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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
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