Pokemon Go sets Apple App Store record for launch downloads, but US growth slowing
The extraordinarily popular Pok?mon Go has broken the previous record for downloads in the first week after launch, as "peak Pok?mon" hit one week after U.S launch.

Apple confirmed the victory by developer Niantic's Pok?mon Go to Jim Dalrymple at The Loop. Since its U.S. launch, the title has remained atop the Top Free and Top Grossing charts with no interruptions.
Additionally, Pok?mon Go appears to be the biggest mobile game launch in U.S. history, beating Candy Crush Saga's performance in 2013. Analytics firm Survey Monkey found that the title attracted over 26 million daily active users in the U.S. as of July 15, which was more than the peak audience of 20 million for Candy Crush Saga.
Survey Monkey also believes that the U.S. Pok?mon Go peak has been reached, with daily average users sitting at approximately 22 million as of July 20, still more than Candy Crush Saga's peak traffic. The title launched early Friday in Japan, more than likely making up for the loss in U.S. regular daily users.

Nintendo, Google spin-off Niantic, Google, and The Pok?mon Company are the four companies involved in bringing the immensely successful Pok?mon Go to market. The Pok?mon Company maintains the Pok?mon intellectual property trademarks, and Google itself handles the mapping data.
Apple could reap an extra $3 billion in revenue in the next 12 to 24 months solely from in-app purchase revenue from the title, according to analysts. Nintendo itself is not altering its financial estimates for the quarter, saying that the impact will be felt more by The Pok?mon Company -- which Nintendo holds a one-third share of.

Apple confirmed the victory by developer Niantic's Pok?mon Go to Jim Dalrymple at The Loop. Since its U.S. launch, the title has remained atop the Top Free and Top Grossing charts with no interruptions.
Additionally, Pok?mon Go appears to be the biggest mobile game launch in U.S. history, beating Candy Crush Saga's performance in 2013. Analytics firm Survey Monkey found that the title attracted over 26 million daily active users in the U.S. as of July 15, which was more than the peak audience of 20 million for Candy Crush Saga.
Survey Monkey also believes that the U.S. Pok?mon Go peak has been reached, with daily average users sitting at approximately 22 million as of July 20, still more than Candy Crush Saga's peak traffic. The title launched early Friday in Japan, more than likely making up for the loss in U.S. regular daily users.

Nintendo, Google spin-off Niantic, Google, and The Pok?mon Company are the four companies involved in bringing the immensely successful Pok?mon Go to market. The Pok?mon Company maintains the Pok?mon intellectual property trademarks, and Google itself handles the mapping data.
Apple could reap an extra $3 billion in revenue in the next 12 to 24 months solely from in-app purchase revenue from the title, according to analysts. Nintendo itself is not altering its financial estimates for the quarter, saying that the impact will be felt more by The Pok?mon Company -- which Nintendo holds a one-third share of.
Comments
Does not surprise me it is slowing down. Asked my daughter if she still playing, she said her and her friends are done with it, they moved on. They been at non-stop since it came out, it got to the point they were carrying extra battery packs around to keep their phones running and they were driving all over the place to hunt.
Grant it I figure it would last longer, but they got tired of it pretty quickly.
I assume that I am not alone.
https://www.theguardian.com/technology/2016/jul/21/apple-to-make-3bn-in-revenue-from-pokemon-go
They are basing $10 billion revenue ($3b to Apple) on the following:
"Martin said Pokémon Go’s ratio of paid users to total users was 10 times that of Candy Crush, the hit game from King Digital that generated more than $1bn of revenue in both 2013 and 2014."
One of the other Pokemon articles said it had 10x more users than Candy Crush but it's a 10x higher ratio of paid users to the total than Candy Crush. Candy Crush only monetized 2.3% of players.
However, Pokemon still only has 30 million users total. If 23% are paying, they'd each need to spend over $1400 to generate $10b. Or they scale the audience up to 10x the size and have the paying users spend $140 each. If it made this kind of money, it would be the 4th highest grossing game in history:
http://www.businessinsider.com/the-11-top-grossing-video-games-of-all-time-2015-8
Sounds more like analysts were trying to drive Nintendo stock up so they could short the stock:
http://www.cnbc.com/2016/07/22/nintendos-stock-sees-massive-jump-in-short-interest-despite-pokemon-go-craze.html
The stock price more than doubled in 2 weeks ($18b increase). There are numbers for how many players have bought the older Pokemon games here:
https://en.wikipedia.org/wiki/List_of_best-selling_video_games
That's around 25 million copies max per title. The same ~25 million Pokemon fans will be into this smartphone title. It'll be clearer over the next few weeks if they can grow the audience having access to the much larger (>2 billion) smartphone market. I reckon they'll need to bring multiple games to hit their target of 100 million unique players on smartphones. If they bring 10 major titles to smartphones in 2 years and hit an audience of 100 million, monetize 25 million at $10 per title, that's $2.5 billion revenue with Apple making $750m. $10b from a single free-to-play title seems pretty far-fetched.
Until there's an actual REASON to catch Pokemon like in the Nintendo games, Pokemon Go will continue to lose players.
To those who have never played a real Pokemon PLEASE know it's a LOT better than this pointless crap.
I hope an update fixes this.
Oh well I can't complain, they will surely help my Apple stock value.
what the hell are you talking about
That's the compelling story of Pokemon Go.