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.
2. 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.
3. 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
4. 1.
Rise
of
Gaming
Mobile
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.
6. 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.
8. 3.
Rethink
for
Mobile
One
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.
10. 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.
12. You
can
also
reach
us
on:
Facebook
-‐
www.facebook.com/TechAhead
Twi>er
-‐
www.twi>er.com/TechAhead
LinkedIn
-‐
www.linkedin.com/company/techahead
TechAhead has developed hundreds of apps for iOS, Android and
other mobile platforms. We have helped clients from across the
world develop mobile apps in various categories, and are well
acquainted with the process and technicalities of incorporating in-
app advertisement. Get in touch with our mobile apps
development experts on info@techaheadcorp.com for a FREE 30-
minute no-obligation consultation($200 Value), if you have any
app development requirement.
Credit:
h>ps://intelligence.businessinsider.com/mobile-‐usage-‐how-‐
we-‐use-‐our-‐phones-‐and-‐what-‐it-‐means-‐2012-‐7