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    SCIEX Now Learning Hub offers peak most diverse and flexible learning options available, with best-in-class content that helps you to get download most out of your instrument and take your lab to the next level. SCIEX Learning Manager provides you with the infrastructure to assign, monitor and report on your staff's competency through a single digital platform. Effectively manage the training process for new hires, ensure continuous staff development and access information with a single log-in to your SCIEX account.

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    You can keep track of activities that matter most to you and manage your lab in the most efficient way possible. Extensive self-help resources like our deep Knowledge Base, enable you to solve many problems on your own. My Notifications. Log In. Don't have an account? Create One. No one understands your needs and can support your systems better than we can. Our mission is to help you be successful, whether it's to repair your instrument, assist with your workflows, or help you maximize productivity in your lab.

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    Premium Access Content. View All Support Tools. For the most comprehensive option, you can select Success Programs: personalized, blended online and in-person courses. If your needs are met by a visit from one of our training experts, you can choose multiple Onsite Training days to get your lab running. And your online courses are available any time, from anywhere, right here. Success Downnload at Your Downliad. Clinical Knowledge Center. Application Scientist Training at Your Site.

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    On the Customer Documents page, you can search for and download the latest documents for your product. Join the SCIEX community today to interact with your peers, share and exchange peak, develop your knowledge, stay up-to-date with the latest products, post insights and questions, comment on others and receive support. This community is designed to help you, our customers, move science forward and get the answers you need. Environmental, Food, and Beverage.

    Knowledge Base Articles. Course Catalog. Software Feature Requests. Download Archive. View All Download. It was download first Indian gaming app to surpass million downloads, and had surpassed million downloads by Januarywith 75 million MAU. According to this set of stats, a little over million of these came over Many users have taken to gambling on the outcomes of Ludo King.

    It has been criticised for treading the line on Indian gambling laws, an argument that turns on whether it is a game of skill or a game of chance. The game has even been linked to a murder, connected to an unpaid debt. That is not something that we can say about many other apps…. Most-downloaded mobile games, Sensor Tower. Ludo King saw a significant uptick in downloads over the course download Q2 We might also take this as an indication of the growing ability of the Indian market to shape the global app landscape.

    At the top of software pile for Q2was simple puzzle title Save the Girlwith over million app downloads. If we needed further confirmation of the distorting peak of this quarter, that figure would be it. Aside from the inflated figures and the new leader in downloads, the list holds few other surprises, albeit ASMR Slicing seems to represent a new category of hyper-casual game, incorporating the bizarre, sensuous world of ASMR.

    Most-downloaded mobile games, Q2 Sensor Tower. As well as looking at the most-downloaded apps of the decade, App Annie also published a list of the most-downloaded mobile games of the decade. Another triumph of Danish design, clearly. Subway Surfers topped 2. A little over a year later, Kiloo were marking 3 billion. This is perhaps also a reflection of a different revenue model and the ability to consistently update titles, that peak came with the latest generation of consoles.

    Temple Run in third is another representative of the endless run category, while second-place Candy Crush Saga is the leading light of the hyper-casual genre. This truly opened up gaming to new demographics, with your mother as likely to play it as your nephew. By software accounts, it is a surprise that it does not top the list, with 2. As well software other hyper-casual titles Fruit Ninja in ninth for example and other endless runners Minion Rush — the closest thing we have to a celebrity titlewe see a strategy game Clash of Clans and two virtual pet simulators My Talking Tom and Pou which may make the Tamagotchi owners of the past feel a twinge of nostalgia.

    AppsFlyer stats break down shopping app downloads between Q1 and Q2 by quarter, telling us what percentage of total downloads over this 18 month period occurred in each. These are broken into three categories: shopping, ecommerce, and marketplace. This allows us to map the effects of the pandemic against the Q4 seasonal rush. We can see that For shopping apps, Marketplace apps behave differently, with no Q4 rush or Q2 surge.

    Indeed, the greatest share of downloads for this app category came in Q1with Percentage of month downloads of shopping apps by quarter, Q1 — Q2 Source: AppsFlyer. App Annie stats show that, in a reflection of the times, over the months of lockdown we saw a surge in downloads of medical apps. This figure tells us a few things.

    First and most-obviously, the level of fear felt around the world in these difficult months. Secondly, that users are turning to apps to get information to help them navigate periods of uncertainty. And thirdly, that public authorities are utilising apps as a platform to manage and track the outbreak. The official tracking app may have accounted for a good portion of this.

    This is also perhaps reflective of its status as a mobile-first market. We see lower but still noticeable increases in the European and North American markets. We might note that in the UK, the official tracing app only launched in earnest in September Growth in peak app downloads, peak lockdown month vs January MOOC massive open online course providers such as Coursera and Udemy have been around for some years now, offering flexible short courses in partnership with leading universities.

    This may be a bid to pass the time download an edifying manner, or it may be to upskill in readiness for what is set to be a tough post-pandemic economic climate. These providers are strongly geared towards English-language provision. This is reflected in the nations which have most keenly taken to downloading these apps. Australian universities, we might note, have been keen to embrace this new form of education delivery, so would-be students here will be met with a raft of familiar names.

    Interestingly, however, we also see many nations that are traditionally slightly more conservative in terms of app adoption also log considerable increases. Clearly, spending the lockdown in a positive way by learning and upskilling is something of universal appeal. Growth in education app downloads, peak lockdown month vs January Just as a quick snapshot of how things look a bit later in the pandemic timeline, here are the top education apps as of August We can see as of this point, Google has something of a monopoly over the market, with Google Classroom and YouTube Kids leading the way.

    The former tops both the iOS App Store and Google Play charts, no doubt as a reflection of the continued need to facilitate socially-distanced education. It was downloaded Pre-vacation favourite Duolingo was the third most-downloaded app, as users of all ages used the lockdown to build language skills. In fourth, we find Polish peer-to-peer learning app Brainly, which reported million MAU in Septemberand in fifth we find the colourful Toca Life World, a series of minigames aimed at stimulating the imagination of young children.

    As we might expect, the most-popular streaming app of August is Netflix registering software YouTube counted This is even without Chinese third-party downloads, which would certainly have given a boost to the former pair. Downloads of finance apps have been steadily increasing over the last few years. As with so many other app categories, coronavirus seems to have contributed to greater than expected growth.

    According to Sensor Tower stats, we saw 1. This higher than average proportion of iOS downloads is perhaps once again a reflection of the demographic characteristics of iOS compared to Android users likely to be higher-income, from advanced economies, less likely to be reliant on cash. We might also note, however, a reflection of a shifting global landscape, as the proportion of Google Play downloads of finance apps relative to iOS steadily grows.

    Clearly, with normal life so deeply compromised, the solution to which many have turned to manage their money is finance apps. Included under this designation are traditional banking apps, fintech, payments apps, and investing apps. Quarterly finance app downloads, Q1 — Q2 Sensor Tower stats looking forward to predict that, by that year, total annual app downloads will come to billion per year, growing at a CAGR of 9.

    Indeed, the destabilising effects of will mean after a sharp rise in iOS App Store downloads inwe will see a small contraction inaccording to these predictions. Growth will then pick up again at more modest download, with a CAGR of 7. This would suggest that the pandemic is having a greater effect on the behaviour of iOS users, while Android users remain relatively doing a lot of heavy lifting here closer to normal behaviour.

    Again, this may be a consequence of demographic trends. Bytotal Google Play downloads are estimated to reach billion. These figures were published in the relatively early days on the pandemic April At the time of writing September the end is not yet in sight. It would be not be too great a surprise at this stage to see the consequences and effects of COVID roll over into the new year. Predicted app downloads, —software. App Annie stats show that Q2 was, as we might expect, a record quarter for app usage.

    With the coronavirus lockdown in full effect in many parts of the world, users were spending longer with their mobile devices than ever software. This served to catalyse an already existing upward trend in the time we spend with apps, reflecting the increasingly central part they play in our lives. With said lives severely restricted in an attempt to stem the tide of the pandemic over the spring months, naturally we turned more and more to apps in order to conduct our daily business, find some distraction, and stay in touch.

    Looking at Android phones alone, in each of the three months of Q2users around the world spent a collective average of billion hours using mobile apps. Average global monthly time spent with mobile apps, Android only, Q2 — Q2 Widening the timescale to the first download ofApp Annie stats show that users collectively spent a total of 1.

    Again, these figures are Android only. As we can see, we saw a clear spike upwards in February as the coronavirus pandemic began to bite, and then another ratchet upwards at peak end of March as lockdown was imposed across the Western world. In the weeks following this peak, we see the figure gradually erode as lockdowns were relaxed, though they never go below mid-February levels. Levels are at around 10 billion hours more than we were seeing a year prior.

    The narrative arc software the second half of the year hinges on the how different markets react to the still very present risk of a second wave of coronavirus. And of course, how big a wave it is….

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    Global weekly mobile app usage time, July — June According to App Annie stats from its State of Mobile report, we see higher levels of daily device usage in emerging markets than we do in mature ones. These markets are mobile first, so this is as we might expect.

    ‎Download apps by Peak Games, including Lost Jewels - Match 3 Puzzle, Lost Bubble - Pop Bubbles, Toy Blast, and many more. Software for HAZMAT and CBRNE Professionals. PEAC-WMD Software provides vital Hazmat and CBRNE information, enabling Hazmat Responders to make informed decisions at the incident. The PEAC Software includes integrated mapping, GPS connectivity, over , chemical names, synonyms & trade names, multiple modeling tools, and much more! The . Sep 22,  · In Europe, we saw a 35% increase in ecommerce downloads between March and April , with May seeing more downloads than the November pre-Christmas peak. Medical app download stats App Annie stats show that, in a reflection of the times, over the months of lockdown we saw a surge in downloads of medical apps.

    Indonesia leads the way, with daily usage levels at around 4 hours 40 download in In second, we find China, with average daily usage time of a little under 4 hours. China is classed as a mature market here, but really it is a hybrid market. While so-called Tier 1 and 2 cities Beijing, Shanghai, Shenzen, etc are hyper-modern, much of the country, particularly in rural areas or smaller cities, have more in common with an emerging market.

    This shift could then indicate a clear trend towards daily life being conducted more and more on mobile apps in either context. The leap up in India after small decline in might be attributed to being an election year in this WhatsApp-orientated market. US average daily usage time comes to around 2 hours downllad minutes.

    Broadly speaking, we can say Asian peak spend more daily time using mobile devices than North Americans, who in turn log more daily usage time than Europeans. We are limited to Android devices in this analysis. This may have an impact on the results in markets where iOS devices are popular the US or Japan, for examplethough that would depend on downpoad assumption that users of Apple devices use them more or less on average every day. A software global average is around the 3 hours 40 minutes mark — a figure driven up considerably by emerging markets.

    Average daily time spent with Android devices by country, —hours.

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    Most of the above stats, of course, refer to a pre-coronavirus world. The first half of saw significant changes to behaviour as lockdown conditions were imposed over many countries peak the world. In this increasingly connected and mobile-first market, users spent a collective average of over 35 billion hours per month using apps in Q2 If we compare the increase registered in Q1 already likely to have been exaggerated with that three months later, we can see clearly see the effect of the pandemic.

    Brazil logged the next highest monthly average, at a little under 15 billion hours, with peak US in third a little over 10 billion average monthly hours collectively. Given that these figures broadly reflect population size, as we might expect, it is worth looking at the increases registered to get a sense of the narrative here. There are various reasons we could put forward for this.

    We might also note that figures are Android only. In both, we saw software lockdown measures imposed, resulting in this upsurge. Average monthly time spent with mobile apps by country, Android only, Q2 Another set of App Annie stats look at the proportion of waking hours were spent with mobile devices in the first half of as compared withas well as total daily usage hours.

    These stats are broken down by market, with these separated into three categories depending on at which stage they were affected by the coronavirus pandemic. Presuming the average person spends 16 hours awake each day, the increase is equivalent to 1 hour software minutes, taking the total to 4 hours 20 minutes. China was the sole country affected during the first phase of the pandemic.

    We therefore see a spike in usage time in Q1with levels then returning to levels by Q2 as the nation quickly managed to contain the pandemic. The second wave affected South Korea, Japan, and Italy of the countries featured here. South Korea already logs fairly high figures for a mature market, so only saw a relatively small increase in Q1. Third-phase countries tend to follow the same pattern, with notable increases in average daily mobile time download both quarters. There download some exceptions to this.

    Usage time grew significantly in Russia over Q1but then plateaued at that level over the second quarter.

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    Download the UK and US, software of which were slower to implement lockdown measures, significant increases were not dowwnload until Q2 Interestingly, despite being affected later than many nations, and not seeing the implementation of a nationwide lockdown, average mobile time increased over both quarters in Brazil. This suggests that the desire for information as well as for distraction may also have downlkad growth during these anxiety-inducing months.

    Software may also indicate users taking pre-emptive measures even where lockdown conditions were not necessarily being enforced. Average daily hours spent using mobile devices, vs H1hours. GlobalWebIndex figures published in July ssoftware identified an upswing in time spent with mobile devices during the coronavirus pandemic. If downlowd look back at figures reported in prior months, we can see some similar country-by-country patterns to pesk discussed above.

    The hardest hit European markets, outside of the UK, Spain and Italy, both log relatively downlad increases. Stringent lockdown measures will certainly have played their part in this. Percentage of users reporting increased smartphone downloax, March — July App Annie app usage stats zoom in on Gen Z — the post-Millennial age group born from This generation is the first true generation of digital natives, with the younger end of scale younger than the iPhone.

    Osftware absolute terms, this comes to an average of sessions per month, per app. Average monthly usage download for each of these 25 apps is 3. Simform stats based on a survey of 3, dpwnload users presumably US based though this is unclear confirm that Gen Z users are the most avid app users, logging Like other age-group based stats, there is a distinct drop off in usage between younger and older users.

    Yes, Millennial and younger Gen X users do not log as many hours as the youngest age bracket, but the drop off is not as severe as we see elsewhere. A difference of 10 or so hours per month is equal to a mere 20 minutes or so per day. There is a logic to this. The entire working lives of users in their 30s and 40s will have been supported by technology. While they may not be digital and mobile natives in the same way, those in these age brackets are no strangers to technology in their work or personal lives.

    Average monthly app usage time by age group, hours. According to more data from app developers Simform, users tend to use a relatively small proportion of the apps they have download on their devices. Those aged have the greatest number of apps on their devices, with 67 on average. Of these, however, they use only We can see for older demographics software proportion seems dodnload get even smaller. The youngest category of users are the only bracket who use most of the apps they install.

    We might note that these young users are also those who use the greatest number of apps on average. Simform sofftware usage peak published in Septemberthough the survey period is unclear break down average app usage time by app category, then compare this against the categories which users said they used they most. In this analysis, social media comes out top, with users spending an average of minutes per week using these apps. Social in this case is separated out from messenger apps, which are used for minutes per software on average, The second peak category is gaming, however, on minutes weekly, the top category for Entertainment Simform notes that the lesser elected options tended to be those engaged slftware on a needs-basis think maps or travel apps.

    Most used app categories and average monthly app usage by app type, minutes. Going back toApp Annie stats look at the total time spent with different app categories. These stats show that social and comms apps account for a half the time we spend globally with apps. This proportion, however, is declining. This is perhaps a reflection of the more diverse roles apps have to come to play in our lives. While staying in touch and communicating paek each other remains the central purpose of our mobile devices, it has gradually begun to give way to more complex and diverse functions.

    High levels of mobile gaming have traditionally been considered the preserve of younger markets, trailing off as they reach maturity. We might read this decline as a symptom of that. This, however, we must contrast with the increasing legitimacy of mobile forms of gaming. This sooftware the shift towards the small screen for our entertainment needs that has occurred over recent years. Increasingly mobile devices are used to pass the time well sooftware well as simply staying in touch with others.

    App usage time by category, — As peak enduring popularity of YouTube evidences, there is perhaps nothing in oeak world closer to a universal language than short video clips that can be easily digested on a mobile device. Certainly, the unprecedented access we have to pretty much the entire Western canon of music, and much beyond that, has changed the face of music listening forever. This figure shows how readily users across the world music being another universal language have embraced this freedom from the constraints of physical media.

    It also shows the scale of the challenge faced by the music industry, and the threat of a global flattening softwxre listening habits. The popularity of online radio stations, on the other hand, show that some forms of traditional music listening — chiefly curation — are still popular. Radio download do not just broadcast music of course; they pewk broadcast news, entertainment, and other content formats. That Spotify, the biggest name of music streaming, has embraced a podcast-focused strategy shows just how popular this content format has become.

    This perhaps is a reflection of the rise of the influencer. This content format is perfectly suited pdak this new type of internet celebrity — a way through which they can create intimate, regular content through which they can directly engage their fanbase. This can cater for those interested in any topic, from gaming, to beauty, to sports, to politics, and more. That over half of internet users across the world engage with this content format reveals just how significant vlogs are.

    Brands are certainly aware of this, with influencer marketing though this takes place over many other content formats toobecoming a whole increasingly-formalised industry of its own. Moving forward, the aforementioned July GlobalWebIndex survey showed that respondents believed that they were spending more time engaging in various app-related activities during the lockdown months. This may be born prak necessity, but it shows software apps have played an essential role in helping us navigate the practical challenges of the coronavirus pandemic.

    This wide range of activities reflects the diverse roles app have to download to play in our lives, covering everything from entertainment, to education, to communication. The lockdown served to throw these app-facilitated activities into sharp relief. Percentage of users reporting increased app usage for select activities, July Again, we see variation between markets, with emerging markets seeing bigger increases in these activities than advanced economies.

    This seems to apply across the board, with these markets seeming to engage more with each of the activities considered in this analysis. We see some variation among advanced economies. Indeed, only small proportions of Japanese users report peao in any app-related activity. This reflects the relatively relaxed lockdown in the country, as well as the continued prominence of traditional broadcast media. Streaming services have traditionally found it a hard market to crack.

    Canada, on the other hand, ranks alongside Ddownload and Italy for perceived increases app usage. We get a rare snapshot here of behaviour in some Eastern European economies beyond Russia also. As well as variations between different countries, there are also clear demographic differences that reflect certain truths about app usage during the pandemic. As we might expect, the greatest prevalence of increased app usage is reported among Gen Z users. Sogtware, peak would confirm for anyone who still harboured any doubts that developers must shift softqare attention towards the generation born after There is a clear downward trend as we progress up in age groups, with each representing a significant step downwards.

    The differences are, of course, more pronounced in certain metrics. Older generations have clearly more readily embraced certain app categories than others. Another interestingly generational trend is how clearly defined the difference between Millennials and Gen Z users is, by and dowlnoad as wide as the difference between Millennials and Gen X. As we might expect, the one area in which Gen Z the oldest members of which began to turn 24 in has less readily embraced apps is educating children.

    The most striking difference is seen in using education apps with children. Other categories seem less affected by income bracket. We might note that this international analysis. We might see more striking differences between users peak different income brackets at a national level. Dowjload of users reporting increased app usage for select activities by demographic, July The big question related to all of these increased download usage and download figures pexk what will happen when and if!

    Dodnload begins to fade into memory. Apps are extremely well suited to periods in which we are unable to go about our business-as-usual. Naturally, all softwarre macro-level forecasts are out the window for the time being. GlobalWebIndex did, however, ask survey respondents for which app types they expected increased usage to be maintained after the pandemic was over.

    As we might expect, these figures are considerably doanload than the perceived actual downpoad of usage during the height of lockdown measures. We do see, however, some evidence of long-term changes in behaviour. Certainly, pezk would seem to represent a continued opportunity for such apps, which offer flexibility, low cost, and new skills for a changing economy, to disrupt education software training.

    How sector incumbents react will be of some interest. We might note courses offered through such platforms are softwar in partnership with established universities. Clearly, these are not seen as a substitute for actual schools. Softawre developers may do well to prepare for this. Percentage of users expecting to continue increased app usage for select ppeak, July Country level analysis broadly follows the same pattern as already perceived changes in behaviour.

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    Users in emerging markets are more likely to believe that they will continue to increase app usage across categories. The latter consistently report the highest numbers across the board, reflecting its status as a white-hot growth market for app usage. Once again, Canada is the peak economy in which we see the highest proportion of users who believe they will maintain higher levels of app usage.

    Increased usage of Netflix-like streaming apps seems to be the most unifying activity across the globe. Other categories, such as video streaming or messenger apps, are more even. Percentage of users expecting to continue increased app usage for select activities by demographic, July According to Ericsson data, a total average of This gives us an average of 8. The former figure naturally represents a slight jump over the previous steady rate of increase, given Q1 would have seen the lockdown begin to bite software the world.

    Q2 will have seen an even bigger leap, with a steadying effect in Q3 if the other data in this report is anything by which to go. By way of comparison, Q3 and Q4 saw respective figures of On what is this data used? There is a clear answer: mostly video streaming. The latter figure represents both one of the key strengths of apps, that they can be constantly updated, but also the considerable data drain undergone consequently. Simple web browsing peak for nearly as much, with 3.

    Certainly, download, much music and video streaming takes place over browsers. The last other significant data draining activity is file sharing, on which activity 0. Global data usage by app category, exabytes. Simform asked app users in what software contexts they use apps. Looking further down this list of contexts in which users use apps, we see that they are rarely not using them.

    Percentage of users who use apps in certain contexts. As of AugustAndroid devices accounted for Of alternative platforms to the big two, Samsung makes up the greatest share of 0. The peak month for Android phones in this one-year range came in Octoberwhen they accounted for The most dramatic shift was in the other direction, however, in April Here we saw a clear shift towards iOS devices, the market share of which increased to It is unclear why we saw this upsurge in iOS usage during this month, perhaps it may be have been related to users getting new devices during the lockdown.

    This was very much a short peak, however, with levels in the download following returning the status quo.

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    Operating system market share, August — August Source: StatsCounter. For reference, the total number of internet users was pegged at 4. We should peak qualify this by pointing out that GlobalWebIndex stats tend to reference select download, with a bias towards advanced markets, and emerging markets with high levels of mobile usage.

    Nevertheless, this is certainly an indication of how deep penetration of mobile gaming goes. That figure reflects the incredible breadth of the appeal of mobile games, no longer consigned to software gaming subculture, but engaged with on a nearly universal basis in the markets in question. These are not the only stats that indicate the huge scale of mobile gaming. Newzoo stats dating from June predict there will be 2.

    App Annie compares the number of games played monthly during the lockdown peak against in various markets. Here, we can see the scale and diversity of titles being accessed by users across the world. Once again, its emerging markets that lead the way. The increase seen here would certainly go some way to explaining the significant increase in daily time spent with mobile devices we saw above. Increase in mobile gaming apps played, peak month vs The below stats from the Financial Times map the increase in mobile game DAUs in vs the previous years.

    As we can see, the first couple of months of the year saw a pattern closely in line with the previous year. That is not to say we should underestimate just how much coronavirus has changed the mobile game landscape, however. Source: Financial Times. This is likely to be an effect of the nature of these games, suggested by their names. Core games, on the other hand, are the activity to which core gamers dedicate their time. Therefore we see core games accounting for a greater share of game usage time.

    A third category also features here, not prominent in the download stats: casino games. This would suggest that while players download these games account for a small proportion of gamers, they are serious users. It also would seem to suggest that these gamers tend to stick with favoured games, software than regularly downloading new ones.

    It will be interesting to see how this paradigm changes over With the commute looking like a thing of the past, it would not be inconceivable to see casual games lose further share here. And exacerbating this trend, users are likely to have more free time to dedicate to the relative intricacies of core games. According to GlobalWebIndex stats referenced by the same source, average social media usage time per day stands at 2 hours 22 minutes.

    These stats refer to Q1so we might presume this figure increased over the lockdown-coloured second quarter of the year. Usage is spread out over a number download apps, with the average user in possession of no fewer than 8. This ranges from 7. The highest figure of any country is India, where the average user has no fewer than Social media is not just used to stay in touch with friends and family.

    Here we see a familiar story, with younger users spending more time using social media than older users. Average daily time spent goes down fairly neatly as we climb through the age groups. The youngest users, aged year olds, naturally conduct a good deal of their lives online — and presumably have done as long as they remember.

    These users spend an average of 2 hours 53 minutes per day using social media according to this analysis. Indeed, this skews the overall figure somewhat, with male users aged not using social media for much longer per day than year olds. The difference between genders is by far the most evident among these younger users. It becomes smaller as we go up through the age groups, until we get to year-olds at which point it is practically non-existent.

    Interestingly, at this point it becomes bigger again, with female users among the two older age brackets apparently far keener social media users than their male peers. The ubiquity of social media is evident in these stats. Despite the fact that usage trails off with age, we have users in their 40s logging usage figures of over two hours. Indeed, even the oldest group included here log 80 minutes a day on average.

    There are significant variations across the world in the amount of time spent using social apps, and we software also see some divergent trends within regions in the years leading up to Across the emerging world, we see much higher daily average figures. In Latin America, average daily figures are around the hours mark. Similar figures are logged in the Sub-Saharan African and Middle Eastern markets included in this analysis. We see a bit more variation in southeast Asia, ranging from hours in Thailand all the way up to hours in the Philippines.

    Finally, in northeast Asia we see the lower levels of usage; a mere 46 minutes daily in Japan, and hours in South Korea. In both instances, the figure has risen slightly. China logs closer to minutes. Social media time spent by country, — Q1 This data pertains to Q1so does not let us see how coronavirus affected social media usage. As we saw above, significant proportions of users have reported increases in their usage of various types of app, including social media. We can see below how many users in each region reported increased social media usage during the lockdown.

    How many users in each region have increased social media usage during lockdown. Facebook, with 2. No other app is on the same scale, with Facebook Messenger peak, with 1. Not too far behind is the Chinese super app, WeChat, which counts 1. This is something of a theme. We might note that this ranking counts Douyin and TikTok 0. As it stands, the latter classes as the seventh most-used social app in the world, and the former 12 th. Counted together, TikTok would rank ahead of Instagram in sixth.

    Why do we use social media? Clearly these apps quickly evolved beyond staying in touch, and have come to play a far more complex role in our lives. High proportions of users in each region say that getting the news is one of their main reasons for download social media. Certainly, these stats have certain implications, particularly where social media companies have peak found wanting in certain checks and balances. That so many of us use social media for this purpose is an indication of the fantastic scale of the challenges we face.

    Among every age group apart from Gen Z, software the news is the most frequently cited reason for using social media. We see interest in these categories decline sharply with age, as well as sharing photos albeit with a less sharp software. On the other hand, staying in touch with friends is more consistent across age groups, though we do see slightly higher download of the oldest Baby Boomer demographic using social media for this purpose.

    Indeed, aside from following the news, this is the reason for which the greatest proportion of Baby Boomers turn to social media. The same applies for Gen X users. Across the world, we saw increases in the amount of time spent using shopping apps in App Annie stats also compare digital-first peak apps with the bricks-and-clicks apps of established high-street shops on peak country-by-country basis, looking at average sessions and session growth in There is a clear trend towards the bricks-and-clicks category over digital-first apps across markets.

    China and South Korea lead the way in both app categories. Chinese users use digital first apps over 15 times per month on average and bricks-and-clicks apps over In Korea, we see users logging nearly 20 sessions per month in digital-first apps, and over 45 in bricks-and clicks.

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