Menu
GamesBeat
Search
Menu
GamesBeatGamesBeat
  • Newsroom
    • Gaming Biz
    • Entertainment
    • Technology
    • Culture
    • Development
    • Gameplay
    • GamesBeat Event Coverage
    • Industry Event Coverage
    • Special Features – BOSS Mode
  • Events
    • Upcoming Events
    • GamesBeat NEXT
    • GamesBeat Summit
    • GamesBeat Event Coverage
  • Video
  • Partnerships
  • The BIG Show
  • GB MAX
Search
  • Become a Member
  • Sign in
close
GamesBeatGamesBeat
close
  • Newsroom
    • Gaming Biz
    • Entertainment
    • Technology
    • Culture
    • Development
    • Gameplay
    • GamesBeat Event Coverage
    • Industry Event Coverage
    • Special Features – BOSS Mode
  • Events
    • Upcoming Events
    • GamesBeat NEXT
    • GamesBeat Summit
    • GamesBeat Event Coverage
  • Video
  • Partnerships
  • The BIG Show
  • GB MAX
  • Become a Member
  • Sign in

Follow us

Follow us on social media

  • Share this article
  • twitter
  • facebook
  • linkedin
  • bluesky
Simon Khalaf
Categories
  • Posted inin Business

The mobile app economy is exploding (so, what else is new?)

  • Posted byby Dean Takahashi
  • January 18, 2013
  • Updated June 18, 2025
  • 2 min
  • Share this article
  • twitter
  • facebook
  • linkedin
  • bluesky
Hollywood & Games returns to Los Angeles on December 10, bringing together 250+ executives, founders, investors and decision-makers at the Grammy Museum's Clive Davis Theater. Explore the business of entertainment's biggest partnership through independent, journalist-led conversations on IP, investment, storytelling and new opportunities across gaming and Hollywood. Space is limited. Secure your seat today.

simon khalaf flurry eventSAN FRANCISCO — Simon Khalaf is a mobile believer. The Flurry chief executive built a case for the explosion in mobile devices and apps in a talk Thursday at the Flurry Source 13 conference in San Francisco. If your company hasn’t gotten on board the mobile bandwagon, then you’re pretty late, Khalaf argued.

flurry source 13 2The U.S. still leads in iOS and Android devices with 181 million units, compared to 167 million in China, 35 million in the United Kingdom, and 28 million in Japan. While still dominated by America, mobile is a global phenomenon, Khalaf said. China grew 293 percent in iOS and Android device activations in the last year. Vietnam grew 269 percent, and Colombia grew 260 percent.

“You go to any airport and any country,” Khalaf said. “It feels like the PC is gone.”

In terms of minutes of use per day, mobile app consumption in the U.S. has reach 127 minutes, compared to 168 minutes for TV and 70 minutes for web browsing. In 2010, it was 70 minutes for web browsing, 66 minutes for mobile apps, and 162 minutes for the TV.

“These apps are challenging television,” Khalaf said.

App revenues have grown at a 129 percent compound annual growth rate since 2008, starting first with ad revenue and then virtual goods purchases in free-to-play games. Now virtual goods revenue is significantly higher than ad revenue. That revenue ramp is steeper than the ramp in revenues for web sites (see graph at right).

“This industry did not exist in 2008, but in the last year, $18 billion in revenue was generated from mobile apps,” Khalaf said. “It’s taken the web about 16 years to get huge, but mobile is matching that in about four.”

People spend about 43 percent of their time with smartphones playing games. But social networking has come on strong, accounting for 26 percent of time spent. Entertainment accounts for 10 percent, while utilities are another 10 percent. In the past year, session time in social apps has increased 387 percent on mobile devices. Media and entertainment has grown 268 percent, and games have grown 107 percent.

Microtransactions are fueling the revenue growth. In September, 53 percent of transactions were under 25 cents in terms of average revenue per daily active user in the top 1,000 grossing iOS free-to-play games. A year ago, 82 percent of transactions were under 25 cents. About 32 percent of transactions are 25 cents to 75 cents, compared to 15 percent a year ago. And 15 percent of transactions are now above 75 cents, compared to 3 percent a year ago.

Social networks such as Facebook account for 47 percent of the time spent in mobile social apps. But 29 percent of the time is spent in messaging apps, 19 percent is video and photo sharing, and 5 percent is dating. For media and entertainment apps, prime time mirrors the prime time for television viewing in the early evening. In closing, Khalaf said, “Wake up and disrupt something.”

  • Share this article
  • twitter
  • facebook
  • linkedin
  • bluesky

Latest News

    • Posted inin Entertainment
    GBNext Hollywood 3.0 panel: XR creators say participatory, shared worlds are the next entertainment frontier
    • Postedby Jolie Feld
    • November 9, 2026
    • Posted inin Business
    All the takeaways about GTA VI from the Take-Two earnings call | Strauss Zelnick
    • Postedby Dean Takahashi
    • November 9, 2026
    • Posted inin Business
    Adobe and Disney announce multi-year AI alliance, with custom Firefly Foundry models
    • Postedby Jolie Feld
    • November 9, 2026

Trending

    • Posted inin Business
    Take-Two reports bookings for fiscal Q2 of $1.6B, down 18% and below expectations
    • Postedby Dean Takahashi
    • November 9, 2026
    • Posted inin Business
    SAG-AFTRA applauds Rockstar Games workers union recognition vote
    • Postedby Dean Takahashi
    • November 9, 2026
    • Posted inin GamesBeat Event Coverage
    GBNext AI intellectual debate: Rod Humble and Luke Dicken size up AI’s impact on game development
    • Postedby Jolie Feld
    • November 9, 2026

Subscribe to our newsletter

Join GB MAX and get access to GamesBeat newsletters for all the latest updates
Join Now

Gameplay

  • Toada Brava
    Toada Brava’s Kickstarter reaches 75% of funding goal with just four days left
    • Postedby Sam Smith
  • Extra Life, Children's Miracle Network
    Daybreak Games returns as an Extra Life super team for 2026, uniting five studios for Children’s Miracle Network
    • Postedby Sam Smith

Entertainment

  • GBNext Hollywood 3.0 panel: XR creators say participatory, shared worlds are the next entertainment frontier
    • Postedby Jolie Feld
  • Take-Two reports bookings for fiscal Q2 of $1.6B, down 18% and below expectations
    • Postedby Dean Takahashi

Development

  • All the takeaways about GTA VI from the Take-Two earnings call | Strauss Zelnick
    • Postedby Dean Takahashi
  • Adobe and Disney announce multi-year AI alliance, with custom Firefly Foundry models
    • Postedby Jolie Feld
  • Become a Member
  • Sign in
  • Contact Us
  • About Us
  • Terms of Service
  • Privacy Policy
  • Do Not Sell My Information
Copyright © 2026 GamesBeat. All Rights Reserved.