Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
C IAP MET is a dataset for classification tasks - it contains T5 annotations for 1,092 images.
## Getting Started
You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
## License
This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
C IAP ALQ is a dataset for classification tasks - it contains T3 annotations for 1,551 images.
## Getting Started
You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
## License
This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).
https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy
The global in-app purchase market is expected to expand significantly, rising from USD 171.7 billion in 2023 to nearly USD 688.0 billion by 2033, driven by a compound annual growth rate (CAGR) of 14.89%. This growth will be powered by increasing digital engagement, personalized user experiences, and rising monetization of mobile applications across entertainment, fitness, education, and e-commerce segments. Developers are investing in AI-driven engagement strategies to boost user retention and encourage higher spending within apps, reinforcing the market's forward momentum.
The In-App Purchase (IAP) market is a vital segment of the digital economy, representing a primary revenue model where users buy additional content, features, or services within mobile apps or software. These purchases go beyond the app download fee and are made using real money through integrated payment systems on platforms like app stores. IAPs are classified mainly into consumables, which users can buy repeatedly as they are used up; non-consumables, which are one-time purchases that remain permanently; and subscriptions, including auto-renewal models offering ongoing access to premium features or content.
According to data from Business of Apps, the mobile app industry is positioned for sustained expansion, with total revenue anticipated to reach $2.5 trillion by 2024. During Q1 2024, sales figures revealed robust growth across major platforms, as Google Play reported $21.5 billion, while the Apple App Store accounted for $24.6 billion. A notable observation is that 98% of Google Play's revenue is generated through free apps, reflecting the dominant role of non-paid downloads in user acquisition and monetization.
In-app purchases have emerged as the leading monetization method across both gaming and non-gaming segments. They are employed by 79% of game apps and 50% of non-game apps, collectively contributing to 48.2% of total mobile app revenue. In comparison, paid app downloads account for 37.8%, and advertising-based earnings represent only 14%. This trend indicates a clear preference for microtransaction-driven models among developers aiming for long-term user engagement and revenue scalability.
Consumer spending on in-app purchases is projected to exceed $380 billion, reinforcing the strategic importance of this model in global app monetization. The steady shift toward freemium models supported by in-app spending highlights how app developers are optimizing for recurring revenue streams over one-time purchases. This evolution reflects broader changes in digital consumption behavior, favoring continuous engagement and personalization.
In 2025 year to date, Pokémon GO in-app purchase revenues surpassed 297.44 million U.S. dollars worldwide. The AR game's most profitable year was 2020, when many gamers discovered the title during the COVID-19 pandemic. Pokémon Go: a global phenomenon Pokémon Go took the world by storm in 2016. Within a week of its release on July 19, the mobile app had been downloaded over ten million times worldwide, indicating the enormous hype surrounding the launch of Nintendo’s first venture into mobile gaming. The location-based augmented reality (AR) game involves catching, training, and battling virtual creatures (Pokémon) in real-world locations via smartphone. While the initial Pokémon craze has slowly faded, the game still enjoys millions of active users around the world and the Asia-Pacific region, in particular. Player spending increases in a quest to catch ’em all Pokémon Go ranks among the leading free-to-play (FTP) gaming titles worldwide, generating over four billion U.S. dollars in lifetime IAP revenue. While both app download and usage are free, the game uses a freemium business model that supports in-app purchases. Users can buy additional Pokéballs or other in-game items to level up and increase their chances of becoming a successful virtual Pokémon trainer. In order to maintain players’ interest and participation, developer Niantic continues to expand the game by introducing new features and characters like popular franchise antagonists Team Rocket..
The messenger Telegram recorded a revenue of around **** million U.S. dollars from in-app purchases worldwide in April 2025. The IAP revenue was lower than in the previous month. In June 2022, Telegram introduced a subscription model, Telegram Premium, which provides users with extra features, such as extended limits, uploads of larger files, and a faster download speed.
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Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
## Overview
C IAP MET is a dataset for classification tasks - it contains T5 annotations for 1,092 images.
## Getting Started
You can download this dataset for use within your own projects, or fork it into a workspace on Roboflow to create your own model.
## License
This dataset is available under the [CC BY 4.0 license](https://creativecommons.org/licenses/CC BY 4.0).