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Games weren’t the biggest thing on app stores for the first time ever last year

Users spent more in-app on non-game applications than games in 2025.

Tom Jones

The mobile app industry has come a long way since early iPhone users would impress their friends by getting their phone out, tilting it at a 45-degree angle near their mouth, and polishing off a virtual pint of frothy beer in seconds on iBeer, an app that reportedly brought its developers $10,000 to $20,000 every day at its peak.

While iBeer may have (understandably) fallen by the wayside in the years since, the business of selling time-consuming content to fill your phone’s home screen and send the temperature of your device soaring has only gotten bigger, with users spending a record $167.4 billion on in-app purchases alone last year, per new Sensor Tower data.

However, according to the same State of Mobile 2026 report, in-app purchases across non-gaming applications actually outweighed those made in games for the first time ever, suggesting that the things many of us use our mobiles for has shifted.

In-app purchases chart
Sherwood News

Of course, just like the year before, there are still billions of dollars to be made in mobile games, but worldwide downloads slumped more than 7%, from 54.3 billion in 2024 to 50.4 billion last year, as in-app gaming purchases broadly flatlined. Maybe we are all collectively getting sick of those weird, bad, misleading gaming ads that flood platforms like YouTube, Instagram, and TikTok.

In-app purchases across non-gaming applications surged, conversely, to hit a record $85.6 billion, and — as is becoming a theme for many stories where the amount of cash involved is booming — AI was behind a good chunk of the rise. Indeed, as downloads across generative-AI mobile apps climbed almost 120% last year, so did in-app revenues, with users spending a whopping $5 billion while using apps like ChatGPT, Gemini, DeepSeek, and Grok.

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