Showing posts with label Mobile. Show all posts
Showing posts with label Mobile. Show all posts
Tuesday, 13 December 2011
Infographic Of The Day: All About The Mobile App Market
A superb infographic from GDS reveals three important insights about what people want from the apps on their phones.
Everything you hear about these days is mobile-app this and mobile-app that. But what does the mobile-app market look like? What do people want from apps? And what does the competitive landscape look like when you compare iPhone to Windows to Android?
Lucky for you, we have answers, thanks to James West of GDS Infographics, who created this superb collection of facts and figures for the iStrategy conference. Let's dive in.
Games are obviously the killer app of the mobile market--64% of people who pay for an app also download a game; other popular ones include social networking, weather, entertainment, and banking:
[Click to view larger]
But the really astounding stat lies at the bottom of that chart: Despite all the noise about Android owning more market share than Apple, Apple has 300,000 apps available compared to Android's truly pitiful 25,000. You be the judge about whether that's because Apple was first or because developers find Apple apps easier to develop or because the device's users simply use more apps--it's hard to deny how significant a content lead Apple's iOS has over its competition.
Moving onto the next chunk of insights. You might think that since games dominate the app market, they would be the only things that people are willing to pay for. To some extent, that's true: The top five paid-for apps on the market are all games, while the top five free apps all have some sort of function:
There's a massive gap in the app market.But again, pay attention to the bottommost charts in that panel (above). While 93% of people who paid for apps might be willing to pay for a game, 84% are also willing to pay for a productivity app and 77% are willing to pay for a food app. Compare that to the things that people actually bought, in the first panel we saw above: Only 21% actually bought a productivity app and only 18% actually bought a food app.
That means one of two things: Either people say they'll buy things they actually won't. Or: There's a massive gap in the app market. I find the latter option a bit more likely: As app developers have chased the dream of creating the next Angry Birds, they've left some huge gaps in the market. As I've argued before, we're coming to a point where if something is important to you, then it lives as an app on your phone. But developing all those applications is a far different task than developing a game: For one, you have to think in a deep way about the user, rather than just the user experience. In other words, building that new generation of apps is hard work. But that's where the real opportunities lie in the app market.
The last panel brings us to some different insights. But in many ways, this is the most surprising information of all. Check out the first chart: iPhone, Android, and Windows 7 users all download games at about the same rate. But iPhone users spend way, way more time actually playing those games:
I suspect that there's a few things going on here: For one, given the huge lead that Apple has in apps available, the games might simply be better.
But I would bet there's something more subtle going on as well: People relate to their iPhone a bit differently. All you have to do is pick one up and compare it to the competition. You quickly realize that in many ways it's a friendlier device, with a less complicated interface. It feels a lot less like a productivity tool than it does a window onto this big zoo of apps. That's a very subtle effect that arises from a slew of design details. But it's nonetheless true that those design details can change your attitude to a product--and how you use it.
Friday, 10 June 2011
Friday, 26 November 2010
International Mobile
China has 842m mobile subscribers
"Total telephone subscribers saw a net increase of 7.56 mln in October, with mobile subscribers growing by 8.74 mln to 842.04 mln, and fixed-line subscribers dropping by 1.18 mln to 300.09 mln. Broken down by traditional fixed-line and PHS, the PHS subscriber base declined by 1.17 mln subs to 31.65 mln, while traditional (i.e. non-PHS) fixed-line subscribers decreased by 20,000 to 268.44 mln.
A total of 67.38 bln SMS messages were sent during the month of October, bringing the total for the first 10 months of 2010 to 685.27 bln, a 6.8% increase over the figure during the same period of 2009."
There are 506m mobile subscriptions in Africa
"The number of active mobile subscriptions in Africa crossed the half-a-billion mark in the third quarter of this year, to reach 506 million at end-September, according to research by UK-based Informa Telecoms & Media.
The report, published on the researcher’s website said at the end of the third quarter of this year, Africa accounted for 10% of the world’s mobile subscriptions and was one of the world’s fastest-growing regions – with the subscription numbers increasing 18% over the year to September."
Mobile Phone Orchestra
Taking the musical instrument to the next level and adding an element of global social networking... Interesting.
Monday, 8 November 2010
Virtual game made real: Mini
Through simple and easy to use mobile technology MINI create an engaging game. A virtual treasure hunt, where by-passers become your enemies and the city becomes your playing field.
Wednesday, 20 October 2010
Band plays entire song with 4 iphones
Atomic Tom produce an iPhone-inspired video, playing an entire song on Apple apps.
Gizmodo suggests: “Authentic or not, the dudes sound great with a very minimal setup, and their fellow passengers seem entertained enough—which is more than you can say for your average Subway crooner. Note to future bands: maybe you don’t need the pricey instruments to begin with?”
Monday, 18 October 2010
Google launches "hyperlocal" ads
Mobile search still represents a very small part of global search traffic but it appears that Google is becoming more and more keen on capitalizing on it's potential.
Google introduces "hyperlocal" ads, an ad format that takes full advantage of mobile's geo-targeting capabilities by providing distance information directly within the ad. Moreover, local businesses are also able to include click-to-call and click-to-site option simultaneously within the same ad.
Friday, 15 October 2010
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