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Daily Crunch: Snap lays off one-fifth of its workforce after missing revenue and growth targets

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Midweek? More like mid-weak! Okay, terrible pun, but we’re a little low energy in this heat wave today, so it kinda made sense.
Oh! And good news, btw, we’re offering 15% off Disrupt tickets (excluding online or expo tickets) for you, our trusty Daily Crunch readers. Use promo code “DC” to claim your discount!
See you tomorrow!  — Christine and Haje
The TechCrunch Top 3
Slumdog $5-illonnaire: Landa is the latest startup to attract venture capital, in this case $33 million, to democratize real estate ownership, Mary Ann writes. Its approach enables people to invest in the real estate sector, which is known for providing generational wealth, but in a less expensive, more fractional way, and in some cases, for as little as $5 initially.
Snap, crackle and . . . fizzle: Despite the myriad of news and new revenue streams we’ve reported about Snap right here in this newsletter, Evan Spiegel said the words no tech employee wants to hear right now: “restructuring our business.” Amanda reports that this unfortunately means cutting 20% of staff.
Obstacles abroad: Amazon faces some tough competition in India, and Manish reports that has presented some challenges in the e-commerce giant’s ability to gain a more prominent foothold in the country.
Startups and VC
This week, Haje went deep with a founder who’s building digital license plates. He mused that building an easy-to-copy hardware product in an incredibly tightly regulated industry where winner-takes-all would be an utter nightmare, but when it works, it works, and it’s fascinating to see Reviver build a company, one license plate at the time.
Populus, the San Francisco–based transportation data startup, got its start as shared scooter mania took hold and cities tried to make sense of how infrastructure was being used by fleets of tiny vehicles. Now, Populus co-founder and CEO Regina Clewlow is repositioning the company to take advantage of another hot opportunity: curbs and congestion, Rebecca writes. It’s a really good read from the TechCrunch transportation desk with an undertone of “the power of great pivots.”
Raisin’ money, raisin’ hell:
Looking beyond the matrix: Ron reports on CodeSee’s latest product, which helps organizations visualize their code base.
Turning coaching into a team sport: Natasha M reports that the founder of Human Q disagrees with some of the biggest and most valuable competitors out there. Instead of one-to-one coaching, Human Q wants to make group coaching an impactful alternative. This founder wants to take on the biggest coaching startups with a group-focused approach.
Stretching the chains: Supply chain firm NFI inks a $10 million deal to deploy Boston Dynamics’ Stretch robots, reports Brian.
Fintech, that’s like fly-fishing, right?: Christine reports that Solid raised a $63 million Series B round of funding to continue providing its fintech-as-a-service offering for companies wanting to launch and scale their own fintech products. 
Like twitch3: Rita reports that Stacked raised $13 million to be the Twitch for web3 gamers.
 Crafting a XaaS customer success strategy that drives growth
Image Credits: THEPALMER (opens in a new window) / Getty Images
Giving users better service than they expected could literally save a software startup. In one study, companies that spent 10% of yearly revenue on customer success attained peak net recurring revenue.
“Companies mostly deploy two or more customer success archetypes,” according to TC+ contributors Rachel Parrinello and John Stamos. “They usually vary by customer segment, business versus technical focus and sales motion focus: adopt, renew, upsell and cross-sell.”
If you’re interested in optimizing revenue through CS, read the rest for a full overview of job design methodology, because “companies should not design their customer success roles in a vacuum.”

Crafting a XaaS customer success strategy that drives growth

(TechCrunch+ is our membership program, which helps founders and startup teams get ahead. You can sign up here.)
Big Tech Inc.
Social media and privacy don’t often go hand in hand, especially when children can see a lot on the internet already. Twitter got caught up in this when it reportedly tried to monetize adult content in an effort to compete with OnlyFans. It later scrapped the program when it was found that its system couldn’t “detect child sexual abuse material and non-consensual nudity at scale,” Amanda writes. Meanwhile, California lawmakers wasted no time moving ahead to put in place statewide online privacy protections for children where there are none at the federal level, Taylor reports.
Stepping on the gas, er, EV pedal: Toyota is accelerating its investment in U.S. electric vehicles, and will park some $3.8 billion into that initiative, up from an initial $1.3 billion, Jaclyn writes.
Cashing in on NFTs: Event organizers working with Ticketmaster can now issue NFTs tied to tickets on Flow, Ivan reports.
It’s almost fall and that means another Apple event: Brian has the skinny on all the things you should know about Apple’s iPhone 14 event on September 7.
New satellite on the block: Royal Caribbean is going “all-in on satellite service,” and will outfit its fleet of ships with Starlink internet, Devin writes.

Daily Crunch: Snap lays off one-fifth of its workforce after missing revenue and growth targets

Top anonymous social app NGL forced to stop tricking its users

A popular anonymous social app that was misleading its users with fake messages has been forced to change. The top-ranked app NGL, which became the No. 1 app on the U.S. App Store in June, quietly rolled out an update yesterday that sees it now informing users when they receive messages that aren’t from their friends — as users had been previously led to believe. Before, NGL sent these fake messages as a means of creating engagement, then charged for “hints” about the message’s sender.
The app has also now lowered its subscription pricing, which promises to reveal details about who is behind the anonymous messages.
NGL is one of a handful of anonymous social apps that had recently shifted their attention to Instagram after Snapchat cracked down on apps of this nature using its developer tools, as part of Snap’s broader efforts to reduce harm to minors.
To use NGL, users would tap a button in the app to copy a unique URL they could share with friends and followers across the web.
Image Credits: NGL App Store listing
While Snap could prevent direct integrations with its own developer tools, NGL users could still copy and paste the special link into their Snapchat Stories or wherever they chose — like Twitter or any other app. However, a “Share” button in the app made it easy to post directly to Instagram Stories. Then, when others saw the link on their friend’s Story or post, they could click it to anonymously ask that person a question. These questions would appear as messages in NGL’s in-app “Inbox” for users to read and respond to.
However, NGL had a trick up its sleeves. If users didn’t get any engagement on their shared link, the app itself would generate messages automatically. Users had no real way of knowing that these messages were actually fake questions the app was sending them. But many suspected that was the case as the questions sounded like things their friends wouldn’t ask. (We confirmed the messages were fake by generating an NGL link but not sharing it. We then received messages).
NGL’s app reviews have been filled with complaints that its questions seemed to be coming from bots. What’s worse, the app developer was charging users for “hints” to learn more about who was asking the question. This means users were paying, in some cases, for hints about bots!  This could be considered fraud. (We’d advise impacted users to request refunds from Apple.)
The NGL app got its ideas from rival Sendit, a similar social app that also offers a variety of Snapchat games. In fact, Sendit’s maker is now suing NGL for stealing its ideas — the NGL developer previously worked on Sendit before realizing the potential in simply cloning the idea and raking in the money himself. As it turns out, there is some business to be had here. By July, NGL had topped 15 million downloads and had pulled in  $2.4 million in revenue by selling its subscriptions.

Anonymous social app NGL tops 15M installs, $2.4M in revenue as users complain about being scammed

TechCrunch had called out NGL for its misleading tactics and, apparently, someone was listening. (Actually, we do understand there was a discussion between the developer and Apple about this). NGL has not commented.
Yesterday, NGL issued an update that now sees it labeling its fake messages with a tag that reads “sent with from the NGL team.” This is meant to indicate the message is not from a friend but from the app itself. (Arguably, the wording could be clearer. Some users — particularly among its target market of young adults —  could interpret this tag to mean the message is simply being delivered by the app.)
These messages also don’t show a subscription prompt. In addition, the subscription cost was lowered a bit, from $9.99/week to $6.99/week and now includes other features beyond “hints.” For instance, it touts users will get “early access” to exclusive games besides the anonymous Q&A. One of the paid games is already included — an anonymous confessions game.
The app’s rival Sendit’s Q&A feature had worked in much of the same way and it, too, just updated its subscription. Now, instead of just charging for hints, Sendit “Diamond members” can reveal the name and Bitmoji of the sender (in some cases), access exclusive games, unlock a custom icon and remove ads from the experience, the app claims. However, its pricing still remains $9.99 per week.
Though the viral buzz around these apps has since died down a bit, they still remain highly ranked. NGL is the No. 9 app on the U.S. App Store’s Lifestyle charts and Sendit is No. 12 among Social Networking apps.
Top anonymous social app NGL forced to stop tricking its users

This Week in Apps: Instagram backlash, TikTok gaming, Snapchat+ makes millions

Welcome back to This Week in Apps, the weekly TechCrunch series that recaps the latest in mobile OS news, mobile applications and the overall app economy.
Global app spending reached $65 billion in the first half of 2022, up only slightly from the $64.4 billion during the same period in 2021, as hypergrowth fueled by the pandemic has slowed down. But overall, the app economy is continuing to grow, having produced a record number of downloads and consumer spending across both the iOS and Google Play stores combined in 2021, according to the latest year-end reports. Global spending across iOS and Google Play last year was $133 billion, and consumers downloaded 143.6 billion apps.
This Week in Apps offers a way to keep up with this fast-moving industry in one place with the latest from the world of apps, including news, updates, startup fundings, mergers and acquisitions, and much more.
Do you want This Week in Apps in your inbox every Saturday? Sign up here: techcrunch.com/newsletters
Top Stories
Users demand the TikTok-ification of Instagram must stop 
How do you modernize an app like Instagram, whose roots are in iconic iPhone photography, to support users’ growing engagement with short-form video? If you’re one of the many increasingly frustrated Instagram users, you simply wish it would not attempt this pivot at all. You’re sick of the app’s constant changes, its clutter, its ads, its force-fed recommendations, and you’re not a fan of its TikTok ambitions. You just want to see your friends’ posts.
This issue finally came to a head this week when celeb sisters and Instagram top creators Kylie Jenner and Kim Kardashian shared a petition that demanded Instagram to “stop trying to be tiktok.” The day after, Instagram head Adam Mosseri posted a video addressing the concerns and said the app would temporarily roll back some of its recent changes, including the test of a full-screen TikTok-like experience and the increase in “recommended” posts.
The company has brought this user backlash on itself, of course, with its continual “tests” of new UIs and its desperate admissions about how TikTok is eating its lunch, forcing it to adapt or die. Plus, Instagram claims video is what people want even when they’re saying otherwise. It insists its own data supports that video has been growing faster as mobile networks got faster and data became cheaper.
While that may be true, Instagram has been throwing out the baby with the bathwater as it attempts to prioritize elements of TikTok in its own app. People want different experiences from their social platforms — and Instagram is trying to do it all, without acknowledging that the real threat from TikTok is not the video content itself, necessarily, but rather TikTok’s addictive algorithm that increases users’ time spent in the app. TikTok has figured out how to recommend posts that users welcome, while Instagram’s attempt to do the same has fallen flat. Combined with TikTok’s ability to attract a younger demographic in terms of both creators and viewers alike, the app has become a massive force in social media.
Instagram will need to find a way to balance the demands of a user base that wants to still celebrate social connection (including through static media), with creator demands for increased discovery and the rise of video. This is not an easy task, but perhaps step one should be to allow users to engage with Instagram as they like. Just as how users can opt to scroll the main Feed instead of viewing Stories and vice versa, Instagram’s TikTok-ishness should rather be an optional entry point, not the entirety of the Instagram experience.
Snapchat+ outpaces Twitter Blue after just a month
Image Credits: Snapchat
Snapchat’s recent move into premium subscriptions has gained a bit of traction in its first weeks on the market.
The new Snapchat+ paid subscription launched on June 29, 2022 offering users access to various premium features, while also importantly giving the company a means of diversifying its revenue streams beyond advertising. This is critical for the social app given that the ad market is currently impacted by broader macroeconomic forces that have slowed demand. In addition, Snapchat continues to feel the effects of Apple’s 2021 privacy changes that allowed users to opt-out of tracking and is facing increased competition from rival TikTok.
For $3.99 per month, the Snapchat+ subscription allows devoted app users to see who has rewatched their Stories, change their app icon, pin another user as a “#1 Best Friend,” try out pre-release features and more. Earlier this month, the company also made web access a part of the Snapchat+ subscription.
Since the subscription’s arrival, Snapchat’s mobile app has generated approximately $7.3 million in worldwide consumer spending across iOS and Android according to Sensor Tower. This represents the first 30 days of Snapchat+’s availability, June 29, 2022–July 26, 2022. The figure is also around 116 times higher than the $63,000 the app pulled in via in-app purchases in the 30 days prior from May 30, 2022–June 28, 2022, indicating the bulk of the new revenue was driven by Snapchat+.
Notably, the number is already larger than Twitter’s in-app revenue, which totals nearly $4 million since Twitter Blue’s June 2021 launch — over a year’s time. Snapchat+ could be succeeding because it has more power users than Twitter, Sensor Tower data shows, as 34% of its active installs open the app every single day compared with just 19% for Twitter.
Image Credits: Sensor Tower
TikTok gets into mobile games
Here’s a scoop: TikTok is getting into gaming.
The company confirmed the launch of a pilot test of “mini-games” that can be played inside the social video app and discovered through creators’ videos. The gaming pilot quietly launched just weeks ago with a variety of new partners, including game developers Vodoo, Nitro Games, FRVR, Aim Lab and Lotem.
The launch follows reports earlier this year that the social video app maker was looking to expand into HTML5 gaming after first testing the waters with gaming giant Zynga last November. The two companies had then teamed up to launch a TikTok exclusive title, Disco Loco 3D, which was similar to Zynga’s successful game (by way of acquisition) High Heels.
TikTok’s mobile games today don’t monetize through ads or in-app purchases of any kind, but if they find traction with users, things could change as TikTok further developed its games platform. In that case, the app would not only recall the social gaming era of early Facebook (which incidentally drove Zynga’s success), it would also allow TikTok to route around the app stores’ commissions.
Image Credits: TikTok
Weekly News
Platforms: Apple
Apple released the fourth beta of iOS 16. The update offers a variety of new features, like the ability to edit and delete iMessages — a feature that now includes an edit history log in response to user concerns that the editing feature could be used maliciously. Other new features include the ability for developers to test Live Activities, improved integrations with Continuity Camera, a new interface when updating the Home Screen’s design, more options for the “unsend” time in Mail, and a few new wallpapers, among other smaller tweaks.
Apple announced Live Activities and Activity Kit won’t launch with the initial release of iOS 16 but will rather become available later in the year.
Apple is also hosting summer programs that allow developers to attend live presentations and Q&A sessions with App Store experts.
Apple reported Q3 earnings with revenue of $83B, up 2% YoY and above estimates of $82.8B. iPhone revenue was up 3% to $40.7B but Mac was down 10% to $7.4B. Apple’s services revenue grew 12% YoY to $19.6B and 860M paid subscribers, up from 825M in Q2.
Platforms: Google
Google announced new Play Store policies around intrusive ads, VPNs, alarms, health misinformation, impersonation and more. The policies will roll out at different intervals and will, among other things, restrict apps’ usage of full-screen ads that aren’t closeable after 15 seconds and full-screen interstitials that appear before the app’s loading screen. Apps that use icons that trick users into thinking they’re affiliated with another brand will also be restricted along with VPNs that track user data or reroute traffic to make money through ads.
At the Think with Google Gaming Day in China, Google shared ways to help developers earn more revenue and attract high-value players with a variety of new features and ad tools.
Google updated its Google Maps app with location-sharing notifications, immersive views and better bike navigation in several markets.
Augmented Reality

Snapchat launched its own spooky AR game called “Ghost Phone,” which sees players working to discover the secrets of an abandoned phone and hunting ghosts using AR. The game was built using the Lens Studio and web-first game engine PlayCanvas. It also uses Snap’s World Mesh technology and surface recognition to place game objects around the user. The company launched a Bitmoji dance game last month.
Fintech/Crypto
A U.S. Senator sent a letter to both Apple and Google asking for details as to how they’re preventing cryptocurrency apps from engaging in fraud on their respective app stores.
Messaging app Viber debuted a new digital wallet called Payments, offering bill pay, money transfers and support for buying goods.
The new Google Wallet rolled out to all users with Android 5.2+. The wallet app is available as a separate app in the U.S. and Singapore and as a Google Pay update for other markets.
Social
Snap missed in Q2 with revenue of $1.11 billion — a figure up 13% from the same period a year earlier but below its previous guidance of 20% to 25%. The company cited macroeconomic conditions for lower advertiser demand and continues to be impacted by Apple’s privacy changes. DAUs grew 18% YoY to 347 million. The company said it will reduce hiring, repurchase up to $500M in stock, and it locked in CEO and CTO roles until at least Jan. 1, 2027. Its stock tanked after earnings.
Snap announced a new creator fund that will award independent musicians posting their music on Snapchat up to $100,000 per month. The company will distribute payments for up to 20 songs per month at $5,000/song starting in August for musicians distributing to Snapchat via DistroKid.
Meta reported its first-ever decline in quarterly revenue year over year in its Q2 earnings. The company’s revenue was $28.82 billion, a 1% decrease from $29.07 billion in the second quarter of 2021. It also swapped its CFO.
Meta is killing Tuned, its social app for couples which will cease operations on Sept. 19, 2022. The app was a project from Meta’s New Product Experimentation Team (NPE) — one of many now shuttered attempts designed to test if Meta could create new social experiences in-house.
BeReal got ripped off. Because Instagram didn’t have enough drama this week, it also quietly rolled out a copycat of BeReal inside its app — which misses the point about why the new social network grew popular in the first place: It’s about your friends.
Instagram said it will begin to survey its U.S. users about race to assess if it is “fair and equitable.” The optional survey will be hosted by research group YouGov.
Twitter Blue is getting more expensive. Twitter announced it’s increasing the price of its premium subscription from $2.99 to $4.99 per month effective immediately for new subscribers and starting in October for existing subscribers. The hike is also rolling out to other Twitter Blue markets, including Australia, Canada and New Zealand at 6.99 AUD (previously 4.49 AUD), 6.49 CAD (previously 3.49 CAD) and 6.49 NZD (previously 4.49 NZD).
Twitter also began testing a status feature that lets you add a mood (hot take, vacation mode, unpopular opinion, etc.) alongside your posts and a way to post multiple forms of media in a single tweet.
The anticipated Twitter-Elon trial has set a date. The parties will battle it out in court starting October 17.
Photos
The Google Photos app gained an AI-based new movie editor and video editing features, but only for Chromebook users for the time being.
Amazon is killing its cloud storage service Amazon Drive and shifting users to Amazon Photos instead. Customers have until Dec. 31, 2023 to save their stored files.
Messaging
WhatsApp rolled out chat migration from Android to iOS and iOS to Android for all users. The feature requires Android 5 or higher, iOS 15.5 or above, and the Move to iOS app.
WhatsApp also appears to be working on a chatbot that will alert you to what’s new when the app is updated.
Streaming & Entertainment
Image Credits: YouTube
YouTube’s mobile app added a new feature that allows creators to select any segment up to 60 seconds from an existing long-form video and turn it into a YouTube Shorts video that links back to the original.
Baidu’s video streaming service iQiyi signed a content deal with TikTok’s Chinese sister app Douyin, which allows Douyin users to use iQiyi content to make short videos. The deal ends a dispute over alleged copyright infringement.
Comcast’s streaming app Peacock’s paid subscribers stayed flat at 13 million, as losses widen to $467 million in the company’s first quarter.
YouTube’s ad revenue grew just 4.8% YoY to $7.34 billion in Q2, below expectations of a 7% YoY increase to $7.49 billion. This YouTube’s slowest ad growth in over two years.
Twitter for iOS updated the Spaces bar for live audio streams to make it easier to see who’s hosting, what topics are being discussed and more.
Spotify rolled out a new Friends Mix playlist that gives users a way to discover new tracks based on the “Blends” they’ve created with their friends.
TikTok filed a trademark application for a service called TikTok Music that could allow users to buy, share and download music. Parent company ByteDance already runs a music service, Resso, but not in the U.S. — although ByteDance has considered expanding it in the past.
Gaming
Roblox rolled out an update that makes its materials appear more lifelike and overhauled aspects of its developer toolkit to support this change. The move is a part of the company’s mission to improve its visual fidelity, but game developers will be able to choose if they want to keep creating using the more blocky, traditional style.
Backbone, the maker of a popular gaming controller for iPhone, expanded with the launch of the Backbone One PlayStation Edition. The new device allows compatible mobile games to use proper PlayStation glyphs (Triangle, Circle, etc.) instead of ABXY. It will cost the same as the original Backbone One at $100.
K-pop stars Blackpink collaborated with PUBG Mobile, which just hosted its first in-game concert. The band released a new video featuring virtual avatars inside the game, which was earlier teased during the concert.
Government & Policy
The popular mobile game Battlegrounds Mobile India (BGMI) was pulled by Apple and Google from their respective app stores in India to comply with a government order. Krafton had said it cut ties with publishing partner Tencent, so it’s unclear why the game was pulled. The game had over 16.5M MAUs.
Google will be allowed to relaunch Street View in India in 10 cities initially, 10 years after the government shut down the service for security reasons.
China’s government asked TikTok for a stealth social account to target Western audiences with propaganda, Bloomberg reported, but TikTok execs pushed back and denied the request.
Security & Privacy
Messaging app JusTalk, popular in Asia, has been leaking users’ unencrypted private messages. The app, which has 20 million global users, had claimed to offer end-to-end encryption across its flagship apps and its child-friendly JusTalk Kids.
Funding and M&A
Livestream shopping app for collectibles Whatnot raised $260 million in Series D funding at a $3.7 billion valuation, up from $1.5 billion in September 2021. The livestream shopping market has only grown to $11 billion in the U.S. versus the $600 billion industry in China.
School communications app ClassDojo raised $125 million in Series D funding in September 2022, valuing the business at $1.25 billion. The company plans to launch a kids virtual space in August 2022.
Paris-based Contentsquare raised $400 million in Series F funding and $200 million in debt for its web and app analytics business. The round doubled the startup’s May 2021 valuation to $5.6 billion.
Conversational commerce startup Charles raised $20 million in Series A funding led by Salesforce Ventures to bring its service to WhatsApp in Europe. The company so far has seen the most traction in its domestic German market, but has received inbound interest from Italy, Spain, France, the Netherlands, and the U.K.
Blockchain infrastructure company Chain acquired Measurable Data Token for $100 million. The deal sees it acquiring a cash-back mobile app, RewardMe, and the financial data protocol MeFi.
Banking and networking platform Guava, targeting Black entrepreneurs, raised $2.4 million in a pre-seed round led by Heron Rock. The company aims to narrow the racial wealth gap by providing financial services to Black small businesses and creators.
Text-to-speech app Peech raised $550,000 in funding led by Flyer One Ventures. The app offers natural-sounding text-to-speech in 50 languages, allowing users to listen to Word docs, web articles or PDFs for $3/week.
South African startup Qwili raised $1.2 million in seed funding to scale its app and low-cost NFC-enabled smartphone. Qwili software can be downloaded to any phone in addition to being pre-installed on Qwili’s phones, which are used as point-of-sale devices for merchants selling data, pay-TV subscriptions, groceries or clothing to customers.
Brooklyn-based fantasy sports app Underdog raised $35 million in Series B funding, valuing the business at $485 million. The company plans to launch licensed sports betting in Ohio and Colorado in 2023.
Spotify’s latest SEC filing revealed it paid €291 million ($295 million) for its four recent acquisitions, Findaway, Podsights, Chartable, and Sonantic. Findaway, specifically, cost the company €117 million (around $123 million).
U.K. investing app Shares raised $40 million led by Peter Thiel-backed Valar Ventures, bringing its total raised to $90 million. The app has over 150,000 users.
U.S.-based digital bank Umba, which focuses on emerging markets, acquired a majority share of Kenyan microfinance bank Daraja for an undisclosed amount.
Downloads
Lock Screen widget TestFlights
A new type of app to download? We’re in!
If you’re running the iOS 16 public beta and looking to dig into Lock Screen widgets, there are a number of interesting apps now being tested that offer a look into how iOS developers are thinking about use cases for this prominent iPhone real estate. (If you ask nicely, the developers might add you to the TestFlight!)
A few apps we’ve found useful include:
Lock Screen Contacts: This allows you to put a favorite contact directly on your Lock Screen, without having to give the app access to your iPhone Contacts thanks to Apple’s more secure Contacts API. Users can toggle and choose to remove the text, image and background. The app will sell for $3.99 at launch.  The same developer is also working on a Lock Screen Icon widget that will allow you to place any of some 4,000 icons on your Lock Screen to personalize your device.

The past month I’ve been making an iOS 16 Lock Screen widget app to quickly call contacts – much like speed dial.
I’m really pleased with how it’s turning out. pic.twitter.com/hVFJVeKgdY
— Rihab Mehboob (@elohohel) July 7, 2022

Day Ticker: This simple icon widget lets you quickly view how many more days until an important event — like a birthday, vacation, anniversary or anything else. Days until the kid goes to camp? Just two, my widget told me. We’d better start packing!
Can’t wait to use these!
Parcel’s Package Tracker: This widget keeps track of your expected deliveries and lets you see their status right on your Lock Screen.

Work in progress! pic.twitter.com/UntypJ1Pgu
— Parcel (@parcel_app) June 13, 2022

Home Widget: This widget will bring your HomeKit devices to your Lock Screen.
LockLauncher: Create custom Lock Screen widgets that can actually take actions — like open websites or apps, for example.
Tally: The current beta of this quick counter app includes a Lock Screen widget and other goodies.
Countdowns: Another widget for tracking the time until upcoming events.

Happy to announce that @HomeWidget beta version now supports iOS 16 Lock Screen Widgets!
If you’re on iOS16 beta and want to test this new feature, contact us.#iOS16 #ios16lockscreen #ioslockscreen #homekit #iOSWidgets #LockScreen #WWDC22 #iOS16beta pic.twitter.com/84mFMTiW4e
— Home Widget for HomeKit (@HomeWidget) July 21, 2022

This Week in Apps: Instagram backlash, TikTok gaming, Snapchat+ makes millions

US App Store revenue from non-game apps just topped games for the first time

A major shift in the U.S. app economy has just taken place. In the second quarter of this year, U.S. consumer spending in non-game mobile apps surpassed spending in mobile games for the first time in May 2022 and the trend continued in June. This drove the total revenue generated by non-game apps higher for the quarter, reaching about $3.4 billion on the U.S. App Store, compared with $3.3 billion spent on mobile games.
After the shift in May, 50.3% of the spending was coming from non-game apps by June 2022, according to new findings in a report from app intelligence firm Sensor Tower. By comparison, games had accounted for more than two-thirds of total spending on the U.S. App Store just five years ago.
The trend was limited to the U.S. App Store and was not seen on Google Play, however. In Q2, games accounted for $2.3 billion in consumer spending on Google Play in the U.S., while non-game apps accounted for about $1 billion.
Image Credits: Sensor Tower
This shift in the U.S. app market is the most significant finding in the new report and demonstrates how successfully Apple has managed to create a subscription economy that allows a broader range of apps to generate sizable revenues.
The new data also supports this, as it shows it’s not only the biggest players that are benefiting from subscription revenue growth. In Q2 2022, 400 apps generated more than $1 million in consumer spending on the U.S. App Store, which is eight times the total from the same quarter in 2016. In addition, 61 U.S. App Store non-game apps generated at least $10 million in U.S. consumer spending in Q2 2022 — that’s more than the number of non-game apps that had generated $1 million+ in revenue in Q2 2016.
A handful of non-game apps also topped $50 million in U.S. consumer spending in the quarter, including YouTube, HBO Max, TikTok, Tinder, Disney+, Hulu and Bumble.
Image Credits: Sensor Tower
Subscriptions are the major revenue growth driver here, as non-game apps grew at nearly twice the rate  — at a 40% compound annual growth rate — since June 2014 compared with less than 20% for games, the report found.
The trend is a significant reversal of what mobile app spending looked like just a few years ago.
In 2019 and early 2020, for instance, mobile game spending growth was consistently higher than non-game spending. Game spending then surged again at the start of the COVID-19 pandemic. But by late 2020, non-game growth had caught up and the gap widened in 2021.
Image Credits: Sensor Tower
While non-games are enjoying their new dominance, it’s not all great news for the app economy in this most recent quarter. The report also found that U.S. app spending overall declined for the first time in Q2, following the wind down from the spike generated by the pandemic.
At the start of the pandemic (around April 2020), year-over-year growth in consumer spending had jumped from around 20%-30% in 2019 to 35%-55% over the next 12 months. But in May 2022, U.S. spending declined for the first time as consumers began to shift their dollars back to other non-mobile activities like restaurant dining and travel.
Despite this decline from the pandemic highs, consumer spending in Q2 2022 was still up 71% over Q2 2019.
In other key findings from the quarter, summer travel drove travel apps to record high downloads in the U.S. and U.K., and airline app downloads in these markets were up 30%+ compared with Q2 2019, before the pandemic.
Meanwhile, the top-five ticketing apps saw 10 million downloads, up 70%+ from Q2 2019 as consumers returned to concerts, sports games and other events.
Image Credits: Sensor Tower
Worldwide app downloads slowed also slowed in the quarter, as installs totaled 35 billion in Q2, down 2.5% year over year. App Store downloads fell 1.3% to 7.8 billion and Google Play installs dropped 3% to 27.2 billion.
The most downloaded non-game app worldwide was TikTok, which has held the top position eight times out of the past 10 quarters. It was followed by Instagram, Facebook, WhatsApp and Snapchat. TikTok (including Douyin in China on iOS) had 187 million downloads in the quarter.
The top mobile game globally was Subway Surfers, with over 80 million downloads — its highest total since 2014, and following the game’s maker Sybo’s acquisition by gaming giant Miniclip in June 2022. The number two title was Garena Free Fire with 70 million installs for the third quarter in a row.
China was still the larger contributor to iOS gaming revenue, despite a pause on game approvals in May 2022. In Q2, 65% of consumer spending on China’s App Store was on mobile games, while 35% was on non-game apps in Q2 2022 — percentages that remained unchanged from a year ago in June 2021. Japan’s App Store still generates the third-most gaming revenue on iOS and it maintained this position, though games’ share shrank a bit to 68% of the total spend, down from 70% in June 2021.
US App Store revenue from non-game apps just topped games for the first time

Kids and teens now spend more time watching TikTok than YouTube, new data shows

Kids and teens are now spending more time watching videos on TikTok than on YouTube.
In fact, that’s been the case since June 2020 — the month when TikTok began to outrank YouTube in terms of the average minutes per day people ages 4 through 18 spent accessing these two competitive video platforms. That month, TikTok overtook YouTube for the first time, as this younger demographic began averaging 82 minutes per day on TikTok versus an average of 75 minutes per day on YouTube.
In the years since, TikTok has continued to dominate with younger users. By the end of 2021, kids and teens were watching an average of 91 minutes of TikTok per day compared with just 56 minutes per day spent watching YouTube, on a global basis.
This new data is based on kids’ and teens’ use of TikTok and YouTube across platforms, which was compiled for TechCrunch by parental control software maker Qustodio using an analysis of 400,000 families who have accounts with its service for parental monitoring. The data represents their real-world usage of apps and websites, not an estimate.
And to be clear, these figures are averages. That means kids aren’t necessarily sitting down to watch an hour and a half of TikTok and an hour of YouTube every day. Instead, the data shows how viewing trends have changed over time, where some days kids will watch more online video than others, and will switch between their favorite apps.
However, the broader picture this data paints is one where the world’s largest video platform may be losing its grip on the next generation of web users — specifically, Gen Z and Gen Alpha. Gen Z is typically thought to include people born between the mid- to late-1990s and the 2010s. Meanwhile, Gen Alpha — a generation whose childhood was put on pause by Covid, then driven online — includes those born after the early to mid-2010s.
In a prior annual report, Qustodio had analyzed kids’ app usage and found that TikTok was nearing YouTube in terms of average time spent. However, that report examined the data in a somewhat clunky fashion. It had included early 2020 app usage in a report largely focused on 2019 trends — a decision the firm had made at the time in order to highlight the increased connectivity taking place at the beginning of the pandemic. The report also focused on a handful of top markets, rather than global trends.

Kids now spend nearly as much time watching TikTok as YouTube in US, UK and Spain

The new data, compiled upon TechCrunch’s request, has been cleaned up to provide a clearer picture of the year-over-year shift in video viewing trends among the web’s youngest users.
According to the firm’s findings, YouTube was still ahead in 2019 as kids and teens were spending an average of 48 minutes on the platform on a global basis, compared with 38 minutes on TikTok. But with the shift in usage that took place in June 2020, TikTok came out on top for 2020 as a whole, with an average of 75 minutes per day, compared with 64 minutes for YouTube.
This past year, the averages grew even further apart. In 2021, this younger demographic spent an average of 91 minutes per day on TikTok versus just 56 minutes on YouTube.
Image Credits: Qustodio data
Image Credits: Qustodio data
The firm also broke out metrics for leading countries like the U.S., the U.K. and Spain, which demonstrate an even more incredible shift on a regional basis, compared with the global trends. For example, U.S. kids and teens last year spent an average of 99 minutes per day on TikTok versus 61 minutes on YouTube. In the U.K., TikTok usage was up to a whopping 102 minutes per day, versus just 53 minutes on YouTube. These figures include both website and app usage, we should note.
YouTube, no doubt, is well aware of this shift in consumer behavior as are all other social app makers, including Meta and Snap. That’s why YouTube, Instagram, Facebook and Snapchat have all now copied TikTok’s short-form vertical video feed with their own products.
In YouTube’s case, that’s YouTube Shorts, a short video platform the company believes will prove to be a discovery engine that will drive users to its long-form product. The company recently touted that YouTube Shorts had topped 1.5 billion logged-in monthly users, and suggested that channels producing videos of different lengths were seeing gains in watch time. It didn’t, however, share any specific figures on that front.
YouTube’s first-party data, of course, takes into account a broader global audience — not just kids and teens. And it includes cross-platform usage on phones, tablets, the web, smart TVs, game consoles, connected devices and more.
But despite Shorts’ growing adoption per YouTube’s data, Qustodio’s research seems to indicate younger people have simply been opting for the short-form content provided by TikTok. At the same time, TikTok has been slowly pushing its user base to consume longer videos. This year, for instance, TikTok expanded the max video length to 10 minutes, up from its earlier expansion to 3 minutes. And while most TikTok videos are not multiple minutes long, the “optimal” video length for a TikTok video has been growing.
In 2020, TikTok told creators that 11 to 17 seconds was the sweet spot to find traction. In November 2021, it amended that to 21 to 34 seconds.
Over time, this could also help to drive up the average watch time on TikTok as well.
Qustodio’s larger annual report on digital trends indicates YouTube isn’t the only app to feel the impact of TikTok’s rise and the unique interests of Gens Z and Alpha. Young people use a different mix of apps than the generations before — like Roblox, for instance, which has been used by 56% of kids, or Snapchat, used by 82%. On average, they are totaling 4 hours of screen time per day, which includes educational apps.
The good news for YouTube, however, is that it’s still ahead of other video streaming services in terms of time spent.
Globally, kids spent 56 minutes per day on YouTube last year, ahead of Disney+ (47 min), Netflix (45 min), Amazon Prime (40 min), Hulu (38 min) and Twitch (20 min)
Kids and teens now spend more time watching TikTok than YouTube, new data shows