Marketing13 min readSourced Data

Mobile App Marketing Statistics 2026: Install and Cost Data

Mobile app marketing statistics for 2026 from Adjust, AppsFlyer, Sensor Tower, Apple and Google: install spend, CPI, retention, ATT opt-in and store fees.

Digital Applied Team
April 21, 2026• Updated October 21, 2026
13 min read
$78B

Global app user-acquisition spend, 2025 (AppsFlyer), up 13%

$167B

Consumer spending in apps and games, 2025 (Sensor Tower)

38%

ATT opt-in among users shown the prompt, Q1 2026 (Adjust)

27% / 5%

Day-1 / day-30 retention for games, 2025 (Adjust)

Key Takeaways

App install spending grew, all of it on iOS: AppsFlyer put app user-acquisition spend at $78 billion in 2025, up 13%, with iOS spend up 35% and Android flat, plus $31.3 billion spent re-engaging existing users.
Cost per install depends on vertical and region: Adjust’s 2025 global CPIs were $0.56 for games, $0.98 for e-commerce and $1.13 for finance; in North America they rose to $1.68, $2.49 and $4.13.
Most installers are gone within a month: Games kept 27% of installers on day 1 and 5% on day 30 in Adjust’s data; finance apps kept 12% and 2%. The median game tracked by GameAnalytics kept under 1% by day 30.
ATT opt-in is rising, not stalled: Adjust measured 38% of iOS users shown the prompt opting in during Q1 2026, up from 35%; AppsFlyer reported 50% in April 2025.
Store fees and rules are changing fast: Google Play’s standard fee on new installs fell to 20% plus a 5% billing fee in the EEA, UK and US from June 30, 2026, Apple moved EU developers to a single set of terms with a 5% commission on digital sales in apps distributed outside the App Store, and Apple Ads added more ad slots in App Store search.

What does it cost to win and keep a mobile app user in 2026? The most detailed public answers come from a handful of publishers: mobile measurement companies such as Adjust and AppsFlyer, which see their clients’ campaigns, the game analytics firm GameAnalytics, the market estimator Sensor Tower, and the app stores and ad networks themselves.

This page collects their latest published figures on market size, install spending, cost per install, retention, monetization, ATT opt-in, attribution, fraud, store optimization and store fees. Every row names its source and period. Figures were last checked on October 21, 2026. For help applying them to your own campaigns, see our paid media work.

The App Market in 2025 and 2026

Sensor Tower estimates that people spent $167 billion on in-app purchases and paid apps across the App Store and Google Play in 2025, up 10.6%, while downloads barely moved at nearly 150 billion: Sensor Tower describes growth shifting from new users to monetization. Non-game apps earned more from in-app purchases than games for the first time, with generative AI apps among the fastest growers; their in-app revenue nearly tripled to more than $5 billion.

The pattern continued into 2026. In the second quarter, in-app revenue rose 5.3% to $43.6 billion on flat downloads, with non-game revenue up 14.6% and game revenue down 4.5%. Apple’s own figure is wider: a study it published puts the App Store ecosystem at $1.4 trillion of billings and sales in 2025, most of it physical goods and services, and developers paid Apple no commission on more than 90% of the total. For the device side of the market, see our iOS vs Android market share report.

FigureWhat it measuresSource
$167 billionConsumer spending on in-app purchases and paid apps and games across the App Store and Google Play in 2025, up 10.6% year on yearSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
Nearly 150 billionApp and game downloads across the App Store and Google Play in 2025, up 0.8% year on year and above the previous high set in 2023Sensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
5.3 trillion hoursTime spent in iOS and Google Play apps in 2025, up 3.8% year on year, or roughly 3.6 hours a day per mobile userSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
+21%Growth in in-app purchase revenue from non-game apps in 2025; non-game apps out-earned games on in-app purchases for the first timeSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
Nearly $82 billionMobile game in-app purchase revenue in 2025, up 1.3% year on year, the third consecutive year of growthSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
Nearly $60 billionConsumer spending on mobile apps and games in the United States in 2025, the largest market by revenueSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
3.8 billionDownloads of generative AI apps in 2025, double the 2024 level; in-app purchase revenue from these apps nearly tripled to more than $5 billionSensor Tower, Jan 21, 2026 · 2025 dataEstimate (research firm)
$43.6 billionGlobal in-app purchase revenue in the second quarter of 2026, up 5.3% year on year while downloads were flatSensor Tower, Aug 11, 2026Estimate (research firm)
$24.4 billionNon-gaming in-app purchase revenue in the second quarter of 2026, up 14.6% year on year, while mobile game revenue fell 4.5%Sensor Tower, Aug 11, 2026Estimate (research firm)
+10% vs +3%Year-on-year revenue growth on Google Play against the App Store (iOS) in the second quarter of 2026Sensor Tower, Aug 11, 2026Estimate (research firm)
+10%Growth in app installs across the apps Adjust measures in 2025, with sessions up 7% (2024: installs up 8%, sessions up 2%)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$1.4 trillionDeveloper billings and sales facilitated by Apple’s App Store ecosystem in 2025, in a study by Analysis Group economists published by Apple: $1.1 trillion of physical goods and services, $149 billion of digital goods and services and $151 billion of in-app advertising revenueApple, Jun 4, 2026Official (company-reported)
Over 90%Share of the App Store ecosystem’s 2025 billings and sales on which developers paid Apple no commissionApple, Jun 4, 2026Official (company-reported)
850 million+Average weekly App Store users in 2025, across 175 countries and regionsApple, Jun 4, 2026Official (company-reported)
91%US adults who own a smartphone; 98% own a cellphone of some kind (Pew survey conducted January 30 to June 18, 2026)Pew Research Center, Oct 19, 2026 · survey Jan 30 – Jun 18, 2026Survey
69.17% / 30.81%Android and iOS shares of worldwide mobile web traffic, September 2026 (page views, not devices)StatCounter, September 2026 dataMeasured (web traffic)

How Much Is Spent on App Marketing

The main public figure for app install spending comes from AppsFlyer, a mobile measurement company that sees its clients’ campaigns. It put global app user-acquisition spend at $78 billion in 2025, up 13%, with all of the growth on iOS: iOS spend rose 35% while Android was flat. Advertisers also spent $31.3 billion re-engaging existing users, 29% of all app marketing investment.

AppsFlyer bases these totals on data from apps that use AppsFlyer and presents them as global figures, but it does not publish how it scales its sample up to the whole market, and it released the 2025 figure on December 10, 2025, before the year had ended. The sample also changes between editions (35,000 apps for 2024, 45,000 for 2025): the 13% growth it reports for 2025 implies about $69 billion for 2024, not the $65 billion it reported a year earlier, so the two are not a like-for-like series.

FigureWhat it measuresSource
$78 billionGlobal app user-acquisition ad spend in 2025, up 13%, as reported by AppsFlyer from its data on 45,000 apps and 32 billion paid installs; published December 10, 2025, and AppsFlyer does not publish how it scales its data to a global totalAppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
+35% / flatGrowth in iOS app user-acquisition spend in 2025, while Android user-acquisition spend was flat (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
$53B / $25BNon-gaming ($53 billion, up 18%) and gaming ($25 billion, up 3%) app user-acquisition spend in 2025 (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
$31.3 billionApp remarketing (re-engagement) ad spend in 2025, up 37%, or 29% of all app marketing investment against 25% in 2024 (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
42%United States share of global app user-acquisition spend in 2025, the largest single market (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
+40% to +85%Growth in iOS paid installs across Western markets in 2025, while Android paid installs fell 30% in the US and 13% in the UK (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataBenchmark (platform data)
$824 millionAd spend on generative AI apps in 2025, with generative AI app installs up 16% (AppsFlyer)AppsFlyer, Dec 10, 2025 · 2025 dataEstimate (measurement firm)
$65 billionGlobal app user-acquisition spend in 2024, up 5%, from AppsFlyer’s previous annual report (data from 35,000 apps, excluding China), a different sample from the 2025 editionAppsFlyer, Jan 9, 2025 · 2024 dataEstimate (measurement firm)
839 per monthCreative variations produced by the average app in 2024, up 40% year on year (AppsFlyer)AppsFlyer, Jan 9, 2025 · 2024 dataBenchmark (platform data)
+24%Year-on-year growth in user-acquisition spend by subscription apps, in AppsFlyer data on 2,900 subscription apps covering October 2024 to February 2026; Android spend grew four times as fast as iOSAppsFlyer, Mar 31, 2026Benchmark (platform data)
+155%Year-on-year growth in paid installs of short drama (serialized short video) apps; over 60% of short drama installs come from paid channels (AppsFlyer)AppsFlyer, Mar 31, 2026Benchmark (platform data)
2.07 → 3.33Median ratio of paid to organic installs for gaming apps globally, 2024 to 2025, up 61% (Adjust)Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)

Cost per Install by Vertical and Region

Cost per install depends far more on the vertical and the country than on any global average. Adjust’s 2026 report, built from the apps it measures, puts the 2025 global CPI at $0.56 for games, $0.98 for e-commerce apps and $1.13 for finance apps. Installs cost far more in North America and Europe: $1.68 for games in North America (against $0.53 in Europe), $2.49 and $2.25 for e-commerce, and $4.13 and $4.75 for finance, where Europe is the dearer of the two.

Prices did not move the same way everywhere. Game CPIs rose 30% globally, while finance CPIs fell, by more than a third in North America and Europe. Adjust does not split CPI by operating system in these reports, and Apple Ads charges per tap rather than per install, so a cross-category iOS or Android CPI is not something any of these publishers report.

FigureWhat it measuresSource
$0.56Global cost per install (CPI) for gaming apps in 2025, up 30% year on year (Adjust; slots reached $4.47 and idle RPG $3.19)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$1.68Gaming app CPI in North America in 2025, up 31% from $1.28 (United States: $1.71, from $1.31)Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
$0.53 / $0.27Gaming app CPI in Europe (up from $0.36) and Asia-Pacific (up from $0.21) in 2025Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
$4.34Gaming app CPM (cost per 1,000 ad impressions) globally in 2025, up 20% from $3.63Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
$0.98Global CPI for e-commerce apps in 2025, down from $1.00Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$2.26CPI for deal discovery apps in 2025, up from $1.44; marketplace and classifieds apps fell to $0.88 and shopping apps to $0.91Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$2.49 / $2.25E-commerce app CPI in North America (down from $2.61) and Europe (up from $1.83) in 2025Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$1.13Global CPI for finance apps in 2025, down from $1.51Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
$4.13 / $4.75Finance app CPI in North America (down from $7.03) and Europe (down from $7.37) in 2025Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
Per tapHow Apple Ads charges for App Store ads: cost-per-tap (CPT) pricing, with the advertiser setting the maximum it will pay for a tapApple Ads, read Oct 21, 2026Platform rule

Retention Benchmarks

Retention is the share of users who come back a given number of days after installing. In Adjust’s 2025 data, 27% of game installers returned on day 1 and 5% on day 30. E-commerce and finance apps keep fewer users early (about 12% on day 1) and lose most of them by day 30 (2% to 3%), although marketplace and classifieds apps kept 8% on day 30.

Averages hide a wide spread. GameAnalytics ranks more than 16,000 games: the median game kept about 22% of players on day 1 at the start of 2025, a rate that fell during the year, and under 1% on day 30, while the top 1% kept 64% to 68% on day 1. Compare your own cohorts with the right percentile, not with a single average, and measure retention the same way each time.

FigureWhat it measuresSource
27% / 13% / 5%Day-1, day-7 and day-30 retention for gaming apps measured by Adjust in 2025, unchanged from 2024 (day 14: 8%)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
27% / 8% / 2%Hyper casual games: day-1, day-7 and day-30 retention in 2025 (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
12.6% / 6% / 3%E-commerce apps: day-1 retention (down from 13.2%), day-7 retention (from 6.3%) and day-30 retention (flat) in 2025 (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
24% / 8%Marketplace and classifieds apps: day-1 and day-30 retention in 2025 (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
12% / 2%Shopping apps: day-1 and day-30 retention in 2025 (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
12% / 6% / 2%Finance apps: day-1 retention (down from 13%), day-7 retention and day-30 retention (down from 3%) in 2025 (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
About 22%Median day-1 retention at the start of 2025 across 16,000+ mobile games using GameAnalytics (games with at least 1,000 monthly active users); GameAnalytics says day-1 retention declined during the yearGameAnalytics, updated Aug 24, 2026 · 2025 dataBenchmark (platform data)
Just under 4%Median day-7 retention across the same 16,000+ mobile games in 2025 (top quarter of games: 6% to 7%)GameAnalytics, updated Aug 24, 2026 · 2025 dataBenchmark (platform data)
0.68% – 0.79%Median day-30 retention across the same 16,000+ mobile games in 2025 (top quarter of games: 1.6% to 1.8%)GameAnalytics, updated Aug 24, 2026 · 2025 dataBenchmark (platform data)
About 40% / 64% – 68%Day-1 retention of the top 10% and top 1% of mobile games using GameAnalytics in 2025GameAnalytics, updated Aug 24, 2026 · 2025 dataBenchmark (platform data)
About 12 minutesMedian daily playtime in mobile games using GameAnalytics in 2025 (top 1% of games: over 94 minutes)GameAnalytics, updated Aug 24, 2026 · 2025 dataBenchmark (platform data)
1.5x – 2xDay-30 retention of traditional banks’ apps compared with neobanks’ apps in AppsFlyer’s European finance data (about 300 apps, 2024–2026)AppsFlyer, Jun 3, 2026Benchmark (platform data)

Monetization: Revenue per User and Payers

Revenue per install sets the ceiling on what a campaign can pay per install. AppsFlyer’s 2026 monetization report gives 90-day in-app purchase revenue per install of $2.43 for casino games, $2.13 for midcore and $1.34 for casual. Per paying user the gap narrows: casino payers spent $11.40 and non-gaming subscribers $10.85.

Revenue streams also mature at different speeds. In-app advertising earns 89% of its 60-day revenue within a week of install, so it shows up early in return-on-ad-spend reports, while subscription revenue builds more slowly. Subscription revenue processed through the stores grew 105% year on year in the first quarter of 2026, the fastest of the three streams.

FigureWhat it measuresSource
+105%Year-on-year growth in subscription revenue processed through the app stores in the first quarter of 2026, against +29% for in-app purchase revenue and +14% for in-app ad revenue (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
$2.43 / $2.13 / $1.34In-app purchase revenue per install (ARPU) 90 days after install for casino, midcore and casual games, globally (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
$11.40 / $9.80 / $7.26Revenue per paying user (ARPPU) 90 days after install for casino, midcore and casual games (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
$10.85Revenue per paying user 90 days after install for non-gaming subscription apps (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
9.84% / 4.64%Share of non-gaming app installs that became one-time buyers and repeat buyers within 30 days (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
89%Share of an install cohort’s 60-day in-app ad revenue earned by day 7 (57% on day 1), the fastest-maturing revenue stream (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
59% vs 30%Share of gaming in-app purchase revenue that comes from paid installs, against the share of non-gaming subscription revenue from paid installs (AppsFlyer)AppsFlyer, read Oct 21, 2026 · Q1 2026 dataBenchmark (platform data)
12.2% / 19%Gaming subscription apps: share of users who start a free trial and share of trialists who go on to pay; Education and Lifestyle apps convert over 40% of trialists (AppsFlyer)AppsFlyer, Mar 31, 2026Benchmark (platform data)

ATT Opt-In Rates

Since iOS 14.5, apps must ask permission through Apple’s App Tracking Transparency prompt before tracking users across other companies’ apps and websites. Opt-in rates have risen, not stalled: Adjust measured 38% of users shown the prompt agreeing in the first quarter of 2026, up from 35% a year earlier, with games at 39%. AppsFlyer reported 50% in April 2025.

Both firms count only users who were shown the prompt, but they measure different sets of apps, so the two figures are not directly comparable. Apple also prohibits identifying devices from their characteristics, so apps may not match users who decline by “fingerprinting” their devices. From iOS 27.2, EU developers will be able to use an alternative ATT prompt agreed with European competition authorities, and in five EU countries it will be the only prompt available.

FigureWhat it measuresSource
38%App Tracking Transparency (ATT) opt-in rate among iOS users shown the prompt, industry-wide across apps measured by Adjust, first quarter of 2026 (35% in Q1 2025)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
39%ATT opt-in rate for gaming apps among users shown the prompt, Q1 2026, the highest of Adjust’s verticals (38% in Q1 2025)Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
18% → 26%ATT opt-in rate for publications (news and magazine) apps, Q1 2025 to Q1 2026; e-commerce and shopping apps slipped from 35% to 34% (Adjust)Adjust, Feb 18, 2026 · 2025 dataBenchmark (platform data)
33% / 36%ATT opt-in rate for gaming apps in North America and in Europe, Q1 2026 (Adjust)Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
60% / 51%ATT opt-in rate for gaming apps in Indonesia (the highest country) and India (up from 44%), Q1 2026 (Adjust)Adjust, Mar 26, 2026 · 2025 data, ATT to Q1 2026Benchmark (platform data)
50%Share of users who consent to tracking globally in AppsFlyer’s data, April 2025, which AppsFlyer describes as a 10% increase since ATT launched in April 2021 (France just under 51%, Germany 47%); AppsFlyer’s standard opt-in calculation counts only users who see the promptAppsFlyer, Apr 24, 2025Benchmark (platform data)
iOS 14.5Version from which apps need the user’s permission through the ATT framework to track them or to access the device’s advertising identifier (IDFA)Apple Developer, read Oct 21, 2026Platform rule
Not permittedDeriving data from a device to identify it uniquely (fingerprinting) under Apple’s developer agreement; apps, or SDKs including ad networks and attribution services, that do it may be rejected from the App StoreApple Developer, read Oct 21, 2026Platform rule
iOS 27.2Release from which developers in the EU will be able to use an alternative version of the ATT system prompt, agreed with European competition authorities; only the alternative prompt is available in Germany, France, Italy, Poland and RomaniaApple Developer News, Sep 16, 2026Platform rule

Attribution: SKAdNetwork and AdAttributionKit

For users who do not opt in, iOS install campaigns are measured through Apple’s aggregated attribution frameworks. SKAdNetwork 4, from iOS 16.1, sends up to three postbacks covering days 0 to 2, 3 to 7 and 8 to 35 after the first launch; it is the latest version in Apple’s release notes. AdAttributionKit, introduced in iOS 17.4, extends the same model to alternative app marketplaces and re-engagement, and lets apps set their own attribution windows within Apple’s limits.

Postbacks arrive at least 24 to 48 hours after a conversion, so iOS campaign reporting always lags. If you need help setting up measurement across these frameworks and your mobile measurement partner, see our analytics services.

FigureWhat it measuresSource
0–2 / 3–7 / 8–35 daysSKAdNetwork 4 conversion windows: from iOS 16.1, apps can update conversion values in three windows and send up to three postbacks per winning adApple Developer, read Oct 21, 2026Platform rule
Version 4Latest SKAdNetwork version in Apple’s release notes; Apple directs app ad campaigns to AdAttributionKitApple Developer, read Oct 21, 2026Platform rule
iOS 17.4Release that introduced AdAttributionKit, Apple’s privacy-preserving ad attribution framework for the App Store and alternative app marketplacesApple Developer, read Oct 21, 2026Platform rule
24 hours / 30 daysDefault AdAttributionKit window to install the app after a view-through ad and after a click-through adApple Developer, read Oct 21, 2026Platform rule
1–7 / 1–30 daysRange an app can set for AdAttributionKit attribution windows: view impressions and click impressionsApple Developer, read Oct 21, 2026Platform rule
24–48 hoursMinimum delay between a conversion and the ad network receiving an AdAttributionKit postbackApple Developer, read Oct 21, 2026Platform rule
Up to 5Ad networks that each receive one non-winning AdAttributionKit postback for an install, in addition to the network that wins the attributionApple Developer, read Oct 21, 2026Platform rule

Install Fraud

Fraud distorts both paid and organic numbers. AppsFlyer’s 2026 fraud report, covering 106.4 billion installs, found organic traffic was the largest single source of fraudulent installs at 52%. AppsFlyer’s explanation is that organic installs are the baseline marketers judge paid campaigns against, so inflating them makes fraudulent paid installs look normal. Affiliates carried nearly 40%. The iOS fraud rate fell from 17.5% to 11.7%, while fraud on DSP and owned-media traffic rose.

For channel context, see our affiliate marketing statistics and programmatic advertising statistics.

FigureWhat it measuresSource
52%Share of fraudulent app installs that came through organic traffic, Q1 2025 to Q1 2026, across 246,000 apps and 106.4 billion installs measured by AppsFlyerAppsFlyer, Jun 10, 2026Benchmark (platform data)
9 in 10Share of fraudulent installs from affiliates and organic traffic combined; affiliates alone carry nearly 40% (AppsFlyer)AppsFlyer, Jun 10, 2026Benchmark (platform data)
17.5% → 11.7%iOS install fraud rate, Q1 2025 to Q1 2026, down 33% and below Android for the first time (AppsFlyer)AppsFlyer, Jun 10, 2026Benchmark (platform data)
49% → 59%Install fraud rate for gambling apps on Android, year on year to Q1 2026, peaking at 64% in Q4 2025 (AppsFlyer)AppsFlyer, Jun 10, 2026Benchmark (platform data)
5.6% → 8.9%Install fraud rate on demand-side platform (DSP) traffic, year on year to Q1 2026; owned media fraud rose from 3.4% to 11% (AppsFlyer)AppsFlyer, Jun 10, 2026Benchmark (platform data)

App Store Optimization and Apple Ads

Search drives App Store discovery: Apple Ads says almost 65% of downloads happen directly after a search, using 2022 data. That makes keywords, titles and product pages a lever on every paid campaign as well as on organic installs. Apple reports that sending people to a custom product page lifts conversion by 2.5 points on average against a 1.6% baseline for default pages; treat that as Apple’s own claim, not an independent benchmark.

Both stores now let you test and target listings: up to 70 custom product pages and three-treatment tests on the App Store, and up to 50 custom store listings on Google Play. Apple Search Ads was renamed Apple Ads in April 2025, and from 2026 Apple runs additional ads further down search results, so paid and organic positions now share more of the results page. For listing-level data, see our app store optimization statistics.

FigureWhat it measuresSource
Almost 65%Share of App Store downloads that happen directly after a search, according to Apple Ads (App Store, worldwide, 2022); Apple also says 70% of App Store visitors use search to discover appsApple Ads, read Oct 21, 2026Vendor claim
Over 60%Average tap-through install rate for Apple Ads search results ads at the top of results, all Apple Ads countries and regions, November 2024 to October 2025Apple Ads, read Oct 21, 2026Vendor claim
More ad slotsApple Ads’ plan, announced on December 17, 2025, to run additional ads further down App Store search results from early 2026, alongside the ad at the topApple Ads, read Oct 21, 2026Platform rule
Top or further downPositions where an Apple Ads search results ad can now appear in App Store search results; advertisers cannot select or bid for a particular positionApple Ads Help, read Oct 21, 2026Platform rule
Up to 70Custom product pages an app can publish on the App Store, each with its own URL and optional keywordsApple Developer, read Oct 21, 2026Platform rule
+2.5 pointsAverage conversion-rate increase Apple reports when developers send people to a custom product page, against a 1.6% average on default product pagesApple Developer, read Oct 21, 2026Vendor claim
3 treatments / 90 daysApp Store product page optimization: up to three treatments per test, one test at a time, running for up to 90 daysApple Developer, read Oct 21, 2026Platform rule
100 charactersLimit for the App Store keyword field, with terms separated by commasApple Developer, read Oct 21, 2026Platform rule
Up to 50Custom store listings an app can create on Google Play, targeted by country or user segmentPlay Console Help, read Oct 21, 2026Platform rule
Up to 2 variantsVariants a Google Play store listing experiment can test against the current listing; an app can run one default graphics experiment or up to five localized experiments at the same timePlay Console Help, read Oct 21, 2026Platform rule

App Store Fees and Platform Rules

Store fees and rules changed repeatedly in 2025 and 2026, several times after action by regulators. Google cut its standard Google Play service fee on new installs to 20% in the EEA, UK and US from June 30, 2026, and in Australia and Japan from September 30, 2026, with 10% on subscriptions and on a developer’s first $1 million of annual earnings, plus a separate 5% fee when Google Play Billing is used; the rest of the world follows by September 30, 2027. Apple lowered its China rates and moved EU developers to a single set of terms, and opened iOS to alternative marketplaces and payments in Japan and Brazil.

In the UK, the Competition and Markets Authority designated Apple and Google with strategic market status in October 2025 and secured commitments on app review and ranking in 2026. The fee you pay now depends on the country, the install date and the billing method, so model margins market by market.

FigureWhat it measuresSource
20% + 5%Standard Google Play service fee on in-app purchases and paid apps from new installs, plus a 5% billing fee when Google Play Billing is used, in the EEA, UK and US from June 30, 2026 and in Australia and Japan from September 30, 2026 (existing installs: 25% + 5%; a developer’s first $1 million of annual earnings: 10% + 5%)Play Console Help, read Oct 21, 2026Platform rule
10% + 5%Google Play service fee on auto-renewing subscriptions, plus the billing fee, in the EEA, UK, US, Australia and Japan under the new structurePlay Console Help, read Oct 21, 2026Platform rule
15% / 30%Google Play service fee in markets not yet moved to the new structure: 15% on a developer’s first $1 million of annual revenue and 30% above it; 15% on auto-renewing subscriptionsPlay Console Help, read Oct 21, 2026Platform rule
Sep 30, 2027Date by which Google said its lower Google Play fees would reach the rest of the world, after the EEA, UK and US (June 30, 2026)Google, Mar 4, 2026Platform rule
97%Share of developers who distribute on Google Play without paying any service fee, according to GooglePlay Console Help, read Oct 21, 2026Vendor claim
15%App Store commission for developers in the Small Business Program, open to those with up to $1 million in proceeds in the prior calendar year (standard rate above it)Apple Developer, read Oct 21, 2026Platform rule
70% → 85%Developer’s share of an App Store auto-renewable subscription price in a subscriber’s first year and after one year of paid service (85% throughout for Small Business Program members)Apple Developer, read Oct 21, 2026Platform rule
25% / 12%App Store commission in mainland China from March 15, 2026: standard In-App Purchase rate (from 30%) and the Small Business Program and post-first-year subscription rate (from 15%)Apple Developer News, Mar 12, 2026Platform rule
5%Apple’s Core Technology Commission on digital transactions in EU apps distributed outside the App Store, replacing the per-install Core Technology Fee under single EU business terms; key updates effective October 1, 2026Apple Developer News, Aug 18, 2026Platform rule
iOS 26.2Release from which apps in Japan can be distributed through alternative app marketplaces and take payments outside Apple In-App Purchase, under Japan’s Mobile Software Competition ActApple Developer News, Dec 17, 2025Platform rule
iOS 26.5Release from which the same options apply to apps in Brazil, under an agreement with Brazil’s competition regulator CADEApple Developer News, Jun 18, 2026Platform rule
90% – 100%Share of UK mobile devices running on Apple’s or Google’s mobile platform, a finding behind the CMA’s October 2025 decision to designate both with strategic market statusCMA, Feb 10, 2026Regulator finding
Apr 1, 2026Date the CMA published final commitments from Apple on app review, app ranking, use of data and interoperability; on June 30, 2026 it consulted on a steering conduct requirement for AppleCMA, read Oct 21, 2026Regulator finding

What Ad Networks and App Stores Report

AppLovin and Unity do not publish average costs per install, but their filings show where spending is going. AppLovin, which sold its apps business in 2025 to concentrate on advertising, reported second-quarter 2026 revenue of $1.92 billion, up 53%. Unity’s Grow Solutions revenue was $389 million in the same quarter, and Unity closed the ironSource Ads network in April 2026.

The app stores report on supply and safety. Apple reviewed more than 9.1 million app submissions in 2025 and rejected over 2 million; Google says it blocked 1.75 million policy-violating apps from Google Play.

FigureWhat it measuresSource
$1.92 billionAppLovin revenue in the quarter to June 30, 2026, up 53% year on yearAppLovin, Aug 5, 2026Official (company-reported)
$1.61 billionAppLovin adjusted EBITDA in the quarter to June 30, 2026, up 58%AppLovin, Aug 5, 2026Official (company-reported)
$2.06–$2.09 billionAppLovin revenue guidance for the quarter to September 30, 2026, with an 83% adjusted EBITDA marginAppLovin, Aug 5, 2026Forecast (company guidance)
June 30, 2025Date AppLovin completed the sale of its apps business, to dedicate its resources to its advertising businessAppLovin, Aug 5, 2026Official (company-reported)
$389 millionUnity Grow Solutions revenue in the quarter to June 30, 2026, up from $287 million; Strategic Grow revenue, which excludes the ironSource Ads network and the Supersonic publishing business, rose 63%Unity, Aug 6, 2026Official (company-reported)
Apr 30, 2026Date Unity sunset the ironSource Ads network; it sold its Supersonic publishing business on August 4, 2026Unity, Aug 6, 2026Official (company-reported)
Over 2 millionApp submissions Apple rejected in 2025 out of more than 9.1 million reviewed (over 1.2 million new apps and nearly 800,000 updates)Apple, May 20, 2026Official (company-reported)
$2.2 billionPotentially fraudulent App Store transactions Apple says it prevented in 2025, and more than $11.2 billion over six yearsApple, May 20, 2026Official (company-reported)
1.75 millionPolicy-violating apps Google prevented from being published on Google Play in 2025; it also banned more than 80,000 developer accountsGoogle, Feb 19, 2026Official (company-reported)

How to Use These Numbers

Match the benchmark to your app before comparing. Adjust and AppsFlyer report on the apps that use their measurement tools, GameAnalytics on games integrated with its SDK, and Sensor Tower estimates the whole market. Their figures differ in sample, region and definition, so a CPI from one and a retention rate from another do not describe the same apps.

Use the vertical and region closest to yours, check whether a figure is a median, an average or a top percentile, and judge campaigns on retained, paying users rather than installs. For web conversion benchmarks that sit alongside app funnels, see our conversion rate benchmarks, and for search campaigns that drive app installs, our Google Ads benchmarks.

Widely Quoted Figures, Checked

Several mobile app marketing statistics circulate without a source, or with a source that does not publish them. Each one below is checked against the publisher’s own page.

Often quoted asWhat the source says
The average cost per install is $5.84 on iOS and $1.92 on AndroidNone of the measurement firms listed here publishes a cross-category CPI split by operating system. Adjust’s 2025 figures are by vertical: $0.56 for games, $0.98 for e-commerce and $1.13 for finance globally, and much higher in North America and Europe (finance: $4.13 and $4.75).
ATT opt-in has plateaued at about 27%Adjust measured 38% of users shown the prompt opting in during the first quarter of 2026, up from 35% a year earlier. AppsFlyer reported 50% in April 2025. The two measure different sets of apps, but both show a rising rate.
The average app keeps 26% of users on day 1 and 5.4% on day 30No source listed here publishes a cross-category average. Adjust’s 2025 data gives 27% and 5% for games, 12.6% and 3% for e-commerce, and 12% and 2% for finance. GameAnalytics’ median game kept about 22% on day 1 at the start of 2025 and under 1% on day 30.
SKAdNetwork 5, released in 2024, added a 35-day postback windowApple’s release notes end at SKAdNetwork 4, which introduced the three conversion windows running to day 35 in iOS 16.1. Apple’s newer framework is AdAttributionKit, introduced in iOS 17.4.
Global app install ad spend reached $94 billion in 2026AppsFlyer put 2025 app user-acquisition spend at $78 billion, plus $31.3 billion of remarketing. The nearest published number is AppsFlyer’s July 2023 forecast of $94.9 billion for 2025, a projection made two years ahead. A full-year 2026 total cannot be measured before the year ends, and none of the publishers listed here reports one.
Apple Search Ads costs $2.96 per install on averageApple Ads charges per tap, not per install, and publishes no average cost. Its own published figure is a tap-through install rate of over 60% for ads at the top of search results (November 2024 to October 2025).
AppsFlyer’s Performance Index 17 (Q1 2026) puts Meta’s cost per install at $1.11 and Google App Campaigns’ spend share at 26%The AppsFlyer Performance Index ranks media sources for user acquisition and remarketing by performance and volume; it does not publish average costs per install or spend shares. Its current edition is the 2025 Edition, not a 17th edition for Q1 2026.
data.ai and Storemaven 2026 tests show top listings convert 2.2–3.0x betterdata.ai was acquired by Sensor Tower in March 2024 and published no 2026 tests under its own name. Apple’s own figure is that custom product pages convert 2.5 points higher on average than the 1.6% of default product pages.

Benchmark Against the Right Sample

Quote a mobile app benchmark with its publisher, sample and period: “games measured by Adjust kept 5% of installers on day 30 in 2025” can be checked, while “the average app retains 5.4% of users” cannot.

Use these figures to see whether your own cost per install, retention and revenue per user sit in a normal range for your vertical and region, then optimize against your own cohorts.

Sources

Every figure on this page comes from one of the sources below.

Regulators and public research
App store, ad platform and developer documentation
  • Apple DeveloperUser privacy and data useread Oct 21, 2026
  • Apple Developer DocumentationSKAdNetwork; Receiving postbacks in multiple conversion windowsread Oct 21, 2026
  • Apple Developer DocumentationSKAdNetwork release notesread Oct 21, 2026
  • Apple Developer DocumentationAdAttributionKitread Oct 21, 2026
  • Apple Developer DocumentationReceiving ad attributions and postbacks (AdAttributionKit)read Oct 21, 2026
  • Apple Developer DocumentationConfiguring attribution rules for your app (AdAttributionKit)read Oct 21, 2026
  • Apple DeveloperCustom product pages on the App Storeread Oct 21, 2026
  • Apple DeveloperProduct page optimizationread Oct 21, 2026
  • Apple DeveloperApp Store searchread Oct 21, 2026
  • Apple DeveloperApp Store Small Business Programread Oct 21, 2026
  • Apple DeveloperAuto-renewable subscriptionsread Oct 21, 2026
  • Apple AdsAds on the App Storeread Oct 21, 2026
  • Apple AdsNewsread Oct 21, 2026
  • Apple Ads HelpSearch Resultsread Oct 21, 2026
  • Google Play Console HelpService feesread Oct 21, 2026
  • Google Play Console HelpCreate custom store listings to target specific user segmentsread Oct 21, 2026
  • Google Play Console HelpRun A/B tests on your store listingread Oct 21, 2026
Measurement and research firms
  • Sensor Tower2026 State of Mobile: AI Moves Mobile into Its Next PhaseJan 21, 2026 · 2025 data
  • Sensor TowerQ2 2026 Digital Market Index: Monetization Depth Outpaces Download GrowthAug 11, 2026
  • Sensor TowerSensor Tower Acquires data.ai to Expand Market ReachMar 18, 2024
  • AppsFlyerGenAI App Ad Spend Hits $824M as AppsFlyer Reveals First AI Agent Usage DataDec 10, 2025 · 2025 data
  • AppsFlyerApp User Acquisition Grows 5%, Hitting $65 Billion in 2024 as AppsFlyer Unveils Global App Market Insights for 2025Jan 9, 2025 · 2024 data
  • AppsFlyerAfter 15% slump due to the economic downturn, global app install ad spend is projected to rise 20% to $94.9B in 2025Jul 6, 2023 · updated Oct 19, 2025
  • AppsFlyerAppsFlyer Data Shows Market Adaptation to Privacy-First Ecosystem Four Years After ATTApr 24, 2025
  • AppsFlyerRedefining ATT opt-in measurement: Setting the standard for data accuracyupdated Nov 27, 2025
  • AppsFlyerAppsFlyer new state of subscriptions for marketers report reveals shifting consumer behaviour reshaping where and how people pay for appsMar 31, 2026
  • AppsFlyerAppsFlyer: UK Finance Apps Face Widening Retention Gap as Neobanks Dominate AcquisitionJun 3, 2026
  • AppsFlyerAppsFlyer: Organic Traffic Is Now the Single Largest Ad Fraud Channel, Accounting for More Than Half of All Fraudulent InstallsJun 10, 2026
  • AppsFlyerThe State of App Monetization – 2026 Editionread Oct 21, 2026 · Q1 2026 data
  • AppsFlyerThe AppsFlyer Performance Index – 2025 Editionread Oct 21, 2026
  • AdjustMobile app trends: 2026 editionFeb 18, 2026 · 2025 data
  • AdjustThe gaming app insights report: 2026 editionMar 26, 2026 · 2025 data, ATT to Q1 2026
  • GameAnalytics2026 Mobile & PC Gaming Benchmarksupdated Aug 24, 2026 · 2025 data

Grow Your App on Your Own Numbers

We plan, run and measure app install and re-engagement campaigns against your cost per install, retention and revenue, not generic averages.

App campaign audits
Attribution and measurement setup
Store listing and creative testing

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