+ All Categories
Home > Business > So You Want a Mobile App? Read this first!

So You Want a Mobile App? Read this first!

Date post: 07-Dec-2014
Category:
Upload: 3rdsense
View: 858 times
Download: 1 times
Share this document with a friend
Description:
 
10
App & Game 2012: Part 1 Part 1 of 5 ‘So, You Want a Mobile App?’ Read this first! GAMES & APPS IN 2012
Transcript
Page 1: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

Part 1 of 5

‘So, You Want a Mobile App?’

Read this first!

GAMES & APPS IN 2012

Page 2: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

5 THINGS TO CONSIDER

1. Smartphones Rule

2. Android is King

3. Apps vs Msites: Apps are Winning

4. Entertainment is in Demand

5. Games & the Importance of Play

Page 3: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

1. SMARTPHONES RULE

Australia has the second highest smartphone penetration in the world (1)

In AUS, 45% of the population own a Smartphone; set to increase to 87% by 2015 (2)

In AUS, Smartphones currently represent 65% of the total mobile phone market (3)

84% of Australian online adults, who have smartphones, use the device for more than voice – uses that range from entertainment to information (6)

Smartphones are now the most important device in a consumer’s life. To CONNECT with them, you have to be on it.

81% of Aussies use their smartphones at home, while 1 in 2 use their phones while watching TV (3)

Above-the -line media should be used as a trigger to CUT-THROUGH the noise and motivate consumers to reach for their smartphone and start engaging with your brand!

Page 4: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

2. ANDROID IS KINGIn AUS, Android represents 49% of all smartphones compared to Apple’s 36% (3)

In the US, Android represents 47% of all smartphones compared to Apple’s 24% (4)

Globally, Android represents 52.5% of all smartphones, followed by Symbian, with 16.9% and Apple with 15% (5)

Gone are the days of developing for Apple devices only. Android should ALWAYS be considered when developing a mobile app.

Android phones are no longer ‘just for geeks’, everyone is using them, including your consumers.

AUS Sales Aug ‘10 to Aug ‘11

Page 5: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

3. APPS VS MSITES: APPS ARE WINNINGIn AUS, the average smartphone user has 25 apps (higher than US and UK) (1)

In AUS, 23% of smartphone users regularly download apps (6)

In AUS, 28 million apps were downloaded between XMAS and NYE 2011 (8)

In AUS, 26% use apps at least 5 times per day, while 21% use apps at least once per day (9)

Global mobile app downloads are excepted to have reached 29 billion by the end of 2011, compared to only 9 billion downloads at the end 2010. A massive 322% increase! (7)

< Since mid-’11, in the US, mobile APP usage has surpassed mobile web and desktop combined! This trend is set to increase throughout 2012.

Smartphone users will continue to favour apps over browsers (10). This represents a major shift in usage behaviour since 2010.

Page 6: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

4. ENTERTAINMENT IN DEMANDIn AUS, 50% of users use their smartphone for entertainment, at least once weekly (6)

In AUS, since 2010, there has been a significant increase in overall usage of all types of entertainment services, with games being the clear favourite (9)

In AUS, throughout 2011, 71% of smartphone users accessed an entertainment service on their device in the last 12 months , up from 66% in 2010 and 64% in 2009 (9)

Entertainment apps (including games) produce the highest click-through rates (CTRs) when it comes to mobile advertising (13)

Why? When consumers are using an app to be entertained, they give it attention. They also view the brand supplying the entertainment favourably, allowing brands to CUT-THROUGH and CONNECT!

Mobile App Advertising CTRs (13)

Page 7: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

5. GAMES & THE IMPORTANCE OF PLAYIn AUS, throughout 2011, 62% of smartphone users accessed games on their device in the last 12 months , up from 48% in 2010 (9)

In Aus, 59% of smartphone owners regularly play games on their device (11)

In AUS, 19% of smartphone owners access games daily (9)

In the US, 49% of all mobile app usage is spent playing games (8)

As a brand, if you want to engage with consumers, games are by far the most popular way to get their attention (Cut-Through), make an impact (Connect) and drive them to perform the tasks you want them to (Action)!

The message is clear:Always consider games!

Page 8: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

3RDSENSE – WHY USE US?

Cost-Effective ‘Cross-Platform’ Development• We have the in-house capability to develop mobile apps for all

platforms, cost-effectively.

Existing Tools = Faster Development• We have a wide variety of existing tools in our development

toolkit that allow us to attack projects with a head start, meaning a speedier overall development process.

Experience in Games = Experts in PLAY• For the last 10 years we’ve worked on over 250 game-based

projects, including a number of successful mobile apps. Nobody in Australia understands games like we do!

Page 9: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

GET IN TOUCH

Interested in discussing your mobile app development?

Call or email the commercial team:

02 8923 1200

[email protected]

3rdsense.com

Page 10: So You Want a Mobile App? Read this first!

App & Game 2012: Part 1

REFERENCES

1. Google Australia Blog (September, 2011)

2. Digital Nation 2012, Telsyte/AIMIA, 2011

3. IDC’s ANZ Quarterly Mobile Devices Tracker (2011 Q3)

4. iGR Research & Consumer Survey (2011)

5. Gartner Research (November, 2011)

6. Forrester Research: Mobile Technographics: Australian Online Shoppers (Nov, 2011)

7. ABI Research (November, 2011)

8. Flurry Research (January 2012)

9. AIMIA Australian Mobile Phone Lifestyle Index (October, 2011)

10. 5 Smartphone Usage Trends in 2012

11. Our Mobile Planet (2011-2012)

12. Flurry Research #2 (January 2012)

13. Best Practices for Maximising Mobile App Revenue (Feb, 2011)


Recommended