China digital overview the numbers & behavior

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China Digital Overview - The Numbers & Behavior

Transcript of China digital overview the numbers & behavior

China Digital Overview - The Numbers & Behavior

The Numbers

China economy slowing

China's annual GDP growth rate

But Internet + is growing

China's online shopping deals (trillion) China's cross-border online shopping deals(billion)

Mobile Frist

China's Internet Users number (billion)

Mobile user

non-Mobile user

Social Social Social

2015 Mobile APP User

Video News OnlineShopping Social O2O Service Communication Search

APP - User Number/month (billion)

China Social media landscape

2016

BATS, the core of the China’s social and digital landscape Baidu, Alibaba, Tencent and Sina

China Social Media Development

The Behavior (Content)

Home

School

Restaurant

Cinema

Bus

Bus

Bus

hyper connected digital natives, no phone no life.everyone is CEO (Chief Entertainment Officer)

Among WeChat Users

86.2% are age 18-36 (45.4% are age 18-25)Data source: WeChat, 2015

Wechat is the One!

THE RED ENVELOPE BATTLE DRIVES CHINA MOBILE PAYMENT

1. Personal red envelope sent and received in CNY eve were about 101MM.

2. The “shakes” for CCTV CNY gala show red envelopes were over 11Bil globally. And 120MM red envelopes delivered.

3. 810MM shakes/min happened during CCTV CNY gala show to get the red envelopes.

1. Alipay red envelope sent and received in CNY eve were about 683MM times, 4Bil RMB in total.

2. There were 990K red envelopes sent by Ali chairman Ma Yun, and were grabbed in 2 and half mins.

1. 1.5Bil red envelopes were delivered during CNY2. 520+MM participation in total3. Micro-blog topic #let the red envelope fly# got 10Bil pageview.4. 102MM people were participating the red envelopes campaign on Sina Weibo.

WECHAT ALSO DRIVES MOBILE GAME DEVELOPMENT.

Popular social game

Popular mobile game

Mobilization

Socialization

47.9% game players play mobile games (highest penetration rate)7 in the Top 10 mobile game apps are WeChat games.

MOBILE GAME: FRAGMENTED TIME CONSUMPTION

43.8% play before sleep

41.0% play to kill time while waiting for bus/bank service 29.7%

play on the way to work/back to home

40.7% play mobile games everyday, and among which, 73.7% spent less than 1 hour on it.

Thank you