Eli Schwartz is the former Director of Growth at SurveyMonkey where he led the SEO strategy. Eli has been a columnist on the Huffington Post, the Y Combinator blog, Search Engine Land, Search Engine Journal and numerous other publications.
Amazon dominates the top ranking positions of Google for tens of thousands of ecommerce queries, but there are plenty of products in newer shopping categories where Amazon has not yet achieved SEO supremacy. Retailers in nascent verticals have an opportunity to follow Amazon’s SEO playbook and become the default ranking ecommerce website.
Achieving this success can be done purely by focusing on on-page SEO without the need to build a brand and a backlink portfolio that rivals Amazon.
For those unfamiliar with mechanisms of SEO, there are essentially two streams of SEO tactics
On-page SEO – This is anything to do with optimizing an actual page or website for maximum SEO visibility. Within this bucket will fall efforts such as the content of a page, metadata, internal links, URL/folder names, and even things like images.
Off-page SEO – A key component of Google’s algorithm is the quality and sometimes quantity of the links from external sites that point to a page or website. At a high level the better backlinks a page or website has the more authority the page has to rank in search.
On-page SEO teardown
Delving into just their on-page SEO, their tactics can be divided into four distinct areas which we will go through in detail.
If you are following along with this process, make sure to log out of your Amazon account or open up an incognito window. Google only views the logged out version of the site, so all of Amazon’s SEO efforts are focused there.
Pinterest (NYSE: PINS) shared impressive first-quarter financials on Thursday after the closing bell in what was its first earnings report as a public company.
The digital pinboard went public in April, rising 25 percent during its first day trading on the New York Stock Exchange. Pinterest’s public market performance has continued to stay in the green, closing up about 8 percent Thursday at nearly $31 per share for a market cap of $16.7 billion.
The company, led by co-founder and chief executive officer Ben Silbermann, posted revenues of $202 million on losses of $41.4 million for the three months ending March 31, 2019. This surpassed Wall Street estimates of about $200 million in Q1 revenue on an adjusted loss of 11 cents per share and is an increase from revenues of $131 million in Q1 2018 on losses of $52.7 million.
Pinterest in April sold 75 million Class A shares in an initial public offering that raised $1.4 billion. The IPO gave the company a fully diluted market cap of $12.6 billion, a figure slightly larger than its Series H valuation of $12.3 billion. This was amid concerns the company would see a slighter smaller valuation upon its IPO and gain the unseemly title of “undercorn.”
Pinterest previously disclosed revenues of $755.9 million in the year ending December 31, 2018, up from $472.8 million in 2017. Losses, meanwhile, shrank to $62.9 million last year from $130 million in 2017.
Pinterest post-IPO performance and earnings report comes in stark contrast to both Lyft and Uber’s treatment on their respective stock exchanges. Lyft, for its part, has fallen since its IPO despite an initial pop of 21 percent. In its first-ever earnings report as a public company, released last week, posted first-quarter revenues of $776 million on losses of $1.14 billion, including $894 million of stock-based compensation and related payroll tax expenses. The company’s revenues surpassed Wall Street estimates of $740 million while losses came in much higher as a result of IPO-related expenses.
Uber suffered through a catastrophic IPO last week only to continue falling in the days since. The ride-hailing giant was previously valued at $72 billion by venture capitalists on the private market. It priced its stock at $45 a share for an $82.4 billion valuation last week. The company closed Thursday trading at about $43 per share for a market cap of $72.5 billion.
The company, which is headquartered in Tel Aviv, is losing money — its net losses grew from $19.3 million in 2017 to $36.1 million in 2018. At the same time, revenue grew by nearly 45 percent, from $52.1 million to $75.5 million.
“Our mission is to change how the world works together,” Fiverr says in the filing. “We started with the simple idea that people should be able to buy and sell digital services in the same fashion as physical goods on an e-commerce platform. On that basis, we set out to design a digital marketplace that is built with a comprehensive SKU-like services catalog and an efficient search, find and order process that mirrors a typical e-commerce transaction.”
Fiverr was founded in 2010 and, thanks in part to controversial marketing, is seen as a key player in the gig economy. It says it has facilitated more than 50 million transactions between 5.5 million buyers and 830,000 freelancers (who sell services like logo design, video creation and editing, website development and blog writing).
The company says its advantages include the breadth of the marketplace and a network effect where the number and success of buyers and freelancers on the site draws more buyers and freelancers. It also says its marketplace can be easily scaled up as it adds more freelancers from around the world.
As for risk factors, the filing points to the need to continue growing the community, the possibility that the overall freelance market may not grow as quickly as the company expects and he aforementioned history of losses.
Children with vision impairments struggle to get a solid K-12 education for a lot of reasons — so the more tools their teachers have to impart basic skills and concepts, the better. ObjectiveEd is a startup that aims to empower teachers and kids with a suite of learning games accessible to all vision levels, along with tools to track and promote progress.
Some of the reasons why vision-impaired kids don’t get the education they deserve are obvious, for example that reading and writing are slower and more difficult for them than for sighted kids. But other reasons are less obvious, for example that teachers have limited time and resources to dedicate to these special needs students when their overcrowded classrooms are already demanding more than they can provide.
Technology isn’t the solution, but it has to be part of the solution, because technology is so empowering and kids take to it naturally. There’s no reason a blind 8-year-old can’t also be a digital native like her peers, and that presents an opportunity for teachers and parents both.
This opportunity is being pursued by Marty Schultz, who has spent the last few years as head of a company that makes games targeted at the visually-impaired audience, and in the process saw the potential for adapting that work for more directly educational purposes.
“Children don’t like studying and don’t like doing their homework,” he told me. “They just want to play video games.”
It’s hard to argue with that. True of many adults too for that matter. But as Schultz points out, this is something educators have realized in recent years and turned to everyone’s benefit.
“Almost all regular education teachers use educational digital games in their classrooms and about 20 percent use it every day,” he explained. “Most teachers report an increase in student engagement when using educational video games. Gamification works because students own their learning. They have the freedom to fail, and try again, until they succeed. By doing this, students discover intrinsic motivation and learn without realizing it.”
Having learned to type, point and click, do geometry and identify countries via games, I’m a product of this same process and many of you likely are as well. It’s a great way for kids to teach themselves. But how many of those games would be playable by a kid with vision impairment or blindness? Practically none.
Held back
It turns out that these kids, like others with disabilities, are frequently left behind as the rising technology tide lifts everyone else’s boats. The fact is it’s difficult and time consuming to create accessible games that target things like Braille literacy and blind navigation of rooms and streets, so developers haven’t been able to do so profitably and teachers are left to themselves to figure out how to jury-rig existing resources or, more likely, fall back on tried and true methods like printed worksheets, in-person instruction, and spoken testing.
And since teacher time is limited and instructors trained in vision impaired learning are thin on the ground, these outdated methods are also difficult to cater to an individual student’s needs. For example a kid may be great at math but lack directionality skills. You need to draw up an “individual education plan” (IEP) explaining (among other things) this and what steps need to be taken to improve, then track those improvements. It’s time-consuming and hard! The idea behind ObjectiveEd is to create both games that teach these basic skills and a platform to track and document progress as well as adjust the lessons to the individual.
How this might work can be seen in a game like Barnyard, which like all of ObjectiveEd’s games has been designed to be playable by blind, low vision, or fully sighted kids. The game has the student finding an animal in a big pen, then dragging it in a specified direction. The easiest levels might be left and right, then move on to cardinal directions, then up to clock directions or even degrees.
“If the IEP objective is ‘Child will understand left versus right and succeed at performing this task 90 percent of the time,’ the teacher will first introduce these concepts and work with the child during their weekly session,” Schultz said. That’s the kind of hands-on instruction they already get. “The child plays Barnyard in school and at home, swiping left and right, winning points and getting encouragement, all week long. The dashboard shows how much time each child is playing, how often, and their level of success.”
That’s great for documentation for the mandated IEP paperwork, and difficulty can be changed on the fly as well:
“The teacher can set the game to get harder or faster automatically, or move onto the next level of complexity automatically (such as never repeating the prompt when the child hesitates). Or the teacher can maintain the child at the current level and advance the child when she thinks it’s appropriate.”
This isn’t meant to be a full-on K-12 education in a tablet app. But it helps close the gap between kids who can play Mavis Beacon or whatever on school computers and vision-impaired kids who can’t.
Practical measures
Importantly, the platform is not being developed without expert help — or, as is actually very important, without a business plan.
“We’ve developed relationships with several schools for the blind as well as leaders in the community to build educational games that tackle important skills,” Schultz said. “We work with both university researchers and experienced Teachers of Visually Impaired students, and Certified Orientation and Mobility specialists. We were surprised at how many different skills and curriculum subjects that teachers really need.”
Based on their suggestions, for instance, the company has built two games to teach iPhone gestures and the accessibility VoiceOver rotor. This may be a proprietary technology from Apple but it’s something these kids need to know how to use, just like they need to know how to run a Google search, use a mouse without being able to see the screen, and other common computing tasks. Why not learn it in a game like the other stuff?
Making technological advances is all well and good, but doing so while building a sustainable business is another thing many education startups have failed to address. Fortunately, public school systems actually have significant money set aside specifically for students with special needs, and products that improve education outcomes are actively sought and paid for. These state and federal funds can’t be siphoned off to use on the rest of the class so if there’s nothing to spend them on, they go unused.
ObjectiveEd has the benefit of being easily deployed without much specialty hardware or software. It runs on iPads, which are fairly common in schools and homes, and the dashboard is a simple web one. Although it may eventually interface with specialty hardware like Braille readers, it’s not necessary for many of the games and lessons, so that lowers the deployment bar as well.
The plan for now is to finalize and test the interface and build out the games library — ObjectiveEd isn’t quite ready to launch, but it’s important to build it with constant feedback from students, teachers, and experts. With luck in a year or two the visually-impaired youngsters at a school near you might have a fun new platform to learn and play with.
“ObjectiveEd exists to help teachers, parents and schools adapt to this new era of gamified learning for students with disabilities, starting with blind and visually impaired students,” Schultz said. “We firmly believe that well-designed software combined with ‘off-the-shelf’ technology makes all this possible. The low cost of technology has truly revolutionized the possibilities for improving education.”
Ticketmaster is turning to new technology to help fight ticket fraud. The ticketing giant today unveiled its next-generation digital tickets, “Safetix,” which are tied to the ticket holder’s mobile device through an encrypted barcode that automatically refreshes every few seconds. The tickets will also support NFC technology, allowing fans to enter venues through a “tap and go” experience.
The company says ticket holders will later this year be able to add their contactless ticket to Apple Wallet, so they can enter a venue with their iPhone or Apple Watch. This will also involve the use of proximity-based technology which automatically selects the tickets when the phone is held near the ticket reader.
Apple and Ticketmaster already tested SafeTix this month during the fintech conference Transact, Ticketmaster says.
The combination of new technologies is meant to cut down on ticket fraud.
Today, unscrupulous resellers take screenshots or photocopies of tickets that they then sell multiple times over to unsuspecting victims. Because the barcodes now automatically refresh, a saved photo won’t work.
In practice, however, this may inconvenience some people who previously enjoyed the ease of screenshotting the ticket, then sending it to a friend — something that’s a lot faster than using the transfer feature on Ticketmaster’s website and in its app.
The change could also complicate things at venue check-in as users fumble with their phones to figure out how their new passes work — at least in the near-term.
For fans, the change means they’ll have to transfer tickets to friends, or anyone else they’re selling a ticket to, using the recipient’s phone number or email address. As a result, Ticketmaster gains visibility into the custody chain of each ticket, it notes. And that data can then be turned over to event owners, who will now have information about both the original ticket owner and the actual attendee, as well as anyone else who had access to the ticket.
This also means venues and event owners can target attendees with other offers and information about the event — like food, beverage or merchandise deals or venue-specific instructions. These are the fans they couldn’t have necessarily reached in the past, had the fan entered the venue using only a screenshot on their phone, for instance, or a paper ticket. The event or venue owner can even choose to follow up with the fan after the event wrapped, Ticketmaster says.
“Because a new ticket is issued every time there’s a transfer or sale, event owners have the ability to develop a unique relationship with each fan, leading to in-venue personalization and future communication while increasing their known fanbase,” explained Justin Burleigh, Chief Product Officer of Ticketmaster, North America, in a statement about the launch. “SafeTix will allow fans to arrive at a show or game with confidence that their tickets are always 100 percent authentic and will dramatically reduce the amount of ticket fraud event owners are dealing with on event day,” he added.
SafeTix aren’t immediately available everywhere, but are instead rolling out to specific venues and events to start. Initially, they’ll be used across NFL stadiums for the 2019 season and across a variety of touring artists’ acts.
The transition to SafeTix shouldn’t be a major change for NFL game fans, however. Ticketmaster said that in 2018, 97 percent of fans entered venues using Ticketmaster technology during the 2018 season. It expects Ticketmaster Presence to be installed at over 350 venues in 2019.
For the last two decades, Sony and Microsoft’s gaming divisions have been locked in all-out war against one another: on price, on hardware, on franchises, on exclusives… you name it. But it seems they’ve set their enmity aside temporarily that they might better prevent that filthy casual, Google, from joining the fray.
The official team-up, documented in a memorandum of understanding, was announced today, though details are few. But this is clear enough:
The two companies will explore joint development of future cloud solutions in Microsoft Azure to support their respective game and content-streaming services. In addition, the two companies will explore the use of current Microsoft Azure datacenter-based solutions for Sony’s game and content-streaming services.
Of course there is no doubt that Sony could have gone with a number of other cloud services for its gaming on demand services. It already runs one, Playstation Now, but the market is expected to expand over the next few years much like cord cutters have driven traditional TV and movie watchers to Netflix and other streaming services. Expansion would surely prove expensive and complicated.
The most salient challenger is likely Google and its new Stadia game straming service, which of course has a huge advantage in its global presence, brand recognition, and unique entry points: search and YouTube. The possibility of searching for a game and being able to play it literally five seconds later is an amazing one, and really only something Google can pull off right now.
That makes Google a threat. And Microsoft and Sony have enough threats already, what with the two of them making every exclusive and chip partnership count, the resurgence of Nintendo with the immensely popular Switch, and the complex new PC-and-mobile-focused gaming market making consoles look outdated. Apple Arcade exists, too, but I don’t know that anyone is worried about it, exactly.
Perhaps there was a call made on the special direct line each has to the other, where they just said “truce… until we reduce Google Stadia to rubble and salt the earth. Also Nvidia maybe.”
We don’t actually have to imagine, though. As Sony President and CEO Kenichiro Yoshida noted in the announcement: “For many years, Microsoft has been a key business partner for us, though of course the two companies have also been competing in some areas. I believe that our joint development of future cloud solutions will contribute greatly to the advancement of interactive content.”
Sony doesn’t lack technical chops, or the software necessary to pull off a streaming service — but it may simply make more sense to deploy via Microsoft’s Azure than bring its own distribution systems up to par. No doubt Microsoft is happy to welcome a customer as large as Sony to its stable, and any awkwardness from the two competing elsewhere is secondary to that. Google is a more existential competitor in many ways, so it makes sense that Microsoft would favor partnering with a partial rival against it.
Sony has long been in this boat itself. Its image sensors and camera technology can be found in phones and DSLRs that compete with its own products — but the revenue and feedback it has built up as a result have let it maintain its dominance.
Speaking of which, the two companies also plan to collaborate on imaging, combining Sony’s sensor tech with Microsoft’s AI work. This is bound to find its way to applications in robotics and autonomous vehicles, though competition is fierce there and neither company has a real branded presence. Perhaps they aim to change that… together.
Smartphones have gotten more expensive over the last few years even though there have only been a handful of recent innovations that really changed the way you interact with the phone. It’s maybe no surprise then that there is suddenly a lot more interest in mid-range, sub-$500 phones again. In the U.S., Google’s new Pixel 3a, with its superb camera, is bringing a lot of credibility to this segment. Outside the U.S., though, you can often get a flagship phone for less than $500 that makes none of the trade-offs typically associated with a mid-range phone. So when Meizu asked me to take a look at its new 16s flagship, which features (almost) everything you’d expect from a high-end Android phone, I couldn’t resist.
Meizu, of course, is essentially a total unknown in the U.S., even though it has a sizable global presence elsewhere. After a week with its latest flagship, which features Qualcomm’s latest Snapdragon 855 chip and under-screen fingerprint scanner, I’ve come away impressed by what the company delivers, especially given the price point. In the U.S. market, the $399 Pixel 3a may seem like a good deal, but that’s because a lot of brands like Meizu, Xiaomi, Huawei and others have been shut out.
It’s odd that this is now a differentiating feature, but the first thing you’ll notice when you get started is the notchless screen. The dual-sim 16s must have one of the smallest selfie cameras currently on the market, and the actual bezels, especially when compared to something like the Pixel 3a, are minimal. That trade-off works for me. I’ll take a tiny bezel over a notch any day. The 6.2-inch AMOLED screen, which is protected by Gorilla Glass, is crisp and bright, though maybe a bit more saturated than necessary.
The in-display fingerprint reader works just fine, though it’s a bit more finicky that the dedicated readers I’ve used in the past.
With its 855 chip and 6GB of RAM, it’s no surprise the phone feels snappy. To be honest, that’s true for every phone, though, even in the mid-range. Unless you are a gamer, it’s really hard to push any modern phone to its limits. The real test is how this speed holds up over time, and that’s not something we can judge right now.
The overall build quality is excellent, yet while the plastic back is very pretty, it’s also a) weird to see a plastic back to begin with and b) slippery enough to just glide over your desk and drop on the floor if it’s at even a slight angle.
Meizu’s Flyme skin does the job, and adds some useful features like a built-in screen recorder. I’m partial to Google’s Pixel launcher, and a Flyme feels a bit limited in comparison to that and other third-party launchers. There is no app drawer, for example, so all of your apps have to live on the home screen. Personally, I went to the Microsoft Launcher pretty quickly, since that’s closer to the ecosystem I live in anyway. Being able to do that is one of the advantages of Android, after all.
Meizu also offers a number of proprietary gesture controls that replace the standard Android buttons. These may or may not work for you, depending on how you feel about gesture-based interfaces.
I haven’t done any formal battery tests, but the battery easily lasted me through a day of regular usage.
These days, though, phones are really about the cameras. Meizu opted for Sony’s latest 48-megapixel sensor here for its main camera and a 20-megapixel sensor for its telephoto lens that provides up to 3x optical zoom. The camera features optical image stabilization, which, when combined with the software stabilization, makes it easier to take low-light pictures and record shake-free video (though 4K video does not feature Meizu’s anti-shake system).
While you can set the camera to actually produce a 48-megapixel image, the standard setting combines four pixels’ worth of light into a single pixel. That makes for a better image, though you do have the option to go for the full 48 megapixels if you really want to. The camera’s daytime performance is very good, though maybe not quite up to par with some other flagship phones. It really shines when the light dims, though. At night, the camera is highly competitive and Meizu knows that, so the company even added two distinct night modes: one for handheld shooting and one for when you set the phone down or use a tripod. There is also a pro mode with manual controls.
Otherwise, the camera app provides all the usual portrait mode features you’d expect today. The 2x zoom works great, but at 3x, everything starts feeling a bit artificial and slightly washed out. It’ll do in a pinch, but you’re better off getting closer to your subject.
In looking at these features, it’s worth remembering the phone’s price. You’re not making a lot of trade-offs at less than $500, and it’d be nice to see more phones of this caliber on sale in the U.S. Right now, it looks like the OnePlus 7 Pro at $669 is your best bet if you are in the U.S. and looking for a flagship phone without the flagship price.
Airbnb has made yet another addition to its board of directors as it inches toward an initial public offering, expected in the next year.
Angela Ahrendts, the former senior vice president of retail at Apple, joins as its third independent non-affiliated board member. Ahrendts joined Apple in 2014 after serving as CEO of the British fashion house Burberry for eight years. Apple earlier this year announced Ahrendts would step down in April to be replaced by the company’s HR head, Deirdre O’Brien.
Airbnb in August tapped Ann Mather, the former Disney and Pixar executive, to join its board. Mather represented the first female addition to its all-male board. In January 2018, the home-sharing giant added Ken Chenault, the former chief executive officer of American Express, to its board.
Airbnb’s long-term ambitions include building an end-to-end travel platform, complete with home sharing, hotel booking, business travel arrangements, experiences and more. Ahrendts’ experience at both Burberry and Apple, where she helped lead the businesses in periods of global growth, will come in handy as Airbnb begins making its big pitch to potential shareholders.
Airbnb was valued at $31 billion in 2017, with a $1 billion round. In January, Airbnb said it was profitable for the second consecutive year on an EBITDA (earnings before interest, taxes, depreciation and amortization) basis.
Kids need a good education to have the best chance of succeeding in the world, but in distant parts of developing countries that may be neither schools nor teachers. The Global Learning Xprize aimed to spur innovation in the tech space to create app-based teaching those kids can do on their own — and a tie means the $10 million grand prize gets split in two.
The winners, Onebillion and Kitkit School, both created tablet apps that resulted in serious gains to literacy rates in the areas they were deployed. Each receives $5M, in addition to the $1M they got for being a finalist.
Funded by a number of sponsors including Elon Musk, the prize started way back in 2014. Overseen by Matt Keller, previously at the famous but sadly unsuccessful One Laptop Per Child program, the prize asked entrants to create free, open-source software that kids could use to teach themselves basic reading, writing, and arithmetic.
After soliciting teams and doing some internal winnowing of the herd, a set of five finalists was arrived at: CCI, Chimple, Kitkit School, Onebillion, and Robotutors. They came from a variety of locations and backgrounds, and as mentioned all received a $1M prize for getting to this stage.
These finalists were then subjected to field testing in Tanzania, where 8,000 Pixel C tablets generously donated by Google for the purpose were distributed to communities where teaching was hardest to come by and literacy rates lowest.
Among the participating kids, only about a quarter attended school, and only one in ten could read a single world in Swahili. By the end of the 15-month field test, 30 percent of the kids could read a complete sentence — results were even better among girls.
The winning teams had similar approaches: gamify the content and make it approachable for any age or ability level. Rural Tanzania isn’t hurting literacy-wise because of a lack of worksheets. If these kids are going to learn, it needs to be engaging — like anywhere else, they learn best when they don’t realize they’re being taught.
Onebillion’s approach was to create a single but flexible long course that takes kids from absolutely zero reading knowledge to basic competency. “Onecourse is made of thousands of learning units, some could be on reading activities, some could be on numeracy activities — it’s a modular course, it’s built around the child’s day and adapts to their needs,” explained the company’s CTO, Jamie Stuart in a video about the team.
“When the child is not yet at a stage when they can read, the story can be played back to the child a bit like an audio book. When the child starts to be able to decode words we can offer them assistance, and then later on they can attempt to read the story by themselves.”
Kitkit School came from Sooinn Lee and her husband, both game developers (and plenty of others, of course). She points out that games are fundamentally built around the idea of keeping the player engaged. “Sometimes in education software, I see there is software too much focused on what to deliver and what is the curriculum, rather than how a child will feel during this learning experience,” she said in her team video.
“We create gamified learning with a mixture of high quality graphics, sound, interactions, so a child will feel they’re doing a really fun activity, and they don’t care if they’re learning or not, because it feels so good.”
All the finalists were on the ground in these communities working with the kids, so this wasn’t just an fire and forget situation. And if we’re honest, that may account partially for the gains shown by these kids.
After all, the main issue is a lack of resources, and while the tablets and curricula are a good way to bring learning to the kids, what matters most is that someone is bringing it at all. That said, pre-built fun learning experiences like this that can run on rugged, easily distributed hardware are definitely powerful tools to start with.
Despite a $5.7 million FTC fine and changes to restrict its use by under 13-year-olds, TikTok retained its No. 1 position as the most downloaded app on the Apple App Store for the fifth consecutive quarter, according to a new report from Sensor Tower. The app saw more than 33 million App Store downloads during Q1, and was followed by YouTube, Instagram, WhatsApp, and Messenger to round out the top five.
The No. 16 top app, Twitter, also had a good quarter, the app store intelligence’s report noted.
With 11.7 million App Store downloads, it saw its biggest quarter in terms of downloads since Q1 2015 — and a year-over-year increase of 3.6 percent. Of course, these figures won’t necessarily translate to an increase in active users, though, as installs aren’t a direct correlation to usage.
But while TikTok was again topping the App Store, it wasn’t the most downloaded app on Android devices in Q1.
With a bigger footprint in emerging markets and a larger total user base, Android trends can look different from those on iOS. This past quarter, WhatsApp was the No. 1 app on Google Play with nearly 199 million installs. It was followed by Messenger, then TikTok, Facebook, and Instagram.
Facebook, WhatsApp and Messenger all saw over 150 millions apiece in Q1 2019, as did TikTok.
Though not the top app on Android, TikTok still had a huge quarter — particularly in India, where 88.6 million new users installed the app in Q1, up 8.2 times over Q1 2018, Sensor Tower noted in an earlier report.
An up-and-comer in Q1 included YouTube Kids, which saw a 291 percent quarter-over-quarter increase and 29 millions downloads on Google Play, where it joined YouTube and YouTube Music to become a top 20 app.
With the two app stores figures’ combined, WhatsApp became the most downloaded app in the quarter with over 22 million installs across the App Store and Google Play.
Messenger clocked in at No. 2 with nearly 203 million installs. And TikTok’s gains on the App Store allowed it to take the No. 3. position, followed by Facebook and Instagram.
The rest of the top 10 didn’t change, with Facebook claiming four of the top five spots. Meanwhile, first-time users in India pushed image editor PicsArt into the worldwide top 20.