Post on 15-Jan-2015
description
November 2012
An audience of billions –just how big can the mobile games market get?
Simon Podd, Director of Sales, EMEA
720MMonthly Unique Users
Number 1 Mobile Reach
Flurry Track Record
Number 1 Analytics
85KApplication Developers
240KApplications
60BMonthly Unique Sessions
120MMonthly Clips
Number 2 Ad Network
iOS & Android devices vs. top technologies, 5 years after introduction
The Fastest Adopted Technology. Ever.
Sources: United States Census Bureau, International Telecommunication Union, Facebook, Flurry
10X
2XFASTER than the 1990s INTERNET
BOOM
3X FASTER than current
2000s SOCIAL NETWORKING
FASTER than the1980s PC
REVOLUTION
iTUNES APP STOREGOOGLE PLAY
Competition for Consumers Continues to Increase
Over 1 million available apps on iOS and Android
Active smartphone & tablet devices
Addressable Market to Surpass 1 Billion Next Year
23 M76 M
331 M
660 M
1.1 B
Source: Flurry Analytics
Total Addressable MarketAggressive: 5B WW Mobile Device OwnersConservative: 2B WW Adults, Middle Class or higher
Upside: Smartphones – dropping prices, especially AndroidTablets – little replacement, mainly new; sub for PCsConnected TVs – to be shipped
Reference:2.3 Billion Internet Subscribers today
Source: Flurry Analytics active devices July 2012
Top Countries by Active iOS & Android Devices (millions)
Apps Are Disrupting the World
Source: Flurry Analytics, July 2011 – July 2012, countries with at least 500k active devices as of July 2011
Fastest Growing iOS & Android Markets by Active Devices
Apps Are Disrupting Emerging Markets
BLACKBERRYWINDOWS PHONE
Flurry New Project Starts, RIM vs. Microsoft
Microsoft Blows by a Beleaguered Research in Motion
Source: Flurry Analytics
Source: Flurry Analytics
iOS Android Windows Phone BlackBerry
Q2 2011 Q2 2012
Microsoft Sets Its Sights on Android
Flurry New Project Starts Q2 2011 vs. Q2 2012
Sources: comScore, Alexa, Flurry Analytics; data includes Smartphones & Tablets, U.S. only
MINUTES
70MINUTES
66 MINUTES
74 MINUTES
81
MINUTES
64
MINUTES
43
WEB BROWSING MOBILE APPS
MINUTES
72MINUTES
94
Mobile App Usage Overtook Online in 2011
U.S. mobile apps vs. web consumption, minutes per day
Share of time spent on smartphones
Mobile Apps Dominate Time Spent on Smartphones
Source: comScore, March 2012
More than
80%of mobile minutes are spent in apps
18.5%Browser
81.5%Apps
Smartphones, Tablets and TV’s
% o
f A
udie
nce
U
sing
Hour of Day
Source: Flurry Analytics, Sep 2012
Smartphones
Tablets
Tablet Usage Is More Concentrated during Primetime
Usage by Hour, Smartphones versus Tablets
Weekly Frequency of Use Minutes per Session
Smartphones Tablets
Tablet Usage is Longer but Less Often
App Engagement, Smartphones versus Tablets
Source: Flurry Analytics, Sep 2012
13 - 17 18 - 24 25 - 34 35 - 54 55+
Average Age
Smartphones:Tablets:
3034
Smartphones Tablets
Tablet Users Trend Older
Age Distribution, Smartphones versus Tablets
Smartphones Tablets
44% 56% 49% 51%
Source: Flurry Analytics, Sep 2012
Tablet Usage is More Gender Balanced
Gender Comparison, Smartphones versus Tablets
Smartphones Tablets
Tablet Usage More Media & Entertainment Oriented
Time Spent per Category, Smartphones versus Tablets
Top 6 Successful Game Types
ENDLESS PASS TIME
SOCIAL RPG
NURTURING & COLLECTING
GAMER’S GAME
BUILDING & SIMULATION
POKER / CASINO
Endless Pass Time
Examples
42%58%
Angry Birds Fruit Ninja
Age Distribution
DAU 1,000,000
Monthly Revenue $500,000
Investment (minor) $100,000
Investment (major) $400,000
Key Genre Attributes
• Intuitive, simple puzzle/arcade mechanics
• Leverages h/w (touch, accelerometer)
• Cute, often original IP; mass-mkt appeal
• Infinite replay value; lots of power-ups
• May have social leaderboards
Social RPG
Examples
21%79%
Crime City Original Gangstaz
Age Distribution
DAU 150,000
Monthly Revenue $600,000
Investment (minor) $100,000
Investment (major) $400,000
Key Genre Attributes
• Text-based RPG mechanic
• Player-vs-player gameplay
• Energy / HP depletion
• Clan / team dimension + message / chat
• Mission-based & level progression
Gamer’s Game
Examples
9%91%
Infinity Blade II Real Racing 2
Age Distribution
DAU 50,000
Monthly Revenue $400,000
Investment (minor) $100,000
Investment (major) $400,000
Key Genre Attributes
• Platform-leading graphics
• Strong physics engine / middle-ware
• Sports / battle / racing style sub-genres
• Defined win-lose outcomes
• Premium pricing model, often $4.99+
AppCircle: Build & Grow Your App Audience•Acquire users with high-quality app recommendations and videos (iOS, Android)•Win-back your best users to build the most loyal and best monetizing audience
Analytics: Increase Your App Engagement and Retention•Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5)•Understand and segment app audiences to maximize engagement and revenue
AppSpot: Maximize Your App Audience Revenue•2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads•Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set•Max eCPMs selling direct, segmented parts of your audience to top advertisers
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Flurry Services
Ad Analytics: Measure the value of your mobile campaigns•Track your mobile marketing across across all platforms and sources or traffic •Go deep & truly measure the value of your acquired audiences•Understand key metrics such as frequency, session length, retention and ROI
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Thankssimon@flurry.com