Sarah Perez, TechCrunch:
Apple’s push to get developers to build subscription-based apps is now having a notable impact on App Store revenues. According to a new report from Sensor Tower due out later this week, revenue generated per U.S. iPhone grew 36 percent, from $58 in 2017 to $79 last year. As is typical, much of that increase can be attributed to mobile gaming, which accounted for more than half of this per-device average. However, more substantial growth took place in the categories outside of gaming — including those categories where subscription-based apps tend to rule the top charts, the firm found.
As usual, mobile gaming continued to play a large role in iPhone spending. In 2018, gaming accounted for nearly 56 percent of the average consumer spend — or $44 out of the total $79 spent per iPhone.
The next-biggest categories for spending were Entertainment, Music, and Social Networking — each averaging under $10 per iPhone. It blows my mind that users will spend an average of over forty bucks a year on games; equally, that non-game apps are often on the receiving end of user backlash for daring to charge a flat rate of five or ten dollars. Would it be more acceptable to charge a dollar per month? I would hate if most of the paid apps I use daily switched to that model.