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The World Goes Mobile

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Mobile Media Consumption: The World Goes Mobile
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MOBILE MEDIA CONSUMPTION: THE WORLD GOES MOBILE FERYAL HEMAMDA MARKETING DIRECTOR, EMEA Wave 2: October 2012
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    MOBILE MEDIA CONSUMPTION: THE WORLD GOES MOBILE FERYAL HEMAMDA

    MARKETING DIRECTOR, EMEA

    Wave 2: October 2012

  • 625B mobile consumers

    18 offices world wide

    +900 Employees

    165 countries

    Touching 40% of mobile Internet users globally, on average 200 times a month

    North America

    Latin America Africa

    119 M

    22 M 35 M

    149 M 246 M 16 M

    NORTH AMERICA EME

    JPAC APAC

    AFRICA LATIN AMERICA

  • Simplifying Mobile Advertising

    Simplify Mobile Creative

    The Leading HTML5 Ad Creation Platform

    Simplify Mobile Analytics &

    Research

    Universal Analytics & Research Solutions

    Simplify Mobile Reach

    Largest Independent Mobile Ad Network

  • Mobile Advertising Timeline

    First Mobile Banner Ad

    Simple Rich Media Ads

    Immersive Rich Media Experiences

    2004 2011 2010 2000

    1ST TEXT AD SMS

    Tablet Ads Introduced

    Touch & Gestures Introduced

    Mobile Inline Video

    2007 2012

    The Future of Mobile

    Advertising!

  • Technology Penetration

    Years to reach 50 million market Audience

    Source: Yext Hello Generation Mobile

  • Mobile Media Consumption

    Objectives: v Understand mobile media

    consumption and how its changing over time

    v Examine the relevance of

    mobile to consumers around the world

    v Provide a holistic

    overview of how mobile is evolving around the world as well as within specific markets

  • In the UK, mobile web time is me

    time: its usually a personal

    rather than a shared media experience

    Mobile is Part of Daily Life

    71% While watching

    TV

    64% Waiting for someone

    67% Lying in bed

    39% Commuting

    32% Spending time with

    family

    36% Shopping

    28% In the bathroom

    28% social event

    Source: InMobi Media Consumption MAR 2012 Sample size: n = 999

  • 6.4 apps ACTIVELY USED IN LAST 30 DAYS

    Of all the apps you currently have, how many have you actively used in the last 30 days?

    8%

    48%

    26%

    9% 9%

    None 1 - 5 6 - 10 11 - 15 Over 15

    Question not asked in US and UK, Base: Smartphone user 6 market average n=5,492 (Australia n=734; China n=1,530; Germany n=217; India n=1,535; Japan n=551; Korea n=924) Decision Fuel & InMobi

  • Device Day-Part

    Source: InMobi/Mobext (UK) May 2012

    Multi-Screen Time

  • 13

    62% of mobile web users engage in mobile activities while watching TV

    Base: Global Mobile Average n=9,869

  • The Impact of Mobile

  • WHAT we purchase hasnt changed

    HOW we shop is evolving

  • Currently, gathering information takes precedence for mobile shoppers and helps to drive customers in store.

    Mobile Shoppers gather information

    Source: On Device Research, "Mobile in the Retail Store," Feb 2, 2012

    0% 5% 10% 15% 20% 25% 30% 35% 40%

    Buy items through mobile phone Look up product specifications

    Scan in barcodes to compare prices Look for a mobile discount code/

    Look at product reviews Email or social networks

    Compare prices

    In-Store Mobile Shopping Activities of UK Mobile Internet Users, Jan 2012

    (% of respondents)

  • 69% of tablets owners make a purchase on their device across the average month

    Source: InMobi/Mobext May 2012

  • Shopping and Devices

    Source: InMobi/Mobext May 2012

  • Levis - Interacting with the Brand

    Consumers can interact with the products and brands and how they are relevant to them as well as be driven to a specific call to action making a purchase

  • Mobile is Continuously Evolving

    Touchscreen & Sensors

    4

    Multimedia 3Data 2

    Voice 1

    Text news

    Mobile Internet

    Games & Movies

    SMS ads Banner Ads

    Rich media

    Dynamic ads

    Technology Content

    Ads

    Context

    Integrated solutions

    App & web Ecosystem

  • AUDIENCE Centric advertising

  • Create a Brand Experience

  • Ford B-Max

    Creating an in-ad gaming experience (gameification) to drive user engagement and brand awareness

  • 2012 IAC Awards Winner

    2012 Digiday Awards Finalist

    SHOWCASE ENTERTAINMENT: Sega Samurai Bloodshow

  • View product variants

    View detailed product Info

    Drive commerce

    Social sharing

    Content structured by device fingerprint

    Retargeting of purchase funnel

    Product discovery and purchase

    INNOVATION:

    Real-Time Dynamic Ads

  • INNOVATION:

    SoLoMo

  • INNOVATION: Tweet-vertising

  • INNOVATION: Zombify Yourself

  • 30

  • 31

  • Thank you.


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