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App Download Key StatisticsApp and Game DownloadsiOS App and Game DownloadsGoogle Play App and Game DownloadsGame DownloadsiOS Game DownloadsGoogle Play Game DownloadsApp DownloadsiOS App...
The graph shows a comparison for app downloads worldwide from 2018 to 2024, using data from Sensor Tower and data.ai. Global app downloads have plateued in recent years, even declining, after seeing strong growth during the COVID-19 pandemic. For 2024 136 billion unique dowloads per user account were recorded. Why the difference? Source methodology explains the gap The discrepancy arises from significant differences in the methodolgy used by the sources to aggregate and generate the data. Sensor Tower reports only unique downloads per user account, excluding app updates, re-downloads, and installations on multiple devices by the same user. In contrast, data.ai includes these additional activities as well as downloads from third-party Android stores and a broader geographic scope, resulting in substantially higher total counts. As a result, Sensor Tower's numbers better reflect new user acquisition, while data.ai's encompass all market activity and total engagement. Despite stagnating downloads user spending is growing While the number of downloads is leveling off, consumer spending on in-app purchases and related revenue has grown in 2024 to 150 billion U.S. dollars, up from aroud 130 billion U.S. dollars in 2023. While gaming remains the highest grossing app category overall, the growth was driven by other categories. The entertainment, photo & video, productivity, and social networking categories ech grew by at least one billion U.S. dollars in revenue in 2024 compared to the previous year.
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Apple App Store Key StatisticsApps & Games in the Apple App StoreApps in the Apple App StoreGames in the Apple App StoreMost Popular Apple App Store CategoriesPaid vs Free Apps in Apple App...
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Key US App Market StatisticsUS App Market SizeUS App Market Revenue by AppUS Smartphone UsersUS Smartphone PopulationTime Spent on Apps in the USUS App Market DownloadsUS Downloads by AppUS Daily...
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The pendulum swung in 2022 with app downloads stagnating, after two years of solid growth under the pandemic. In 2023, some categories saw growth while others continued to stagnate, as users shifted...
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Keeping track of your health is, for many people, a continuous task. Monitoring what you eat, how often you exercise and how much water you drink can be time-consuming, fortunately there are tens of...
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Key Google Play StatisticsGoogle Play App and Game RevenueGoogle Play Gaming App RevenueGoogle Play App RevenueGoogle Play App and Game DownloadsGoogle Play Game DownloadsGoogle Play App...
Mobile accounts for approximately half of web traffic worldwide. In the last quarter of 2024, mobile devices (excluding tablets) generated 62.54 percent of global website traffic. Mobiles and smartphones consistently hoovered around the 50 percent mark since the beginning of 2017, before surpassing it in 2020. Mobile traffic Due to low infrastructure and financial restraints, many emerging digital markets skipped the desktop internet phase entirely and moved straight onto mobile internet via smartphone and tablet devices. India is a prime example of a market with a significant mobile-first online population. Other countries with a significant share of mobile internet traffic include Nigeria, Ghana and Kenya. In most African markets, mobile accounts for more than half of the web traffic. By contrast, mobile only makes up around 45.49 percent of online traffic in the United States. Mobile usage The most popular mobile internet activities worldwide include watching movies or videos online, e-mail usage and accessing social media. Apps are a very popular way to watch video on the go and the most-downloaded entertainment apps in the Apple App Store are Netflix, Tencent Video and Amazon Prime Video.
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Key Australia App Market StatisticsAustralia App Market SizeAustralia App Market Revenue by AppAustralia Smartphone UsersAustralia Smartphone PopulationAustralia App Market DownloadsAustralia App...
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This is the data repository for the BOLD Moments Dataset. This dataset contains brain responses to 1,102 3-second videos across 10 subjects. Each subject saw the 1,000 video training set 3 times and the 102 video testing set 10 times. Each video is additionally human-annotated with 15 object labels, 5 scene labels, 5 action labels, 5 sentence text descriptions, 1 spoken transcription, 1 memorability score, and 1 memorability decay rate.
Overview of contents:
The home folder (everything except the derivatives/ folder) contains the raw data in BIDS format before any preprocessing. Download this folder if you want to run your own preprocessing pipeline (e.g., fMRIPrep, HCP pipeline).
To comply with licensing requirements, the stimulus set is not available here on OpenNeuro (hence the invalid BIDS validation). See the GitHub repository (https://github.com/blahner/BOLDMomentsDataset) to download the stimulus set and stimulus set derivatives (like frames). To make this dataset perfectly BIDS compliant for use with other BIDS-apps, you may need to copy the 'stimuli' folder from the downloaded stimulus set into the parent directory.
The derivatives folder contains all data derivatives, including the stimulus annotations (./derivatives/stimuli_metadata/annotations.json), model weight checkpoints for a TSM ResNet50 model trained on a subset of Multi-Moments in Time, and prepared beta estimates from two different fMRIPrep preprocessing pipelines (./derivatives/versionA and ./derivatives/versionB).
VersionA was used in the main manuscript, and versionB is detailed in the manuscript's supplementary. If you are starting a new project, we highly recommend you use the prepared data in ./derivatives/versionB/ because of its better registration, use of GLMsingle, and availability in more standard/non-standard output spaces. Code used in the manuscript is located at the derivatives version level. For example, the code used in the main manuscript is located under ./derivatives/versionA/scripts. Note that versionA prepared data is very large due to beta estimates for 9 TRs per video. See this GitHub repo for starter code demonstrating basic usage and dataset download scripts: https://github.com/blahner/BOLDMomentsDataset. See this GitHub repo for the TSM ResNet50 model training and inference code: https://github.com/pbw-Berwin/M4-pretrained
Data collection notes: All data collection notes explained below are detailed here for the purpose of full transparency and should be of no concern to researchers using the data i.e. these inconsistencies have been attended to and integrated into the BIDS format as if these exceptions did not occur. The correct pairings between field maps and functional runs are detailed in the .json sidecars accompanying each field map scan.
Subject 2: Session 1: Subject repositioned head for comfort after the third resting state scan, approximately 1 hour into the session. New scout and field map scans were taken. In the case of applying a susceptibility distortion correction analysis, session 1 therefore has two sets of field maps, denoted by “run-1” and “run-2” in the filename. The “IntendedFor” field in the field map’s identically named .json sidecar file specifies which functional scans correspond to which field map.
Session 4: Completed over two separate days due to subject feeling sleepy. All 3 testing runs and 6/10 training runs were completed on the first day, and the last 4 training runs were completed on the second day. Each of the two days for session 4 had its own field map. This did not interfere with session 5. All scans across both days belonging to session 4 were analyzed as if they were collected on the same day. In the case of applying a susceptibility distortion correction analysis, session 4 therefore has two sets of field maps, denoted by “run-1” and “run-2” in the filename. The “IntendedFor” field in the field map’s identically named .json sidecar file specifies which functional scans correspond to which field map.
Subject 4: Sessions 1 and 2: The fifth (out of 5) localizer run from session 1 was completed at the end of session 2 due to a technical error. This localizer run therefore used the field map from session 2. In the case of applying a susceptibility distortion correction analysis, session 1 therefore has two sets of field maps, denoted by “run-1” and “run-2” in the filename. The “IntendedFor” field in the field map’s identically named .json sidecar file specifies which functional scans correspond to which field map.
Subject 10: Session 5: Subject moved a lot to readjust earplug after the third functional run (1 test and 2 training runs completed). New field map scans were collected. In the case of applying a susceptibility distortion correction analysis, session 5 therefore has two sets of field maps, denoted by “run-1” and “run-2” in the filename. The “IntendedFor” field in the field map’s identically named .json sidecar file specifies which functional scans correspond to which field map.
In 2021, WhatsApp's user base in the United Kingdom amounts to approximately 40.23 million users. The number of WhatsApp users in the United Kingdom is projected to reach 38.35 million users by 2025. User figures have been estimated by taking into account company filings or press material, secondary research, app downloads and traffic data. They refer to the average monthly active users over the period.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).
In 2024, TikTok was still the most downloaded mobile app worldwide. The short-video sharing app generated 825.5 million downloads during the same year. The social video app Instagram followed with 817 million downloads. Fast-fashion app Temu ranked in fifth, with over 516 million downloads for global users in the last examined year, while ByteDance-published video editing app CapCut had around 410 million downloads. TikTok Owned by the Beijing-based tech company ByteDance and launched in 2017, TikTok quickly gained popularity after the acquisition of Musical.ly in 2018. In 2025, the number of TikTok users worldwide was expected to exceed 955 million, with the United States being one of the leading markets. In 2024, TikTok engaged the largest audience from Indonesia, with over 157 million consumers from the region using the app. United States, and Brazil followed with 120.5 and 105.2 users, respectively. Meta Platforms In October 2021, Facebook was renamed and rebranded as Meta, with the CEO Mark Zuckerberg aiming to be associated with the metaverse. Meta’s products include Facebook, Messager, Instagram, and WhatsApp, also known as Meta’s Family of Apps (FoA), generating most of Meta’s revenue. Moreover, these are among the most popular social networks worldwide. As part of its rebranding, Meta’s Reality Labs business segment develops a series of virtual reality (VR) headsets, the Meta Quest - one of the leading VR devices on the market.
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Chinese discount ecommerce app Temu has taken the United States and United Kingdom by storm, as the newest Chinese-based challenger aiming to saturate the market with products at under half the price...
Which county has the most Facebook users?
There are more than 378 million Facebook users in India alone, making it the leading country in terms of Facebook audience size. To put this into context, if India’s Facebook audience were a country then it would be ranked third in terms of largest population worldwide. Apart from India, there are several other markets with more than 100 million Facebook users each: The United States, Indonesia, and Brazil with 193.8 million, 119.05 million, and 112.55 million Facebook users respectively.
Facebook – the most used social media
Meta, the company that was previously called Facebook, owns four of the most popular social media platforms worldwide, WhatsApp, Facebook Messenger, Facebook, and Instagram. As of the third quarter of 2021, there were around 3,5 billion cumulative monthly users of the company’s products worldwide. With around 2.9 billion monthly active users, Facebook is the most popular social media worldwide. With an audience of this scale, it is no surprise that the vast majority of Facebook’s revenue is generated through advertising.
Facebook usage by device
As of July 2021, it was found that 98.5 percent of active users accessed their Facebook account from mobile devices. In fact, almost 81.8 percent of Facebook audiences worldwide access the platform only via mobile phone. Facebook is not only available through mobile browser as the company has published several mobile apps for users to access their products and services. As of the third quarter 2021, the four core Meta products were leading the ranking of most downloaded mobile apps worldwide, with WhatsApp amassing approximately six billion downloads.
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Facebook probably needs no introduction; nonetheless, here is a quick history of the company. The world’s biggest and most-famous social network was launched by Mark Zuckerberg while he was a...
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Mobile games make up the majority of video games released each year, with thousands of new additions to the Apple App Store and Google Play Store every year. By the mid-2010s, mobile games had...
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Sports Betting Key StatisticsTop Sports Betting AppsUS Sports Betting App RevenueUS Sports Betting Revenue by SportUS Sports Betting Revenue by StateUK Sports Betting RevenueUK Sports Betting by...
In the second quarter of 2025, mobile devices (excluding tablets) accounted for 62.54 percent of global website traffic. Since consistently maintaining a share of around 50 percent beginning in 2017, mobile usage surpassed this threshold in 2020 and has demonstrated steady growth in its dominance of global web access. Mobile traffic Due to low infrastructure and financial restraints, many emerging digital markets skipped the desktop internet phase entirely and moved straight onto mobile internet via smartphone and tablet devices. India is a prime example of a market with a significant mobile-first online population. Other countries with a significant share of mobile internet traffic include Nigeria, Ghana and Kenya. In most African markets, mobile accounts for more than half of the web traffic. By contrast, mobile only makes up around 45.49 percent of online traffic in the United States. Mobile usage The most popular mobile internet activities worldwide include watching movies or videos online, e-mail usage and accessing social media. Apps are a very popular way to watch video on the go and the most-downloaded entertainment apps in the Apple App Store are Netflix, Tencent Video and Amazon Prime Video.
As of the second quarter of 2025, photo and video sharing app Snapchat had 469 million daily active users worldwide, up from 460 million global DAU in the first quarter of 2025. The app has seen steady increases in daily active users since the beginning of 2019. Snapchat is relevant for teenagers Originally launched in 2011, Snapchat has become one of the most popular social messaging and photo sharing apps worldwide; making its CEO and co-founder Evan Spiegel one of the world’s richest social media entrepreneurs. With almost 800 million active users as of April 2024, Snapchat easily ranks among the most popular social networks worldwide. According to U.S. teenagers in fall 2023, Snapchat is the second most important social network of their generation, ahead of photo sharing competitor Instagram and other networks such as Twitter or Facebook. Overall, 48 percent of U.S. internet users aged 15 to 25 years were reportedly using Snapchat, the highest usage reach among any age group. When it comes to user satisfaction with social media, Snapchat’s performance is fair to middling. According to recent survey data, the social app scored 72 out of 100 points on a consumer satisfaction scale, ranking ahead of Twitter and Facebook but behind Pinterest and eternal rival Instagram.
In June 2025, Roblox was the most-downloaded gaming app in the Google Play Store worldwide. The creative gaming platform generated more than 21.28 million downloads from Android users. Block Blast! was the second-most popular gaming app title with approximately 19.9 million downloads from global users.
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App Download Key StatisticsApp and Game DownloadsiOS App and Game DownloadsGoogle Play App and Game DownloadsGame DownloadsiOS Game DownloadsGoogle Play Game DownloadsApp DownloadsiOS App...