhileglobalGamedownloadswereflatin2022year-over-year,theyremainedmarkedlyabovepre-COVIDlevels,withlastyear’sdownloads13Babove2019.GamesweretheNo.1category

acrossallglobalmarketsin2022,withtheexceptionofsomeAfricancountries,includingKenyaandNigeria.Anincreasein

smartphoneownershipandimprovementsininternet

penetrationandpaymentecosystemswill,however,makeAfricaanimportantregionforGamepublishersinthecomingyears.

Focusingonlargemarketswithmorethan500MGameappdownloadsin2022,Asianconsumerswereamongthemostinterestedingaming.ThepopularityofmobileGameswasparticularlystronginVietnam,Kazakhstan,andTurkey,

whereGamesaccountedforover50percentofallapp

downloads.

Q42021

Q12022

Q22022

Q32022

Q42022

Games

800M

600M

400M

200M

0

-200M

-400M

Note:DataisindexedtoQ42021

Q42021=0

Utilities

4|©2023SensorTowerInc.-AllRightsReserved

UtilitiesAppsAreNowDrivingGlobalAdoptionGrowth

Quarterlyworldwidedownloadsbycategory,AppStoreandGooglePlay

Lookingatthefastest-growingmobilecategoriesin2022,Gamesdroveadoptioninthefirsthalfoftheyear

(particularlyinQ12022),whiletheUtilitiescategoryhasbeendrivinginstallgrowthinmostrecentquarters.

ThegrowthinGamedownloadsin2022wasprimarilydrivenbyemergingmarkets,whichdominatedthetop20rankingbyrawdownloadgrowth.Indonesia,Pakistan,andthePhilippineswerethetopmarketsbyrawgrowth,withthethreerecording590Mmoredownloadsin2022comparedtothepreviousyear.

WithintheUtilitiescategory,Indiawasthetopmarketbygrowthin2022,withVPNappsoneofitsfastest-growingsegments.

DownloadsforthetopVPNappsinIndiawentfrom20Minthefirstsixmonthsof2022tonearly100Minthesecondhalfoftheyear.Increasinginternetshutdowns(thereweremorethan80in2022),theneedtoaccessgeo-restrictedappsandcontent,andtheriseinremoteworkingaresomeofthefactorsbelievedtobebehindthesurgeinVPNappinstallsinIndia.

Q42019

Q12020

Q22020

Q32020

Q42020

Q12021

Q22021

Q32021

Q42021

Q12022

Q22022

Q32022

Q42022

Note:DataisindexedtoQ42019Q42019=0

400M

300M

Turkey

200M

100M

0

-100M

-200M

5|©2023SensorTowerInc.-AllRightsReserved

TurkeyLeadsbyAdoption,

butEconomicTurmoilHalts

SpendingPotential

QuarterlydownloadsbyEuropeancountry,AppStoreandGooglePlay

InEurope,TurkeyhasbeenthecountrywhereappdownloadshavegrownatthefastestpacesincetheemergenceofCOVID-19.

Asignificantincreaseinsmartphonepenetrationrates

constitutesakeyfactorbehindtheriseinthepopularityof

mobileappsinthecountry.Gameshavebeenthestrongest

driverofdownloadsinthepastfewyearsinTurkey,but

ShoppingandFinanceappshavealsoseensolidgrowth,withthelatterrisingamidtheeconomicwoesthathaveaffectedthecountryinrecentquarters.

WhilestronginterestratecutshavesustainedTurkish

economicgrowthinpastquarters,theyhavealsoincreasedinflationtothesecond-highestintheG20.

Thesurgeininflation,asignificantunemploymentrateandacurrencycrisishaveshrunkhouseholds’spendingpower,makingithardertotranslatetheriseinmobileadoptionofrecentyearsintoasimilarincreaseinconsumerspending.

Jan-19

Jul-19

Jan-20

Jul-20

Jan-21

Jul-21

Jan-22

Jul-22

Jan-19

Jul-19

Jan-20

Jul-20

Jan-21

Jul-21

Jan-22

Jul-22

Jan-19

Jul-19

Jan-20

Jul-20

Jan-21

Jul-21

Jan-22

Jul-22

120M

50M

20M

Signal

40M

16M

90M

TikTok

30M

12M

60M

20M

8M

30M

10M

4M

Houseparty

0

0

0

6|©2023SensorTowerInc.-AllRightsReserved

DryingUpofVCFundingCouldSeeFewerDisruptorsArise

GlobalmonthlydownloadsofselectedSocialNetworkingappdisruptors

Themobilespacehasseenanumberofdisruptorsariseinthepastfewyears.Somehavedisappearedasfastastheyhave

risen.Others,likeTikTok,havebecomegame-changersinthemobilespace.

Whilehistoriclowinterestratesinthepastdecadehavehelpedcapitalflowtoriskierinvestments,theincreaseinthecostof

fundingmaymakeitharderfornewappdisruptorstoemerge,asinvestorsmayfocusonappswithmorepredictableprofits.

Recent

data

publishedbyequitymanagementfirmCartaseemtoconfirmthatventurecapitalfundsmaynowprefertosupportexistingportfoliocompaniesratherthanmakenewinvestments.Thiscouldmakeitmoredifficultfornewdisruptorstoarise,impactinginnovationinsomesegmentsofthemobilespaceinthecomingyears.

21%

-7%

30%

26%

28%

20%

16%

20%

18%

1%

201820192020202120222018201920202021

2022

GlobalAndroidSpendingFell

fortheFirstTimein2022Amid

RiseinInflation

Year-over-yearrevenuegrowthbystore

2022wasaneventfulyearinthemobileeconomyas

spendingonAndroidfellforthefirsttimeever.The

plungeinAndroidspending,whichdeclinedby

nearly7percent,wasdrivenbyadeclineinglobalGame

revenue.WhilespendingoniOSkeptgrowing,itsawa

recordslowdown,increasingbyjust1percentYOYin2022.

Japanwasthecountry-amongmajoreconomies-that

sawthelargestdeclineinAndroidspendingin2022.

Otherleadingmarkets,includingtheU.S.,alsosawa

decreaseinAndroidrevenue.ThedeclineinAndroid

revenueintheU.S.was,however,offsetbysolid

spendinggrowthoniOS,whichtendstoattractmore

high-incomeusers.

Inacontextofhighinflationanddecreasing

consumerspending,itisbecomingimperativetotest

outnewmonetizationstrategies:Someapp

developers(e.g.Tinder,Duolingo)arenowdevoting

moreresourcestoboostingsinglein-apppurchases,

whichhaveinthepastbeensidelinedinfavorofhigher-

valuesubscriptionservices.

40%

30%

20%

10%

0%

-10%

AppStore

GooglePlay

7|©2023SensorTowerInc.-AllRightsReserved

$100B

$47B

$79B

$63B

$54B

$86B

$79B

$50B

$0

201720182019202020212022

8|©2023SensorTowerInc.-AllRightsReserved

GameRevenueDeclinedfortheFirstTimeGloballyin2022…

Gameapps’grossrevenue

2022markedthefirsttimespendingonmobileGamesdeclinedYOYgloballyafterthesurgepropelledbytheemergenceof

COVID-19.Nevertheless,despitethedecreaseinspending,

revenuein2022remainedonparwith2020andwasstill

markedlyabovepre-pandemiclevels.Comparingconsumer

spendingin2022versus2019,allglobalmarketsexceptRussia,LebanonandTunisiasawanincreaseinrevenue,atestamenttothepopularityandresilienceofthemobileGamingspace.

TheU.S.,whichwastheleadingmarketbyGamerevenuein2022,recordedthesecond-largestfallinabsolutespendingin2022YOY.Asianmarkets,includingJapan,China,SouthKorea,TaiwanandThailand,alsosawsomeofthelargestdeclinesinabsolutespending,withJapanseeingthesteepestdropin

spendingglobally(seepage10).

WhilespendingdeclinedacrosstheentiremobileGamecategory,someGameapps,includingLineageW,DiabloImmortalandRoyalMatch,buckedthetrend,recordinggrossrevenuegrowthnorthof$300Min2022YOY.

$100B

$12B

$6B

$79B

$50B

$0

GamesEntertainmentSocialNetworking

9|©2023SensorTowerInc.-AllRightsReserved

…ButGameRevenueContinues

toDwarfSpendingonOther

Categories

Topcategoriesbyconsumerspendingin2022

DespitethedeclineinGamespending,Gamesstillledthe

mobilespacebygrossrevenuein2022,significantlyaheadof

EntertainmentandSocialNetworkingapps.Whilethegapin

spendingbetweenGameandnon-Gameappsremainswide,therecentriseinspendingonEntertainmentapps(seepage12)

couldalterthebalanceifGamerevenuestaysweakin2023.

Gulfcountries,ScandinaviaandLatinAmericanmarketsweretheregionswithsomeofthenarrowestdifferencesinspendingbetweenmobileGamesandthesecond-largestnon-Gamecategory(oftenEntertainment)in2022,with

EntertainmentpotentiallycannibalizingGamerevenueinthosemarkets.

Gamespendingremainedweakatthestartof2023YOY.The

releaseofsomehigh-profileGamesandGamepublishers’focusonestablishedfranchisesmayreversethedeclineinspending.ThepotentialwaningofregulatorygamingrestrictionsinChina,andtheimplementationofpost-IDFAstrategiesmayalsounlocknewlevelsofgrowthin2023.

$5B

$949M

$2.5B

$589M

$0B

-$960M

-$158M

-$108M

AllOther

Markets

Japan

-$2.5B

Q42017Q42018Q42019Q42020Q42021Q42022

10|©2023SensorTowerInc.-AllRightsReserved

JapanHasSeentheLargest

DeclineinMobileGameRevenue

Gameapps’year-over-yearquarterlyconsumerspendingrawgrowth

FarEastAsia,theU.S.,andEuropewereamongthemarketsthatsawthelargestabsolutedeclineinGamerevenuein

2022YOY,withJapanseeingthesteepestdeclineglobally,withrevenuedownby$3.2Bin2022.

TheliftingofCOVIDrestrictions,Apple’sIDFAchanges,rising

inflation,andgamingfatigueafteryearsofrelyingonindoor

gamingareallfactorsthatcanhelpexplaintheglobaldecreaseinGamerevenue.

Focusingonthemostrecentquarter,Japansawthelargestdeclineinspendingattheendof2022YOY,withGame

revenuedownby$960MinQ42022versusthepreviousyear.

InJapan,specificfactorsthatmayhaveimpactedspendinginQ42022includealateCOVIDreopening,theWorldCup,whichmighthavekeptsomeusersawayfromgames,andrising

inflation-anunprecedentedeventinJapan,acountrywherethepriceofsomeeverydayitemshasnotincreasedinthepast40years.

Growing

EmergingMarkets

DecliningEmergingMarkets

High-IncomeMarkets

$100B

$80B

$60B

$40B

$20B

$0

201720182019202020212022

11|©2023SensorTowerInc.-AllRightsReserved

GameRevenueisGrowingin

EmergingMarkets,butNot

FastEnough

Gameapps’globalconsumerspendingbyyear

WhileGamerevenuehasbeendecliningacrossmajor

economies,spendingonmobileGamesisgrowinginsome

emergingmarkets.Brazil,Indonesia,India,andTurkeywere

amongthefastest-growingmarketsbyGamerevenuein2022YOY.However,althoughconsumerspendingisincreasingin

thesemarkets,itisnotrisingfastenoughtooffsetthedeclineinothermajormarkets.

Giventhecurrentscenarioofweakrevenuegrowth,

minimizingtheimpactoftheAppleIDFAchangesiscriticaltounlockinggrowth.Gamepublishershaveanumberofstrategiesavailable,includingusingapre-permission

prompttoemphasizethevalueuserscangainfromoptingin;findingtheoptimalmomenttodelivertheAppleIDFApop-up;rethinkingtheircreativetestingstrategyand

contextualadtargeting;andbuildingafirst-partydatastrategy.

Q42021

Q12022

Q22022

Q32022

Q42022

Note:DataisindexedtoQ42021Q42021=0

$1B

Entertainment

$0

Games

-$1B

-$2B

-$3B

12|©2023SensorTowerInc.-AllRightsReserved

EntertainmentisNowDriving

GlobalConsumerSpendingGrowth

Quarterlyworldwideconsumerspendingrawgrowthbycategory

Entertainmentisnowdrivingrevenuegrowthglobally.

Entertainmentisgrowingfast,withspendingpickinguppaceasGamerevenuedeclines.Fromageographicperspective,the

U.S.,China,andSouthKoreadrovespendinggrowthon

Entertainmentappsin2022,whileTikTok,HBOMaxandDisney+wereamongthefastest-growingappsbyconsumerspending.

TheincreaseinEntertainmentrevenueandtheconcurrent

declineinGamespendingraisesthequestionofwhetherGameusersaremovingtowardsEntertainmentapps,particularly

thosethataremakingapushintothegamingspace,suchasTikTokandNetflix.

DatafromSensorTower’sAppOverlapmoduleshowthat

TikTokandNetflixareamongtheappsthatusersoftop-

grossingGameappsworldwidearemostlikelytospendtimeon:TikTokandNetflixareamongthetopnon-Gameapps

thatCoinMasterandPokemonGo’sAndroidusersaremorelikelytouseina30-dayperiod.TikTokisalsopopularamongGenshinImpact’suserbase,rankingastheNo.2app

GenshinImpact’sAndroidusersaremorelikelytospendtimeonworldwide.

GrossRevenue

200M400M600M800M

0M

0M

200M400M600M800M

0M

200M400M600M800M

0M

2019

2020

2021

2022

SpendingonEntertainment

AppsisNowTwicethatofthe

Entertainment

$4B

Next-LargestCategoryintheU.S.

Consumerspendingvs.downloadsbycategoryintheU.S.

$3.5B

Entertainment

TheU.S.isaclearexampleofhowmuchspendingon

$3B

$2.5B

Entertainmentappshasriseninrecentyears:Entertainment

revenuehasgrownsteadilysincetheemergenceofCOVID-19,

withspendingonEntertainmentappsreaching$4Bin2022,

morethandoubletheamountof2019.

SocialNetworking

SocialNetworking

$2B

Entertainment

SpendingonEntertainmentappshasgrownsofastinthe

U.S.thatin2022Entertainmentappsrevenuewas,forthe

firsttime,twicethatofthenext-largestcategory,Social

$1.5B

Entertainment

SocialNetworking

SocialNetworking

Avg.Spend

Networking(however,Gameapps,notshowninthechart,

remainedthetopbyspend).

$1B

TikTok,HBOMaxandDisney+werethetopgrossing

EntertainmentappsintheU.S.in2022,withTikToksurpassing

evenGameapps,withtheexceptionofCandyCrushSaga.

$500M

TikTokwasalsothefastest-growingbyrawconsumerspending

in2022YOY,followedbyTVStreamingapps,includingHBOMax,

PeacockTVandParamount+.

$0M

200M400M600M800M

NoteRegardingRevenueEstimates:

Downloads

Gameappsarenotincludedinthechart.

13|©2023SensorTowerInc.-AllRightsReserved

GrossRevenue

0M

0M

50M100M150M200M

0M

50M100M150M200M

0M

50M100M150M200M

2019

2020

2021

2022

$1.5B$1.4B$1.3B$1.2B$1.1B $1B$900M$800M$700M$600M$500M$400M$300M$200M$100M

$0M

AMangaReaderAppisNow

theTopGrossinginJapan

Entertainment

Entertainment

Consumerspendingvs.downloadsbycategoryinJapan

SocialNetworking

SocialNetworking

SocialNetworking

Books

Books

Entertainment

EntertainmenthasalsobeendrivingspendinggrowthinJapan

inrecentyears,withthecategorybecomingthetopgrossingin

2021amongnon-Gameapps,arecorditmaintainedlastyear.

However,whatsetsJapanasidefromothermajormarketsisthe

sizeandgrowththattheBookscategoryhasseeninrecent

years.Andwhilemostmobilecategoriessawadecreasein

SocialNetworking

Books

revenuein2022,Bookssawoneofthesmallestdeclinesamong

topcategories,makingitoneofthemostresilientinthe

Japanesemobilespace.

WithintheBookscategory,MangaReaderappshavebeen

amongitsfastest-growingsegments.Thisisapparentifone

BooksEntertainment

looksatthetop-grossingappsacrosstheentiremobile

ecosystem:Historically,theleadingappbyrevenueacross

bothstoresinJapanhasalwaysbeenaGameapp.However,

Avg.Spend

in2022,aMangaReaderapp-Piccoma-becametheNo.1by

revenueacrossbothstores,replacingaGameappforthe

firsttimeever.

50M100M150M200M

NoteRegardingRevenueEstimates:

Downloads

Gameappsarenotincludedinthechart.

14|©2023SensorTowerInc.-AllRightsReserved

$4B

$1.03B

$1.41B

$1.83B

$3.81B

$3.35B

$2.71B

$2B

$0

Jan2018Jan2019Jan2020Jan2021Jan2022Jan2023

15|©2023SensorTowerInc.-AllRightsReserved

GlobalMobileSpending

ContinuestoIncreaseDespiteMacroHeadwinds

Globalnon-Gameapps’grossrevenueinJanuaryofeachyear(excludingChina)

Globalconsumerspendingonnon-GameappsreachedarecordhighinJanuary2023YOY,withgrossrevenuehitting$3.8B.Theincreaseinspendinghascomeonthebackofaneconomythat-despitehighinflation-hasshownsurprisingstrengthacross

markets,includingtheU.S.

Mostglobalmarkets,withtheexceptionofRussiaandJapan,sawanincreaseinnon-GamemobilespendinginJanuary2023YOY.EntertainmentandPhoto&Videowerethefastest-growingsegmentsbyrawrevenue,whiletheU.S.andSouthKoreawerethemarketswherespendingincreasedthemostinabsolute

terms.

Whilemobilespendingremainsstrong,thelatesteconomicdatafromtheU.S.suggestthattheFederalReservemay

considerlargerinterestrateincreasestobringinflationback

toitstwopercenttargetinthenextfewyears.Higher

interestratesmightslowconsumerspending,also

impactingrevenueinthemobileeconomy.

NoteRegardingRevenueEstimates:

Gameappsarenotincludedinthechart.

Chinaisnotincluded.

$236M

$279M

ConsumerSpendingisRising

AgaininChinaAmidthe

Country’sReopening

$600M

$538M

$511M

$540M

$351M

Non-Gameapps’grossrevenueinJanuaryofeachyearinChina

Mirroringothermarkets,mobilespendingreachedarecordhigh

inChinainJanuary2023YOYamidthecountry’sreopening

followingtheendofitszero-COVIDpolicy.Spendingonnon-

Gameappshit$540MinJanuary2023,thehighesteverforthe

month.

$300M

Whilemobilespendingisincreasing,itisnotrisingasmuchasin

thepre-COVIDperiod.Nevertheless,Chinesehouseholdsare

sittingonthelargestpoolofnewsavingsinhistory,whichmay

representasignificantmonetizationopportunityforapp

developersinthecomingmonths.

Theaccumulationofsavings,theeasingofChina’stech

crackdown,alowinflationratecomparedtootherglobal

markets,andsignsofapotentialrelaxationofstringent

gamingregulationsmaycombinetounlocknewgrowth

opportunitiesinthecomingquarters.

$0

Jan2018Jan2019Jan2020Jan2021Jan2022Jan2023

NoteRegardingRevenueEstimates:

Gameappsarenotincludedinthechart.

RevenueestimatesinChinaonlyincludetheAppStore.

16|©2023SensorTowerInc.-AllRightsReserved

$28B

$25B$25B

$22B

DigitalAdSpendisPickingUpPace,butAppsEyeAlternativeRevenueStreams

Quarterlydigitaladspendin2022(U.S.,Canada,U.K.,Germany,France,Italy,Spain)

Digitaladspendinghasincreasedquarter-over-quarterinthe

pastfewquarters,reaching$28BacrossNorthAmericaandlargeEuropeanmarketsinQ42022.Comparing2022to2021,

however,someofthelargestadchannelshaveseenadecreaseinspendasbrandshavecuttheirmarketingbudgetsatatimeofrisinginflationandasaresponsetoApple’santi-trackingrules.IncreasingcompetitionfromAmazon,AppleandTikTokhasalsoshiftedinvestments.

TheFallinadvertisingrevenuehaspushedappsthatrely

moreheavilyonadvertisingtolookfornewsourcesof

revenue.Meta’sVerifiedsubscriptionisthelatestexampleofthistrend,whichhasseenSnapchatandTwitterlaunchtheirsubscriptionservicesinrecentmonths.Subscriptionrevenuewillhardlymakeupforlostrevenuefromadvertising,butthe

focusonsubscriptionscouldbeawindfallforGoogleandApple:Theymakenomoneyfromapps’advertisingrevenuebuttakeacutfro

温馨提示

  • 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
  • 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
  • 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
  • 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
  • 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
  • 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
  • 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。

评论

0/150

提交评论