Mobile App Statistics 2026: 142.2 Billion Downloads, and What the Numbers Actually Say
Every figure sourced and dated, the 2025-versus-2026 distinction stated plainly, and live App Store data pulled the day this was published.
Almost every statistic you will read about mobile apps this year describes 2025, because a year has to finish before anyone can total it. This page does not pretend otherwise. The market figures below are 2025 full-year data from Business of Apps, which aggregates Sensor Tower and data.ai; the chart and rating figures were pulled from Apple’s own endpoints on the day of publication and are labelled as the dated snapshots they are. Nothing here is estimated or written from memory, and the last section covers how to read app statistics without being misled, which is the part most of these pages leave out.
What This Guide Covers
- 142.2 billion downloads, and the decline that ended
- Google Play takes the volume, iOS takes the money
- The year apps finally overtook games
- Subscriptions: $79.5bn, with a heavy iOS skew
- Where downloads and hours actually come from
- How to read app statistics without being misled
On the year in the title: the most recent complete calendar year is 2025, so the market totals here are 2025 figures reported in 2026. The App Store chart and rating data was pulled live on 8 September 2026. Both are labelled throughout rather than blurred together.
Get Started FreeTL;DR Quick Summary
Mobile app downloads reached 142.2 billion in 2025, up 3.1% and reversing three years of decline, split 96.9 billion apps to 45.3 billion games. Google Play took 104.6 billion of those installs, 73.5% of the total, while iOS took 26.5%. We break that split down store by store in App Store vs Google Play statistics. The revenue picture inverts it: iOS produced about 70% of the $166.8 billion consumers spent across both stores, $117.6 billion against Google Play’s $49.2 billion. The headline event of the year is that apps overtook games in consumer spending for the first time, $83.6 billion to $83.2 billion, driven by subscriptions, which reached $79.5 billion with iOS accounting for 73% of them. Mobile advertising remains far larger than all of it at $419 billion. India led downloads and total hours, Saudi Arabia and Egypt led per capita, and none of those is a leading spending market. Around four million apps are listed across the two stores and more than a quarter of them have never passed 100 downloads, which is the most useful number on this page for anyone planning a launch.
Build an App Free →Table of Contents
Jump to any section: the 2026 headline numbers and the year caveat, downloads, the two stores compared, consumer spending, subscriptions, advertising, geography, catalogue size, today’s App Store charts, what a good rating looks like, how to read app statistics without being misled, and what the numbers mean if you are building.
- The 2026 headline numbers, and one caveat that matters
- Downloads: 142.2 billion, and the three-year decline that ended
- Google Play and the App Store are not the same business
- The year apps overtook games
- Subscriptions: $79.5 billion, and a heavy iOS skew
- Mobile advertising: $419 billion
- Where the downloads and the hours actually come from
- How many apps exist, and how few are ever used
- What the top of the App Store looks like today
- What a good App Store rating looks like at scale
- How to read app statistics without being misled
- What the numbers mean if you are building something
- Frequently Asked Questions
The 2026 headline numbers, and one caveat that matters
Almost every statistic you will read about mobile apps this year describes 2025. That is not a flaw in the reporting, it is how annual data works: the year has to finish before anyone can total it. So when a page promises 2026 app statistics, what it can honestly offer is the most recent complete year plus whatever live signals are available today.
This page does both, and labels which is which. The market totals below are for the 2025 calendar year, as reported by Business of Apps, which aggregates Sensor Tower and data.ai data. The chart and rating figures further down were pulled directly from Apple’s own endpoints on 8 September 2026 and are dated snapshots of things that move daily.
The five numbers worth remembering
Downloads reached 142.2 billion in 2025, up 3.1% on the previous year and reversing a three-year decline. Consumer spending across both stores hit $166.8 billion. Mobile ad spend reached $419 billion, up 7.4%. Subscriptions accounted for $79.5 billion of consumer spending. And for the first time,apps overtook games in consumer spending, $83.6 billion against $83.2 billion.
Why that last one is the real story
Games have funded the app economy since it began. In 2025 that stopped being true by the narrowest of margins, and the crossover says more about the decade ahead than any download total does. Non-game apps got there on subscriptions rather than one-off purchases, which is a structurally different and considerably more durable business.
Downloads: 142.2 billion, and the three-year decline that ended
Total installs across Google Play and the App Store came to 142.2 billion in 2025, a 3.1% increase. The direction matters more than the size: downloads had fallen for three consecutive years before this, so 2025 marks a reversal rather than a continuation.
The split between apps and games
Of that total, 96.9 billion were apps and 45.3 billion were games. Games take roughly a third of installs while, as the spending section shows, generating close to half the consumer revenue. Games are monetised harder per install than almost any other category, which is why game economics rarely transfer to other kinds of app.
What a download does not tell you
An install is the cheapest event in the funnel and the least informative. It says somebody tapped Get. It does not say they opened the app twice, and industry retention data consistently shows most installs never become habitual use. Treat download totals as a measure of market size, never as a measure of product success.
Google Play and the App Store are not the same business
The two stores look like competitors and behave like different industries. Google Play wins on volume by a wide margin; the App Store wins on money by a wider one.
Volume goes to Google Play
Google Play delivered 104.6 billion downloads in 2025, or 73.5% of the total. iOS accounted for the remaining 26.5%, some36.6 billion installs. Roughly three in four app installs worldwide happen on Android.
Money goes the other way
iOS was responsible for 70% of consumer spending, with iOS consumer spending reaching $117.6 billion against Google Play’s $49.2 billion, itself up 13% on the year. An iOS install is worth several times an Android install in direct consumer revenue, which is the single most important fact in this entire page for anyone deciding where to launch.
The catalogue sizes are closer than people assume
There were 2.42 million apps and games on the App Store in 2025 and1.58 million on Google Play. The App Store is the larger catalogue despite being the smaller platform by installs, which is worth holding on to when someone tells you Android is the crowded one.

The year apps overtook games
Consumer spending across both stores reached $166.8 billion in 2025. Inside that total, something happened for the first time: apps generated $83.6 billion and games generated $83.2 billion.
The gap is about half a percent, so this is a crossing rather than a rout. But games have led since the App Store opened, and the trend behind the crossover has been running for years as subscription apps in health, education, productivity and dating matured.
Where the iOS money comes from
Of iOS’s $117.6 billion, $64.8 billion came from apps and $51.9 billion from games. The non-game majority on iOS is now decisive.
What this changes for a new app
The old advice, that only games really monetise on mobile, is now measurably out of date. It was true for a decade and it stopped being true in 2025. If you are building a non-game app with a genuine subscription proposition, the market data no longer argues against you.
Subscriptions: $79.5 billion, and a heavy iOS skew
Subscription revenue reached $79.5 billion in 2025, which is close to half of all consumer spending across both stores. iOS accounted for 73% of it.
Why subscriptions concentrate on iOS
Part of it is spending power and part is payment friction: iOS users are more likely to have a card on file and to have subscribed to something before. For a subscription business, that skew is more consequential than the raw install split, because the platform with a quarter of the downloads is producing roughly three quarters of the recurring revenue.
The practical reading
If the model is subscription, iOS is where the revenue is and Android is where the reach is. Most teams should still ship both; few should expect them to perform alike, and budgeting as though they will is a common and avoidable mistake.
Mobile advertising: $419 billion
Mobile ad spend reached $419 billion in 2025, up 7.4%. Set against $166.8 billion of consumer spending, advertising is roughly two and a half times the size of everything users pay for directly.
That ratio explains a great deal about how apps are designed. When the advertising economy is this much larger than the paid one, attention is the product being sold far more often than software is, and free-with-ads remains the default for good commercial reasons rather than merely cultural ones.
What it means for a small publisher
The figure is a market size, not an opportunity you can address. Mobile ad spend is heavily concentrated in a small number of very large properties. A modest app monetising by ads is competing for a slice of inventory priced by that concentration, which is why ad revenue per user is usually disappointing at small scale and why subscriptions are typically the better first model for a niche audience.
Where the downloads and the hours actually come from
App usage is not distributed the way revenue is, and the mismatch is the most useful thing in the geographic data.
Volume
India downloaded the most apps in 2025, followed by the United States and Brazil. On a per-capita basis the order is completely different: Saudi Arabia leads, followed by Iraq andTurkey.
Time
India also spent the most total hours in apps, while Egyptwas the leader on hours per capita.
Reading it correctly
None of these leaders is a top consumer-spending market. Downloads and attention sit in one set of countries; direct revenue sits largely in another. A launch plan built on install volume and a launch plan built on revenue point at different maps, and confusing the two is one of the more expensive mistakes in mobile.
How many apps exist, and how few are ever used
Roughly four million apps and games are listed across the two stores:2.42 million on the App Store and 1.58 million on Google Play. The more revealing statistic is what happens to them.
On both stores, more than a quarter of apps receive fewer than 100 downloadsin total. Close to a quarter on the App Store, over a quarter on Google Play. Not a hundred a day or a hundred a month; a hundred ever.
What that actually means
Publishing is not distribution. The stores are catalogues, not audiences, and an app with no route to its users is functionally invisible the day it ships. Anyone planning a launch whose marketing section reads “list it on the App Store” is describing that quarter.

What the top of the App Store looks like today
The figures above are annual. This one is a snapshot, pulled from Apple’s own marketing RSS feed and cross-checked against the public charts page, both on 8 September 2026. Charts move daily and this will be out of date quickly, which is exactly why it is labelled.
Top free iPhone apps, United States
ESPN Fantasy Sports, ChatGPT, 7 Brew Coffee, Vinted, Netflix Game Controller, TikTok Pro, PineDrama, Depop, Google Gemini, Sleeper.

Two things worth noticing
First, two of the top ten are general-purpose AI assistants, ChatGPT and Google Gemini, a category that did not exist in the top ten a few years ago. Second, the list is unusually seasonal: fantasy sports takes two of the ten because the American football season has just started. A chart is a photograph of a particular week, not a ranking of the industry, and treating one as the other is a standard misreading.
Top paid iPhone apps, United States
Shadowrocket, HotSchedules, AnkiMobile Flashcards, Procreate Pocket, TonalEnergy Tuner, Paprika Recipe Manager, SkyView, PeakFinder, play_music_theory, Wildwood. Almost all are single-purpose utilities and creative tools, which is broadly what still sells outright when everything else has moved to subscriptions.
What a good App Store rating looks like at scale
Ratings are the statistic app teams most often set targets against, usually without knowing what the largest apps in the world actually achieve. Pulled from the iTunes lookup API on8 September 2026, US store:
Uber 4.90 from 16.8 million ratings. Spotify 4.77 from 42.0 million. TikTok 4.72 from 18.4 million. Duolingo 4.72from 5.4 million. Instagram 4.69 from 29.5 million. WhatsApp 4.68 from 18.6 million.
The useful conclusion
Not one of the most-used apps on earth reaches 4.95, and several of the most successful sit below 4.75. A rating in the high fours is the ceiling in practice, not the floor. Teams setting an internal target of 4.9 are aiming above Instagram and WhatsApp, and will usually get there only by prompting selectively rather than by building something better.
Volume is the signal, not the score
The difference between 4.68 and 4.90 is far less informative than the difference between five thousand ratings and five million. Rating count is a proxy for scale and for how long an app has been prompting; the score compresses into a narrow band once volume is high.
How to read app statistics without being misled
Most of these numbers get quoted onward stripped of the qualifications that make them meaningful. Five checks catch nearly every misuse.
Check the year
A page titled with the current year usually contains last year’s data, because that is the most recent complete year. That is legitimate. Quietly implying the figures are current is not.
Check what is counted
Consumer spending is store transactions only. It excludes advertising, which is larger, and excludes goods bought inside apps that bypass store billing, which is why food delivery, ride-hailing and retail barely register in it. It is not a measure of the mobile economy.
Check whether games are included
Totals that combine apps and games hide the two behaving completely differently. The apps overtaking games story only exists because someone separated them.
Check the source, then the source’s source
Most statistics pages cite an aggregator citing a data provider, and the provider models estimates from panels rather than counting. These are good estimates and they are estimates. Anyone presenting them to two decimal places is overstating what is known.

Check whether it is a total or an average
Nearly all app metrics are extremely skewed by a handful of enormous apps, so averages describe almost nobody. Where a median is available it is more useful, and the quarter of apps under 100 downloads tells you more about a typical app than any average ever will.
Do this
- State the year the data covers
- Separate apps from games
- Name the original data provider
- Say whether a figure is a total or a median
- Label live snapshots with the date
- Link the source page
Avoid this
- Titling with this year over last year’s data
- Quoting consumer spend as “the app economy”
- Blending app and game totals silently
- Averages across a market this skewed
- Precision to two decimals on an estimate
- Charts presented as industry rankings
What the numbers mean if you are building something
Read together, the data supports a small number of practical conclusions.
Ship on both platforms, but expect Android to bring reach and iOS to bring revenue: three quarters of installs against roughly 70% of spending, pulling in opposite directions. Prefer a subscription to a one-off price if the product genuinely justifies recurring value, because subscriptions are close to half of consumer spending and still growing. Do not model a non-game app on game economics; games take a third of installs and half the revenue precisely because they monetise in ways that do not transfer. And plan distribution before launch, because a quarter of everything published never passes 100 downloads.

The honest limit on all of this
Market data describes a market, not your app. These totals are dominated by a few hundred enormous properties, and no aggregate here predicts whether a specific product will find an audience. They are useful for deciding platform order, business model and expectations. They are useless as a forecast, and anybody presenting them as one is selling something.
If you want to test an idea rather than model one, Appy Pie AI lets you build and publish an app without a development team, which makes the experiment cheap enough that the market averages stop mattering.
The Numbers Say Test Cheaply. So Test Cheaply.
Market averages describe a market, not your idea. Building and publishing an app without a development team makes the experiment cheap enough that the averages stop mattering.
Build an App Free Or read how to create an app firstFrequently Asked Questions
How many apps were downloaded in 2025?
142.2 billion apps and games were downloaded across Google Play and the Apple App Store in 2025, a 3.1% increase on the previous year that reversed three consecutive years of decline. Of that total, 96.9 billion were apps and 45.3 billion were games. Figures reported by Business of Apps, which aggregates Sensor Tower and data.ai data.
Is there full-year 2026 app data yet?
No. The most recent complete calendar year is 2025, so any page offering 2026 app statistics is either reporting 2025 totals or reporting partial-year and live figures. Both are legitimate provided they say which. This page uses 2025 for all market totals and labels its live Apple chart and rating data with the date it was pulled.
How much did people spend on apps in 2025?
Consumer spending across both stores reached $166.8 billion in 2025. iOS accounted for about 70% of it, with iOS consumer spending at $117.6 billion against Google Play’s $49.2 billion. Separately, mobile advertising was a much larger market at $419 billion, so store spending is not a measure of the whole mobile economy.
Do apps or games make more money on mobile?
Apps, but only just, and only as of 2025. Apps generated $83.6 billion in consumer spending against $83.2 billion for games, the first time apps had overtaken games. The margin is under half a percent, so it is a crossover rather than a decisive lead, and it was driven by subscription apps rather than one-off purchases.
Which store has more downloads, Google Play or the App Store?
Google Play, by a wide margin. It delivered 104.6 billion downloads in 2025, 73.5% of the worldwide total, while iOS accounted for 26.5% with 36.6 billion. The revenue picture reverses this: iOS produces roughly 70% of consumer spending, so an iOS install is worth several times an Android one in direct store revenue.
How many apps are on the App Store and Google Play?
There were 2.42 million apps and games on the Apple App Store and 1.58 million on Google Play in 2025, roughly four million combined. The App Store is the larger catalogue despite being much the smaller platform by install volume. On both stores, more than a quarter of apps receive fewer than 100 downloads in total.
How much of app spending comes from subscriptions?
Subscription revenue reached $79.5 billion in 2025, close to half of all consumer spending across both stores, and iOS accounted for 73% of it. That skew is more pronounced than the platform split for spending generally, which matters if you are choosing where to launch a subscription product.
Which countries download the most apps?
India downloaded the most apps in 2025, followed by the United States and Brazil. Per capita the order changes completely, with Saudi Arabia leading, then Iraq and Turkey. India also spent the most total hours in apps, while Egypt led on hours per capita. None of these is a leading consumer-spending market, so download maps and revenue maps point in different directions.
What is a good App Store rating?
Higher than most teams assume is achievable, but lower than the targets they usually set. Pulled from the iTunes API on 8 September 2026, Uber sits at 4.90 from 16.8 million ratings, Spotify 4.77 from 42.0 million, TikTok 4.72, Instagram 4.69 and WhatsApp 4.68. A rating in the high fours is the practical ceiling at scale, and rating volume tells you more than the score once volume is high.
Are mobile app statistics reliable?
They are good estimates rather than counts. Neither Apple nor Google publishes comprehensive download and revenue data, so providers model figures from panels and sampling, and aggregators then republish them. Treat the direction and the order of magnitude as sound, be sceptical of precision beyond one decimal place, and always check the year, whether games are included, and whether the figure is a total or an average.
Use the Data for Decisions, Not Forecasts
The figures here are good for three things: choosing which platform to lead with, choosing a business model, and setting expectations that survive contact with reality. They are useless as a prediction about any particular app, because these totals are dominated by a few hundred enormous properties. Ship on both stores, expect Android to bring reach and iOS to bring revenue, prefer a subscription where the product genuinely earns one, and plan distribution before launch rather than after. If you want to test an idea rather than model one, Appy Pie AI makes the experiment cheap.
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