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Wordle is now integrated in The New York Times Crossword app

The spelling puzzle app phenomenon Wordle is making its debut on The New York Times Crossword application, The Times announced today. After tons of doppelgangers and wannabes of the infamous app, the NYT Crossword app is now appearing at the top of iOS and Android app store searches. 
Users won’t have to worry about losing their scores and streaks because The NYT will allow consumers to create an account to track their gameplay. Though the app itself is free to download, this so-called “free account” is only available for a seven-day trial; users are then prompted to either pay $4.99 per month or $39.99 for the year. The subscription would also include access to puzzles like Spelling Bee, The Mini and The Crossword. 
Image Credits: The New York Times
The move to further integrate Wordle comes after The NYT acquired the rights to the game earlier this year at an undisclosed price. According to first-quarter financial results, the publication said the game drove the company’s best quarter ever, in relation to net subscribers for Games. Since its acquisition, the publication has advertised its other games through Wordle.
Though the game was created to be a passtime for the creator Josh Wardle and his partner, its popularity has become a daily habit for some. Back in July, The Times announced the WordleBot to help users strengthen their skills. The tool gives word enthusiasts a score from 0-99 based on skills and luck, but also provides advice on how they can improve their search. 

Wordle founder Josh Wardle on going viral and what comes next

As The NYT tries to capitalize on the game’s popularity, they announced the online word game would be turned into a board game. The company has partnered with toymaker Hasbro to release Wordle: The Party Game in October. 
TechCrunch previously reported that upwards of two million players were playing Wordle, and it has been mentioned in over 32 million tweets since its launch. According to The Times, “10% of active players have played 145 or more games of Wordle.”
Wordle is now integrated in The New York Times Crossword app

US App Store revenue from non-game apps just topped games for the first time

A major shift in the U.S. app economy has just taken place. In the second quarter of this year, U.S. consumer spending in non-game mobile apps surpassed spending in mobile games for the first time in May 2022 and the trend continued in June. This drove the total revenue generated by non-game apps higher for the quarter, reaching about $3.4 billion on the U.S. App Store, compared with $3.3 billion spent on mobile games.
After the shift in May, 50.3% of the spending was coming from non-game apps by June 2022, according to new findings in a report from app intelligence firm Sensor Tower. By comparison, games had accounted for more than two-thirds of total spending on the U.S. App Store just five years ago.
The trend was limited to the U.S. App Store and was not seen on Google Play, however. In Q2, games accounted for $2.3 billion in consumer spending on Google Play in the U.S., while non-game apps accounted for about $1 billion.
Image Credits: Sensor Tower
This shift in the U.S. app market is the most significant finding in the new report and demonstrates how successfully Apple has managed to create a subscription economy that allows a broader range of apps to generate sizable revenues.
The new data also supports this, as it shows it’s not only the biggest players that are benefiting from subscription revenue growth. In Q2 2022, 400 apps generated more than $1 million in consumer spending on the U.S. App Store, which is eight times the total from the same quarter in 2016. In addition, 61 U.S. App Store non-game apps generated at least $10 million in U.S. consumer spending in Q2 2022 — that’s more than the number of non-game apps that had generated $1 million+ in revenue in Q2 2016.
A handful of non-game apps also topped $50 million in U.S. consumer spending in the quarter, including YouTube, HBO Max, TikTok, Tinder, Disney+, Hulu and Bumble.
Image Credits: Sensor Tower
Subscriptions are the major revenue growth driver here, as non-game apps grew at nearly twice the rate  — at a 40% compound annual growth rate — since June 2014 compared with less than 20% for games, the report found.
The trend is a significant reversal of what mobile app spending looked like just a few years ago.
In 2019 and early 2020, for instance, mobile game spending growth was consistently higher than non-game spending. Game spending then surged again at the start of the COVID-19 pandemic. But by late 2020, non-game growth had caught up and the gap widened in 2021.
Image Credits: Sensor Tower
While non-games are enjoying their new dominance, it’s not all great news for the app economy in this most recent quarter. The report also found that U.S. app spending overall declined for the first time in Q2, following the wind down from the spike generated by the pandemic.
At the start of the pandemic (around April 2020), year-over-year growth in consumer spending had jumped from around 20%-30% in 2019 to 35%-55% over the next 12 months. But in May 2022, U.S. spending declined for the first time as consumers began to shift their dollars back to other non-mobile activities like restaurant dining and travel.
Despite this decline from the pandemic highs, consumer spending in Q2 2022 was still up 71% over Q2 2019.
In other key findings from the quarter, summer travel drove travel apps to record high downloads in the U.S. and U.K., and airline app downloads in these markets were up 30%+ compared with Q2 2019, before the pandemic.
Meanwhile, the top-five ticketing apps saw 10 million downloads, up 70%+ from Q2 2019 as consumers returned to concerts, sports games and other events.
Image Credits: Sensor Tower
Worldwide app downloads slowed also slowed in the quarter, as installs totaled 35 billion in Q2, down 2.5% year over year. App Store downloads fell 1.3% to 7.8 billion and Google Play installs dropped 3% to 27.2 billion.
The most downloaded non-game app worldwide was TikTok, which has held the top position eight times out of the past 10 quarters. It was followed by Instagram, Facebook, WhatsApp and Snapchat. TikTok (including Douyin in China on iOS) had 187 million downloads in the quarter.
The top mobile game globally was Subway Surfers, with over 80 million downloads — its highest total since 2014, and following the game’s maker Sybo’s acquisition by gaming giant Miniclip in June 2022. The number two title was Garena Free Fire with 70 million installs for the third quarter in a row.
China was still the larger contributor to iOS gaming revenue, despite a pause on game approvals in May 2022. In Q2, 65% of consumer spending on China’s App Store was on mobile games, while 35% was on non-game apps in Q2 2022 — percentages that remained unchanged from a year ago in June 2021. Japan’s App Store still generates the third-most gaming revenue on iOS and it maintained this position, though games’ share shrank a bit to 68% of the total spend, down from 70% in June 2021.
US App Store revenue from non-game apps just topped games for the first time

New report examines the number of downloads it takes to hit the top of the App Store

New analysis indicates it’s gotten harder to get an app to the top of the App Store, in terms of downloads, over the past several years. According to new data from app intelligence firm Sensor Tower, the number of downloads needed for an app to break into the No. 1 position on Apple’s iPhone App Store in the U.S. has climbed by 37% since 2019. Specifically, it estimates an app now requires approximately 156,000 downloads on a given day to hit the top spot, up from 114,000 daily downloads back in 2019.
But to be clear, downloads alone don’t move an app to the top of the charts. It’s only one of several factors that Apple’s ranking algorithm takes into account for managing its Top Charts.
Image Credits: Sensor Tower
In the early days of the App Store, Apple soon realized that downloads alone would give developers an easy way to buy their way to the No. 1 spot.
It then expanded its ranking algorithm to make it more complex — and more of a mystery. Another firm, Apptopia, believes it has reverse-engineered the current version of this algorithm, which is said to consider numerous factors like velocity, app usage, quantity of new users and more.
That said, downloads are still a part of the equation here, and an interesting factor to examine, given how little information there is about how Apple’s App Store ranks actually work.
Among the new findings, Sensor Tower noticed that Apple appeared to have adjusted the ranking algorithm to address the impacts of the COVID-19 pandemic in 2020.
It reports that in 2020, the number of downloads it was taking an app to hit No. 1 on the U.S. App Store hit a record high of 185,000, up 62% year-over-year. That would be in line with the overall boost seen in app downloads and usage that was occurring as consumers stayed at home under government lockdowns, while schools, stores and workplaces closed.
Getting to the same position on Google Play was easier at that time, however, as the number of daily downloads required grew just 5% year-over-year to reach 87,000 in 2020.
Image Credits: Sensor Tower
Since then, the number of daily downloads needed to reach No. 1 has declined on both marketplaces as post-COVID trends (or rather, post-lockdown trends) have normalized app usage.
This year, Sensor Tower estimates apps must reach a median of 156,000 daily installs to reach No. 1 on the App Store, as noted above, but Android apps now need just 56,000 installs, down 33% from the 83,000 required in 2019.
Breaking into the top 10 on the U.S. App Store also requires more effort than hitting that same position on Google Play.
Per the report’s findings, it now takes approximately 52,000 daily downloads to get into the Overall Top 10 on the App Store, up 2% from the 51,000 required to reach the Top 10 in 2019. But Android apps only need 29,000 daily downloads, which is down 9% from 2019 levels.
Image Credits: Sensor Tower
Image Credits: Sensor Tower
Still, these figures are approximations reached from trends across the respective app stores.
When looking at figures in more detail on a per-category basis, there are different trends to be found. For instance, on the App Store, it’s tougher to break into the Top 10 free iPhone apps for those ranked in the Entertainment category than others like Shopping, Social Networking, Travel or Finance. Android is similar in that it also sees Entertainment as needing more daily installs, but this is followed by the Shopping, Tools, Finance, then Communication categories.
Image Credits: Sensor Tower
Image Credits: Sensor Tower
It’s worth pointing out that these trends only hold true for mobile apps, not mobile games. That’s an entirely different matter.
When looking at mobile games, Sensor Tower found iPhone games now require a median of 93,000 downloads to hit No. 1 while Android games need 37,000 installs. These figures are down from 2019 levels, dropping by 46% and 68%, respectively.
The report also notes that, historically, it’s taken fewer installs for games to get into the Top 10. So far in 2022, iPhone games have needed 26,000 daily downloads to reach the Top 10, down 40% from 43,000 in 2019. And Android games needed just 16,000 daily installs, down 52% from 33,000 in 2019.
While much of the new report is focused on the U.S. market, Sensor Tower did examine how the U.S.’s Top 10 compared to other countries.
Here, it found that it’s much tougher for non-game apps in China to reach the Top 10 — requiring more than twice the number of daily downloads as in the U.S. at 108,000 (China) versus 52,000 (U.S.)
But on Android, it’s India that is the most difficult market to top, requiring 292,000 daily downloads to reach the Top 10 in the free charts for non-game apps.
Image Credits: Sensor Tower
Image Credits: Sensor Tower
While the data here is worth investigating, this analysis doesn’t take into account the other factors apps and games require to climb the charts, so it’s not a complete picture of how or why apps can climb to the top of the app stores.
In addition, there have been some hints that Apple may have been adjusting its algorithms even more in recent weeks, as bigger apps like Facebook, Netflix, Snapchat and others have taken ranking hits since around mid-April, Apptopia told us last month, when we inquired how relative unknown apps had been finding their way to the Top 10. This could be a test or a more permanent change meant to give smaller apps a chance to stand out and be discovered amid the tech giants, but more time will be needed to conduct that analysis.
Still, this sort of tweaking could help to highlight a variety of apps that are benefitting from marketing, promotions, and other trends. This might explain why Planet Fitness is No. 2 on the Top Free Charts in the U.S. today, for instance — the company gave teens free gym passes for the summer. Meanwhile, DIRECTV’s recent consolidation of its apps has driven it to No. 3, while the newcomer social networking app LiveIn, popular among teens, is now sitting higher than Facebook and Snapchat at No. 7.
New report examines the number of downloads it takes to hit the top of the App Store

Android’s winter update adds new features to Gboard, Maps, Books, Nearby Share and more

Google announced this morning Android phones will receive an update this winter that will bring some half-dozen new features to devices, including improvements to apps like Gboard, Google Play Books, Voice Access, Google Maps, Android Auto and Nearby Share. The release is the latest in a series of update bundles that now allow Android devices to receive new features outside of the usual annual update cycle.
The bundles may not deliver Android’s latest flagship features, but they offer steady improvements on a more frequent basis.
One of the more fun bits in the winter update will include a change to “Emoji Kitchen,” the feature in the Gboard keyboard app that lets users combine their favorite emoji to create new ones that can be shared as customized stickers. To date, users have remixed emoji more than 3 billion times since the feature launched earlier this year, Google says. Now, the option is being expanded. Instead of offering hundreds of design combinations, it will offer more than 14,000. You’ll also be able to tap two emoji to see suggested combinations or double tap on one emoji to see other suggestions.

Image Credits: Google

This updated feature had been live in the Gboard beta app, but will now roll out to Android 6.0 and above devices in the weeks ahead.

Google’s Gboard introduces Emoji Kitchen, a tool to mash up emojis to use as stickers

Another update will expand audiobook availability on Google Play Books. Now, Google will auto-generate narrations for books that don’t offer an audio version. The company says it worked with publishers in the U.S. and U.K. to add these auto-narrated books to Google Play Books. The feature is in beta but will roll out to all publishers in early 2021.
An accessibility feature that lets people use and navigate their phone with voice commands, Voice Access, will also be improved. The feature will soon leverage machine learning to understand interface labels on devices. This will allow users to refer to things like the “back” and “more” buttons, and many others by name when they are speaking.
The new version of Voice Access, now in beta, will be available to all devices worldwide running Android 6.0 or higher.
An update for Google Maps will add a new feature to one of people’s most-used apps.
In a new (perhaps Waze-inspired) “Go Tab,” users will be able to more quickly navigate to frequently visited places — like a school or grocery store, for example — with a tap. The app will allow users to see directions, live traffic trends and disruptions on the route, and gives an accurate ETA, without having to type in the actual address. Favorite places — or in the case of public transit users, specific routes — can be pinned in the Go Tab for easy access. Transit users will be able to see things like accurate departure and arrival times, alerts from the local transit agency, and an up-to-date ETA.

Image Credits: Google

One potentially helpful use case for this new feature would be to pin both a transit route and driving route to the same destination, then compare their respective ETAs to pick the faster option.
This feature is coming to both Google Maps on Android as well as iOS in the weeks ahead.
Android Auto will expand to more countries over the next few months. Google initially said it would reach 36 countries, but then updated the announcement language as the timing of the rollout was pushed back. The company now isn’t saying how many countries will gain access in the months to follow or which ones, so you’ll need stay tuned for news on that front.

Image Credits: Google

The final change is to Nearby Share, the proximity-based sharing feature that lets users share things like links, files, photos and and more even when they don’t have a cellular or Wi-Fi connection available. The feature, which is largely designed with emerging markets in mind, will now allow users to share apps from Google Play with people around them.
To do so, you’ll access a new “Share Apps” menu in “Manage Apps & Games” in the Google Play app. This feature will roll out in the weeks ahead.
Some of these features will begin rolling out today, so you may receive them earlier than a time frame of several “weeks,” but the progress of each update will vary.

Google removes 3 Android apps for children, with 20M+ downloads between them, over data collection violations

Android’s winter update adds new features to Gboard, Maps, Books, Nearby Share and more

Google Play Pass expands outside the US, adds more titles and annual pricing

Google Play Pass, the Android alternative to subscription-based game store Apple Arcade, is expanding. Launched in September 2019 with more than 350 apps and games, Play Pass today announced it has added 150 new titles, including Sonic the Hedgehog, Golf Peaks and kid-friendly content like apps from Sesame Workshop, for example. In addition, the service will be offered in a range of new non-U.S. markets for the first time and is adding an annual subscription option.
Unlike Apple Arcade, Google Play Pass at launch offered a combination of games and premium apps, like AccuWeather, Facetune and Pic Stitch, for example. (Facetune and AccuWeather have since been removed). It also included a notable list of launch titles, like Stardew Valley, Risk, Terraria, Monument Valley, Star Wars: Knights of the Old Republic, Reigns: Game of Thrones, Titan Quest and Wayward Souls.
The company has been steadily growing its lineup since its debut. Google says that over the past few months, it has added more than 150 titles and is preparing to roll out even more. A series of new titles will also premiere on Google Play Pass this year at launch, starting with the newly released The Almost Gone from Playdigious, available now. This will be followed by The Gardens Between and Kingdom Rush, then new releases like Bright Paw from Rogue and Line Weight from The Label coming later this year.
With the expansion, Google Play Pass now includes more than 500 apps and games.

The company is also offering a different way to pay for the subscription. Play Pass first offered users a $1.99 per month promotional subscription for the first year, which would increase to $4.99 per month afterwards. As early adopters are nearing the price change, Google is instead giving them a chance to save by paying for a year’s subscription upfront. The new annual subscription option brings the price down to $29.99 per year in the U.S., which works out to roughly $2.50 per month.
Existing subscribers will be able to make the change to an annual subscription from the Play Pass tab in the Play Store app for Android this week.

The service is also launching internationally with availability in Australia, Canada, France, Germany, Ireland, Italy, New Zealand, Spain and the United Kingdom, starting this week.
Because Play Pass didn’t rely as heavily on exclusives and included non-game apps, it was able to offer a larger catalog than Apple Arcade did at launch. Today, Apple touts that Arcade offers more than 100 games, while Google has added more apps than that in just the past several months.
Google also ties its payouts to developers based on Play Pass downloads, while Apple had offered upfront funding for Arcade titles, with more for exclusives. iOS developers are also under NDA about their agreements, but a revenue share is reportedly involved here, as well.
Both services cater to a growing audience interested in subscription-based entertainment, which is no longer limited to just streaming music and video. Outside of standard mobile game revenue, app subscriptions have been driving increases in consumer spend across the app stores for some time.
The Google Play Pass expansion to new markets and the annual subscription option are both rolling out this week.
Correction: Google initially described the annual subscription as U.S.-only. It will be offered elsewhere. The company updated its own announcement on the matter to clarify this.  

Google Play Pass expands outside the US, adds more titles and annual pricing