mobile usage trends in u.s
DESCRIPTION
The way users are consuming content on their mobile devices is always a point of interest for developers and marketers, as it helps them in understanding their audience better.TRANSCRIPT
Mobile Usage Trends in U.S.
Mobile is no longer a device which is used to make calls or send SMS, it is a big media hub with great features and possibili:es. The way users are consuming content on their mobile devices is always a point of interest for developers and marketers, as it helps them in understanding their audience be>er.
According to eMarketer, mobile now accounts for 12 percent of Americans' media consump:on :me, which is triple of its share in 2009. So without doubt the media consump:on on mobile is increasing really quickly. Next obvious ques:on is regarding where exactly on mobile the media is consumed? Mobile apps is the answer.
According to mobile data analy:cs firm Flurry, smartphone owners now spend 127 minutes per day in mobile apps, significantly more than they do web browsing. Ever since the introduc:on of the App Store in 2008 by Apple, mobile apps have dominated the mobile media landscape and the media consump:on on mobile is increasing every day.
So what are usage trends that all developers and publishers should consider to be successful on mobile? A recent report from Business Insider analyzed the main mobile usage trends, detailed how users are consuming content on their mobile devices, took a look at the most popular mobile ac:vi:es, and examine how mobile usage is an addi:ve ac:vity.
We are lis:ng 4 major and important trends in this presenta:on, which developers and publishers must consider to become successful in mobile app space
1. Rise of GamingMobile games are the largest mobile app category and the biggest money-‐maker in the app stores. According to Flurry, games account for 43 per cent of the :me spent on mobile apps on iOS and Android. (See the chart on next slide). Again, not surprisingly, games, which are usually mone:zed through in-‐app purchases, are also the biggest app money-‐makers. Games account for 70% of Apple's top-‐grossing apps. A check of Android data by Business Insider found that they represented 75 per cent of the top grossing games on Google Play. These numbers are huge.
It took “Draw Something” only nine days to reach 1 million users. “Angry Birds Space,” the follow-‐up in the wildly successful “Angry Birds” franchise, garnered 10 million users in three days. Apps like these are the examples of success stories that mobile games have.
1. Rise of Gaming
2. Mobile meets Social
Social networking apps are the second largest :me bucket for mobile users, a`er mobile games, accoun:ng for 26 per cent of :me spent in apps.
According to a report by comScore, the percentage of all U.S mobile users that accessed a social network on their phone rose from 14% in September 2009 to 39% in November 2012. A mobile first app Instagram, which was bought by Facebook for whooping $1 Billion is a good example of Social Impact on mobile. Mobile is increasingly driving the bulk of traffic to social, and changing company’s businesses in the process.
The growth of mobile social underscores that companies like Twi>er and Facebook are now essen:ally mobile businesses. Mobile is not a superfluous sideshow, but central to these companies’ businesses.
2. Mobile meets Social
3. Rethink for MobileOne tried-‐and-‐tested way for a mobile app success is to take a popular usage category and build a product that piggybacks on that ac:vity to provide a unique mobile-‐na:ve experience. Instagram did it with photos, "Angry Birds" with games, but other usage categories — Weather, Video, News, Email And Search etc. are s:ll wai:ng for a similar hit. As of September, comScore reported 46 per cent of U.S. mobile subscribers have accessed email on their phone, 40 per cent checked the weather, 36 per cent used a search engine, and 31 per cent looked at maps. We believe that few of these categories are s:ll underu:lizing their poten:al.
In other words, Desktop habits are migra:ng to the phone. Few companies have managed to translate services in these areas into unique mobile experiences, and they have success stories that other can look at and learn.
3. Rethink for Mobile
4. AddiBve ConsumpBon
Mobile users consume plenty of other media content through their devices as well, including reading the news and listening to music. comScore reports that 29 per cent of U.S. mobile users accessed the news through their device in September.
Mobile news reading is addi:ve: Consumers read more ar:cles with news sites and apps constantly at their finger:ps. Data provided by comScore indicates that Ganne>, the large newspaper owner, increased their digital audience by 24 per cent thanks to mobile-‐only readers. Same is case with music, comScore found 29 per cent of American mobile users listened to music on their phones in November, up from 12 per cent in September 2009. For e.g., Spo:fy and Pandora, which both pre-‐date the smartphone revolu:on, have grown huge user bases and are now essen:ally mobile app companies.
4. AddiBve ConsumpBon
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Credit: h>ps://intelligence.businessinsider.com/mobile-‐usage-‐how-‐we-‐use-‐our-‐phones-‐and-‐what-‐it-‐means-‐2012-‐7