China s Mobile Gaming Market: A Quantitative Deep Dive Part 2: The Gamers Republic
|
|
- Stanley Skinner
- 8 years ago
- Views:
Transcription
1 China s Mobile Gaming Market: A Quantitative Deep Dive Part 2: The Gamers Republic China s mobile gaming industry underwent an unprecedented explosive growth in In the first installment China s Mobile Gaming Market: A Quantitative Deep Dive Part 1: The Gaming Republic we explored the mobile gaming landscape and its unique history, illustrating the massive growth and revenue potential. In this installment, we will look into the behavior of the users in the Chinese mobile gaming market. Given the rapid growth in revenue size and players, the Chinese mobile gaming market has met it share of market externalities and aberrations like game content homogenization (known as Fast- follow in Industry- speak), piracy, and inferior games attempting to make a quick buck. In the wake of the growth, we will analyze player behaviors in the key categories of app installation, app upgrades, usage patterns, payments, and uninstallation behaviors. An Overview of Install Behavior Any new foreign entrant into the Chinese mobile games market facing the tremendous fragmented App Stores will ask themselves the obvious question: What game genres do most users choose to play? Based on the 2013 data from TalkingData, on an average mobile device, 54% of all games installed are casual games (Cut the Rope, Temple Run, etc.), 24% are board or card games (Poker, Casino, etc.), and 22% are other games. As to the numbers of games installed, an average of 5.59 games are installed on every active device. The explosion of the mobile market in 2013 is largely attributable to the spread of smart mobile devices, the upgrades in hardware performance, the improvement in software usability, and the continued democratization in the accessibility for mobile users to obtain and download games. All of the above have enabled more common users to enter the game market.
2 From a demographics standpoint, the market is accelerating its reach to the two extremes. From the core group of year olds, the market is reaching out to the group under 18 years of age and in the meantime, the market for the group of year olds is also undergoing development. When gamers first enter the mobile market, casual games become the first choice due to the simplicity and accessibility. Low learning curves, attractive color schemes, and a simply game design contribute to this rapid adoption. Player Consumption Cycles In terms of game installation cycle, mobile game users install a new game in an average of 3.48 days. TalkingData focuses on the data for December 2012 and discovers that more than half of the mobile game users install 6-20 games in a month. Of that, 29.1% of users install 6-10 games and 23.6% of users install games. Casual games dominate a users' initial gaming experience. As they become more mature gamers patterns of binge consumption and isolation emerge. In other words, players download an array of casual games, and narrow down the genre of games that are most suitable to their gaming needs. Time of Install s Impact on User Acquisition Strategies In terms of the timing of installation, users develop a stable habit of installing games during weekends. Numbers from TalkingData indicate that installations from Friday to Sunday comprise half of total installations in a week, and installations on Tuesday are the lowest within the week. This has a significant impact on mobile gaming user acquisition and gradually influences the game advertising strategies of game developers and distributors as well.
3 Where Users Download ios Apple s itunes App Store continues to enjoy the highest market share of games developed for ios at 65%. In 2013, users in the Chinese market have gradually become accustomed to downloading games in the App Store. ios system upgrades and iterations have become faster, therefore, users are less inclined to jailbreak their devices. Also, a majority of the games in the Chinese App Store have adopted the IAP model. As of the end of December, quite a few traditionally paid games have started to offer free downloads and adopted the IAP model. In the meantime, non- jailbroken third- party ios market has increased distribution in 2013, exerting pressure on the jailbroken market and the App Store. These users are highly loyal due to the unique initial channel marketing, which has attracted a good number of mid- core and hardcore gamers. Android Distribution through mobile assistant apps still dominates the Android market. Due to the open nature of the Android platform and the unique optimized experience of recommendation apps in obtaining, installing, and upgrading games, mobile assistant apps can access more mobile game users on a broader scale. As mentioned earlier, the demographics of users have gradually extended to the two demographic extremes in These two groups of users, compared with the group aged 18-30, are more reliant on third- party market places such as mobile assistant apps to have one- stop service for obtaining,
4 downloading, installing, upgrading, and uninstalling games. Chinese game developers and distributors have also started to invest more in marketing such as in- app mobile advertising. The choice of media targeting is shifting to groups under 18 years old and over 30 years old. Mobile developers and publishers still have room for growth as far as doing a deep analysis on these target demographic groups in order to acquire even more users. Impact of Upgrading to Churn Rate After the users have downloaded and installed the game, the next issue they face are the periodical upgrades. It is an issue that both single- player games and online games must deal with. Each upgrade essentially means churn, or a loss of the total player- base. TalkingData indicates that when an upgrade is released, 62% of existing users will upgrade within two days. After two days, only 9% of users will still choose to upgrade. Close to 30% of users will never upgrade. Games that enforce automatic upgrading experience higher daily losses (Defined as no game activity in seven days in a row.). Each upgrade results in a loss of 4.2% of the total users. Unfortunately, upgrades introduce complications to users who are no savvy mobile device users. Therefore in the Android market, third party markets such as mobile assistant apps play an important role.
5 Overview of App Usage Behavior So how much time do users allocate to playing mobile games on a daily basis? In 2013, there was a massive explosion of the strategy game sub- genre known as Card Battle. As a result, a large number of users have transition to mid- core. With this shift from casual games to mid- core, the average daily time spent on gaming has reached 32 minutes, and 28% of users spend over 1 hour playing games every day.
6 There Can Only Be One TalkingData estimates that 82% of active users play multiple games every day. With the hyper growth of the mobile game market, users have wider set of choices. Despite the mass proliferation of games and on a user opening 2.4 games a day, the average Chinese mobile game player spends 86% of their time on a single game. This behavior helps increase the elimination of low quality games and fast- follows. Game Events Mirroring Player s Life Schedules Player daily sessions have gradually been split into segments correlating to their work- life schedules. Chinese developers focus on the in- game events of their titles by dividing a user s play time into four segments consisting of pre- work cycle, lunch time cycle, a pre- departing work cycle, and an at- home evening cycle between 10pm and 1am. Different in- game activities and incentives are targeted at these four time segments to encourage and incentivize users to spend more time and money on the games. Lunchtime and evening time are segments with longer time affordability and better Internet connection TalkingData has discovered.
7 Player Connectivity In China, the coverage of mobile broadband access is far from sufficient and the connectivity of common players is not ideal. Based on TalkingData s research, in 2013, 74% of users use wifi when they download and install games from app stores. However, only 48% of users choose to use wifi to play games. This is what is currently limiting the spread of online games to the average smart phone users. Meanwhile, many data plans and the associated costs prove to be a barrier to the common user, preventing them from playing mobile games that require connectivity to the Internet. Even then, the need to control data usage still proves to be an obstacle for existing players to play these mobile games extensively.
8 Overview of Player Spending Behavior Whether developed overseas, or locally, and regardless of game type, most games have adopted Free- to- play and In- App- Purchase revenue models. TalkingData indicates that 39% of users choose casual games as their first game, and that 45% mobile gamers initial payment was on casual games. This helps set payment behavior for users, especially in well- known 3 rd - party ios channels.
9 TalkingData analyzed in 2013, 70% of all mobile game revenues were derived from card- battle, RPG, and MMORPG games. The low development cost and high profit nature of card battle games proved to be an attractive lure for game developers in China. Casual games have increased its share of revenue in that year, which can be attributed to the gradual shaping of paying habits of all mobile game players. This came with a caveat: Due to the tendency to promote purchases that delivered short- term value, the efficacy would exhaust within a month for players When Do Players Spend? There is a correlation between when users are most active and when they spend. This spend is most likely to happen during the evening. In contrast, spend activity during the day is relatively low, mainly to due to when spending players are most active. Another reason is the network connectivity required for making payments are less likely to be interrupted during evening hours. Because of this, game developers focus a lot of events and accessing of content during the evening to encourage spend during peak spend hours.
10 How Do Players Spend? In terms of the number of transactions, AliPay and UnionPay have a joint share of close to 80%. Their share of point cards and pre- pay is shrinking, but overall the total share continues to be AliPay and UnionPay. Important considerations for end- users are whether the experience of a payment funnel is smooth and safe. A lot of this has to do with network response when it comes to reloading (topping- up) or payment processing.
11 Overall the mobile game market and the way in which mobile games are operated in China is mirroring the path of web games. 20 days after a gamer has been playing a game, developers discovered that the LTV (dollar amount of a player s Life Time Value) could no longer be increased. Consequently the overall average value of a single game for a given title became 4 RMB, less than $1.00 USD. A good product and marketing alone is not enough to attract mobile user in More often than not, developers need to refine their development operations based on data. This becomes the challenge for even the top- grossing foreign developers. After a long period of localization and culturalization, the Chinese audience can easily grow accustomed to foreign games. Designed For Short Term Gains Based on TalkingData s recent data, the short- term performance of the overall market is relatively stable. However, from a medium to long- term standpoint, the level of sustainability needs to be increased. The short life cycle of games is a problem that is faced by the many developers. This is to say, many developers focus their revenue models and game design on quick wins. TalkingData believes developers are leaving a lot of revenue on the table and is largely an area of opportunity.
12 Usage data of players that churn out the first day across a majority of the mobile games in China, proves there is a lot of room for optimization in user experience and user acquisition targeting. This becomes even more imperative as cellular data infrastructure improves in 2014 and user expectations for game quality increases. Efficacy of RPG Genre The RPG game genre has been a mainstay style of play for Chinese mobile gamers. In 2013, RPG games predominantly consisted of martial art themes. In 2014 we can expect to see RPG s raise the bar in terms of themes and reaching the quality level of PC games. As far as themes, player demand for themes outside of martial arts and Romance of The Three Kingdom will grow to more Western fantasy themes. As far as play styles, we will see the traditional MMO and the ARPG (Joystick- controlled hack- and- slash RPGs) converge and presentation will be more akin to Desktop- PC s World of Warcraft. Chinese gamers essentially skipped the console gaming era the West went through and jumped straight into free- to- play PC gaming. Mobile users new and old are accustomed to free- to- play payment patterns, particularly with RPG themed games. A handful of large RPG game developers will find their own success in China, mainly because this core demographic have had exposure to this genre of games from the U.S. Europe, Korea, and Japan. Games from these markets will easily find their paying user base with a game design keeping the Chinese mobile gamer in mind Efficacy of Card Battle Genre The Japanese- originated Card Battle game design has evolved into its own flavor in China. In 2013, card battle games in China were developed utilizing pirated IP and other Japanese card games, which saw a tremendous growth in popularity. Developers who have mastered the commercial use of various IP are beginning to leverage this character- friendly low- cost- high- revenue game design. A major reason is due to brand- recognition, significantly driving down the cost to acquire users. Developers who s existing pipeline afford access to media from traditional industries like entertainment will see strong success. More developers will leverage licenses from popular TV shows, movies, etc. to develop games and use the IP s pre- existing channels as viable user acquisition channels. We will also see an incremental change in game design. In 2014, Chinese developers will strive to develop brand new card games integrating hybrid game mechanics, borrowing from other genres like SLG (real- time strategy) games and ARPG s
13 (skill- based RPGs). Rise of Sports Games Another trend in 2014 will be the continued growth of the sports genre. The 2014 Winter Olympics and other major international sports events such as the World Cup will be great opportunities for Chinese developers to launch some sport- themed Card Battle and casual games. SLG (real- time simulation) using the sports theme will also continue to see growth. While some pirated foreign sports games will enter the market, domestically developed games will be introduced into the market as well. The typical demographic for sport- based mobile games in China are typically older. For example, the demographic for soccer- based games tend to be males over the age of 30. This provides an opportunity for the mobile games, especially the SLG sports games, to acquire new mobile game users. Players that play sports- themed games tend to retain higher, have more disposable income, and tend to pay more. Like their Western counterparts, they are fanatic and loyal to their teams and tend to become whale users As the chart below shows, the ARPPU of SLG users is as high as 320 RMB ($52 USD). Product Innovations
14 Casual games in 2013 were largely re- packaged and fast- followed mobile games supported by heavy promotion. Card Battle games mainly relied on the strength of the IP to acquire users, and a lot of mid- core and hardcore games were really re- skins of existing games only applied to a different game mechanic. Using what was learned from the market, developers in 2014 are and will continue to release more innovative mobile games. No longer are Chinese developers copying Japanese games in Instead there is a movement towards hybridizing and improving on Card Battle game design. In fact, the mixture of different game design elements across different genres will begin to blur the line, where Chinese developers are picking the best of both worlds, surgically improving retention and monetization with more engaging features. Looking Forward In 2014, users' paying habits will come into shape after a few years of cultivation from Chinese and foreign developers alike. Revenues from the ios market will still have a very large share will see the genres of Action and RPG push the limits of user end. In the ios market, developers are less pressured to accommodate the operating system and will be able to enhance and push the boundaries of the user experience. This will continue to be a challenge for the Android market to deal with in Relatively speaking, the Android market has a broader user base and it is hard to control either the user's ability to use the device or the performance of the device, which are problems that need to be dealt with and solved. TalkingData s review of the Chinese mobile game market holds a lot of promise to game developers domestically and across the globe. If anything is clear, it is the opportunity and the constant evolving state of player behavior and tastes in parallel with technology.
INSIGHTS FROM OPERA MEDIAWORKS
INSIGHTS FROM OPERA MEDIAWORKS 9 of the top AD AGE GLOBAL ADVERTISERS OVER 800M UNIQUE USERS OVER 18,000 SITES AND APPLICATIONS Year closes out with Apple No. 1 for revenue, Android leading in traffic
More informationWith Massive Reach, Precise Targeting, and Stellar Customer Support, PlayHaven Ads Outperform All Other Mobile Game Ad Networks
With Massive Reach, Precise Targeting, and Stellar Customer Support, PlayHaven Ads Outperform All Other Mobile Game Ad Networks ABOUT PLAYHAVEN Launched May of 2010, PlayHaven has established relationships
More informationCONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS
CONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS Highlights of Nielsen & Videology Research: Meet the New Media Consumer in Malaysia, 2014 Sponsored by Videology TODAY S CONSUMER IS ON A NEW MEDIA
More informationHow are your business programs adapting admissions content to meet today s mobile demands?
How are your business programs adapting admissions content to meet today s mobile demands? Surveying the Mobile Habits of MBA Applicants Introduction: Mobile Is Even More Important Than You Think Although
More information[Figure 1] East Asian smartphone game market scale (according to country/region) (Prediction) (Prediction) (Prediction)
Survey materials Press release July 29, 2014 CyberZ, Inc. The East Asian Smartphone Game Market Scale is 916.8 Billion Yen (Two Times the Previous Year) and Will Reach the One Trillion Yen Mark in 2014
More informationMobile Games in the App World. Mobile Apps in the Game World
Mobile Games in the App World 1 What is an App: The term "app" has become popular over the years and in 2010 and was listed as "Word of the Year" by the American Dialect Society. App, in the sense that
More informationEntering and Succeeding in China's Complex Mobile Gaming Ecosystem
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem Peng Lu Vice President, Tencent Games Email: penglu@tencent.com Table of Contents China Mobile Game Overview China Mobile Game Industry
More informationThe Asian media landscape is turning digital
The Asian media landscape is turning digital How can marketers maximise their opportunities? Copyright 2012 The Nielsen Company. i The Asian media landscape is turning digital. How can marketers maximise
More informationThe Essential Steps For Mobile Games Success Todd Marks CEO
The Essential Steps For Mobile Games Success Todd Marks CEO Todd.Marks@mindgrub.com @mindgrub 2 6 Key Steps To A Successful App Brief History Growth of the Gadget http://conmoz.org/mobile-trends/mobile-devices-3g/?lang=en
More informationThe Mobile Marketer s Complete Guide to User Acquisition
The Mobile Marketer s Complete Guide to User Acquisition Appia Footer 320 Blackwell Street Durham, NC 27701 1.866.254.2483 user acquisition overview and best practices 2 Introduction User acquisition is
More informationThe number of active smart devices in China exceeded 700 Million by the end of 2013.
Main Conclusions The number of active smart devices in China exceeded 700 Million by the end of 2013. The five fastest growing mobile apps categories (excluding games) are : news, health & fitness, social
More informationDIGITAL VIDEO BENCHMARK ADOBE DIGITAL INDEX Q2 2015
DIGITAL VIDEO BENCHMARK ADOBE DIGITAL INDEX Q2 2015 Table of contents Online video consumption 03 Key insights 04 Device type share of online video starts 05 Device type share of online vide starts (via
More informationExecutive summary. Key trends. Market overview
Executive summary The animation and gaming industry have undergone a metamorphosis in the past two years. The ride has been eventful from the highs of 2006-07 where expectations were immense to the lows
More informationThe China & India Story
1 Mobile Internet in Asia is the Next Big Thing The China & India Story The mobile internet industry has been growing at an exponential rate in countries across Asia in the past 3 or 4 years, it has reached
More informationThe Global Outlook! for Social Games! Eiji Araki! SVP of Social Games! GREE International!
The Global Outlook! for Social Games! Eiji Araki! SVP of Social Games! GREE International! Introduction! Eiji Araki! SVP of Social Games! GREE International! Bio Joined GREE in August 2005 as 5 th employee.!
More informationTOP 10 TIPS. to identify High-Performance App Discovery incent networks
TOP 10 TIPS to identify High-Performance App Discovery incent networks Not All App Discovery Incent Networks Are Alike. They may seem similar on the surface, but when you peel back the top layer you ll
More informationSmartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT
Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens
More informationIndia Understanding the scale of change of online audiences and digital media in India
Image placeholder Digital Market Overview India Understanding the scale of change of online audiences and digital media in India The massive Indian market is changing fast. Internet access is mainstreaming
More informationCompany Presentation May 2015
Company Presentation May 2015 Some of G5 s best performing games 2 G5 Entertainment in brief Company overview Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones G5 game
More informationThe Changing Environment of Video Advertising
WhitePaper The Changing Environment of Video Advertising Video. Personal. Everywhere. White Paper Introduction While the technology industry today moves in evolutions, not revolutions, you d be hard-pressed
More informationVietnam Game Market 2012
Vietnam Game Market 2012 Individual perspective from Sgame J.S.C, Speaker: Nguyen Anh Dzung Meeting/Presentation Name Month 00, 2009 1 About speaker Nguyen Anh Dzung Email: dungna@sgame.vn Education: Master
More informationseparate the content technology display or delivery technology
Good Morning. In the mobile development space, discussions are often focused on whose winning the mobile technology wars how Android has the greater share of the mobile market or how Apple is has the greatest
More informationGfK 2016 Tech Trends 2016
1 Contents 1 2 3 Evolving behavior today s connected consumers Driving you forward 10 tech trends for 2016 Growth from knowledge turning research into smart business decisions 2 Evolving behavior today
More informationWILLIAM HILL PLC ANALYST AND INVESTOR EVENT THE JOURNEY OF A BET 4 OCTOBER 2013
WILLIAM HILL PLC ANALYST AND INVESTOR EVENT THE JOURNEY OF A BET 4 OCTOBER 2013 1 THE JOURNEY OF A BET Introduction Andrew Lee Managing Director, Online Product and pricing Matthew Warner Director of Sportsbook
More informationSocial Network Games 2012. Casual Games Sector Report
Games 2012 Casual Games Sector Report What are The Players social network social network games - average player games? Female 40 years old Games run on a. They typically require the player be online, run
More informationDescriptions of the Three Markets in The New Shoe Simulation Ted Mitchell The Home Market
Descriptions of the Three Markets in The New Shoe Simulation Ted Mitchell In marketing management, a market is a group of final customers who respond in a homogeneous way to a marketing mix. If two customers
More information4.5% 2014 Digital Marketing Optimization Survey results > 4.5% Top lessons learned from the leaders
2014 Digital Marketing Optimization Survey results Top lessons learned from the leaders Table of contents 1: Introduction 2: Five lessons from the top 20% #1: They test to make decisions 3: #2: They put
More informationWhat s New in Analytics: Fall 2015
Adobe Analytics What s New in Analytics: Fall 2015 Adobe Analytics powers customer intelligence across the enterprise, facilitating self-service data discovery for users of all skill levels. The latest
More informationApp Events and Facebook Analytics for Apps
App Events and Facebook Analytics for Apps As a games marketer, key challenges are growing your app with the high quality installs, and re-engaging churned users, and optimizing your game based on user
More informationDentsu Innovation Institute Survey Comparing the Actual Usage of Tablet Devices in Japan and the US
FOR IMMEDIATE RELEASE March 30, 2012 Dentsu Innovation Institute Survey Comparing the Actual Usage of Tablet Devices in Japan and the US In the US, tablet usage is becoming a daily affair, taking the lead
More informationHow To Make A Successful Online Game On Runescape
Page 1 of 16 Business Plan Spirit Guardian & The Spiritguardian TM Project The Spiritguardian TM Online Project Spiritguardian1@yahoo.com Page 2 of 16 I. Table of Contents Contents I. Table of Contents...
More informationINSIGHTS FROM OPERA MEDIAWORKS
Q3 2014 INSIGHTS FROM OPERA MEDIAWORKS 9 of the top OVER 800M OVER 17,500 AD AGE GLOBAL ADVERTISERS UNIQUE USERS SITES AND APPLICATIONS Advertisers include... Publishers include... HIGHLIGHTS FOR THE THIRD
More informationU.S. Digital Video Benchmark Adobe Digital Index Q2 2014
U.S. Digital Video Benchmark Adobe Digital Index Q2 2014 Table of contents Online video consumption 3 Key insights 5 Online video start growth 6 Device share of video starts 7 Ad start per video start
More informationKongZhong Corporation. Post 2Q11 Results Presentation September 2011
KongZhong Corporation Net Games, Mobile Games and WVAS Post 2Q11 Results Presentation September 2011 Safe Harbor Statement This press release contains forward-looking statements within the meaning of Section
More informationGaming UNION SQUARE ADVISORS LLC
Gaming Key Themes in the Gaming Industry The Gaming Paradigm Shift Users Can Trump Revenue The Overlooked Importance of Casual It s All About the Whales Free-To-Play Frustration? Cross-Platform Games-as-a-
More informationAppscend Mobile Platform Whitepaper
A Appscend Platform Presentation Appscend Mobile Platform Whitepaper V V a l u e 1 A d d e d Appscend Platform Presentation Table of Contents Overview... 3 About the company... 3 The Amazing Mobile Application
More informationThe Global Games Market: Trends, Market Data and Opportunities
2014 Newzoo The Global Games Market: Trends, Market Data and Opportunities PeterWarman Peter Warman CEO & Co-Founder Newzoo 10 September 2015 The Global Games Market: Trends, Market Data and Opportunities
More information2010-2011 Mobilozophy L.L.C. All Rights Reserved
Published by: Mobilozophy LLC 13119 Linebaugh Ave. Suite 102 Tampa, FL 33626 Toll Free: Fax: 813.448.1053 Copyright 2011 No part of the contents of the publications may be reproduced or transmitted in
More informationBuild at Your Own Risk: Why Managed Services for Multiscreen Video Make Sense
Build at Your Own Risk: Why Managed Services for Multiscreen Video Make Sense The trend of consumers watching TV and videos on their mobile devices is gaining momentum. Research firm IDC predicts that
More informationIn the Kingdoms of Online Games
Kabam is free to play In the Kingdoms of Online Games Founded in 2006, Kabam has become a leader in the development of massively free-to-play mid-core and core social games, on mobile, online and social
More informationThe Mobile Data Management Platform. Reach Relevant Audiences Across Devices and Channels with High Impact Ad Targeting
The Mobile Data Management Platform Reach Relevant Audiences Across Devices and Channels with High Impact Ad Targeting 1 Introduction As users spend more time engaging with media on mobile devices, brands
More information2016 OUTLOOK: GLOBAL PAYMENTS
December 2015 2016 OUTLOOK: GLOBAL PAYMENTS Disruption across the industry a global theme Around the world, new entrants (including start-ups and nontraditional players) are entering the payments industry.
More informationAutomated testing for Mobility New age applications require New age Mobility solutions
Automated testing for Mobility New age applications require New age Mobility solutions Executive Summary Today, mobile phone has transformed from its former role as a mere medium of communication to that
More informationConsumer Survey Moderator: Ekow Nelson November 4, 2009
Consumer Survey Moderator: Ekow Nelson November 4, 2009 Ekow Nelson: Hello and welcome. IBM has released the findings of its global survey of communication services users conducted in early 2009. The rise
More informationTestimony. of Ahmed Siddiqui Creator, Go Go Mongo Member, Association for Competitive Technology. before the United States China Commission
Testimony of Ahmed Siddiqui Creator, Go Go Mongo Member, Association for Competitive Technology before the United States China Commission on The Evolving U.S.- China Trade & Investment Relationship at
More informationKEY INSIGHTS. Published June 20 2012. Page 1
KEY INSIGHTS Published June 20 2012 Page 1 Developer Economics 2012 - Third in the annual series of reports Developer Economics 2012 is the third in the annual report series that has become the de-facto
More informationNetflix Strategic Analysis
XMBA 2013 Netflix Strategic Analysis Global Strategic Thinking Joey M. Reed, XMBA 2013 4/17/2013 EXECUTIVE SUMMARY In 1999, Reed Hastings launched an online movie rental service called, Netflix. The company
More informationThe App Store Model Comes to The Enterprise
The App Store Model Comes to The Enterprise Reference Code: CYIT0155 Publication Date: May 2011 Author: Tony Baer SUMMARY Catalyst Consumerization of IT is setting end users and enterprise IT on a collision
More informationLars Boilesen Chief Executive Officer
Lars Boilesen Chief Executive Officer The road to $1 billion in revenue in 2017 A quick overview Founded in Oslo, Norway, in 1995 About More than 1,400 people work for Opera Opera 56 nationalities make
More informationMANAGEMENT SUMMARY INTRODUCTION KEY MESSAGES. Written by: Michael Azoff. Published June 2015, Ovum
App user analytics and performance monitoring for the business, development, and operations teams CA Mobile App Analytics for endto-end visibility CA Mobile App Analytics WWW.OVUM.COM Written by: Michael
More informationhttp://ubiqmobile.com
Mobile Development Made Easy! http://ubiqmobile.com Ubiq Mobile Serves Businesses, Developers and Wireless Service Providers Businesses Be among the first to enter the mobile market! - Low development
More informationMobile Application Development Meets the Mainstream
Kony Write Once, Run Everywhere Mobile Technology WHITE PAPER August 2012 Mobile Application Development Meets the Mainstream Fragmentation and Chaos Is the New Normal... 3 Content Consumption versus Content
More information5 Ways to Drive Down Mobile App User Acquisition Costs
5 Ways to Drive Down Mobile App User Acquisition Costs 5 Ways to Drive Down Mobile App User Acquisition Costs If you re a mobile app marketer, you know that the cost of acquiring mobile app users just
More informationCEO Interview Isao Moriyasu, President and CEO
CEO Interview Isao Moriyasu, President and CEO June 2015 1. Fiscal 2014 Results Q: Looking back on fiscal 2014, the year ended March 31, 2015, could you discuss the results achieved as well as the progress
More informationMonetizing the Digital Opportunity Speech. April 2014
Monetizing the Digital Opportunity Speech April 2014 Key Highlights 2 Norwegian Media Trends (1/2) Business Model 1 Current Business Models 2 Limitations 3 Conclusion The introduction of rich business-model
More informationVpon Mobile Ad. 2014 Q1 Hong Kong Mobile Advertising Statistics and Trend
Vpon Mobile Ad 2014 Q1 Hong Kong Mobile Advertising Statistics and Trend AGENDA HONG KONG MOBILE MARKET - MOBILE DEVICE MARKET SHARE - ANDROID/iOS SMARTPHONE, PHABLET AND TABLE HONG KONG USER BEHAVIOR
More informationSpecial Report. Choosing the right mobile device platform for your business
Special Report Choosing the right mobile device platform for your business About Trinsic Trinsic is a new kind of business communications specialist, built from the ground up to help your organisation
More informationINSERT COMPANY LOGO HERE
2013 2014 INSERT COMPANY LOGO HERE 20142013 Global North Marketing American Automation SSL Certificate Software Entrepreneurial Product Company Leadership of Award the Year Award Entrepreneurial Company
More informationBest Practices of Mobile Marketing
Best Practices of Mobile Marketing With the advent of iphone, Android phones, and tablets, adoption of the mobile is contagious, and will continue in the coming years as well. The market penetration of
More informationBOSTON UNIVERSITY Course Syllabus: DESIGN THINKING FOR MULTIPLATFORM MARKETING
BOSTON UNIVERSITY Course Syllabus: DESIGN THINKING FOR MULTIPLATFORM MARKETING INSTRUCTORS: PROF. BENNETT & PROF. VAN DIJK CLASS TIME: Tuesday Evenings, 7:30pm-10pm Office Hours: By Appointment EMAIL;
More informationOnline Video & the Media Industry
Online Video & the Media Industry SPECIAL FEATURE: PEAK VIDEO ENGAGEMENT BY DAYS OFTHE WEEK AND TIMES OF DAY QUARTERLY RESEARCH REPORT, Q3 2010 2010 Brightcove, Inc. and TubeMogul, Inc 1 Online Video &
More informationWhat s New in Analytics: Fall 2015
Adobe Analytics What s New in Analytics: Fall 2015 Adobe Analytics powers customer intelligence across the enterprise, facilitating self-service data discovery for users of all skill levels. The latest
More informationHow To Make A Website More Successful On A Tablet Or Phone Or Computer
written by Nate Ende VP of ecommerce - Trinity Insight Acquire. Convert. Measure. Why Optimize for the Tablet? Meeting Demand The advent of the tablet and the rate at which tablets are being adopted have
More informationMobile Devices. & Behaviour. How devices and operating systems influence the mcommerce journey. tradedoubler.com
Mobile Devices & Behaviour How devices and operating systems influence the mcommerce journey Know your phone: the key to effective mobile commerce Mobile consumers are not created equal. If advertisers
More informationAndroid App Marketing and Google Play
Android App Marketing and Google Play WHAT YOU NEED TO KNOW Learn how to improve Android app discovery, drive more installs, and generate long-term, loyal usage. TO SUCCEED, MARKETERS NEED VISIBILITY.
More informationChina Search International Introducing Baidu
China Search International Introducing Baidu Introducing Baidu THE CHINA OPPORTUNITY China China is the third largest country in the world in terms of land mass after Russia and Canada. It s the largest
More informationEurope s Video Game Industry and the Telecom Single Market
Executive Summary The internet is a key driver of growth in the video game industry and facilitates distribution of content, engagement with customers, multiplayer gameplay and provision of crucial software
More informationMOBILE BANKING TESTING TIMES FOR APPS DEVELOPMENT RESULTS OF OUR SURVEY
MOBILE BANKING TESTING TIMES FOR APPS DEVELOPMENT RESULTS OF OUR SURVEY About this survey A SNAPSHOT ABOUT THE DEVELOPMENT OF MOBILE BANKING APPLICATIONS The aim of this survey, conducted in February 2014,
More informationINNOVATION STILL MATTERS
To Consumers INNOVATION STILL MATTERS Insights from the 2015 Ketchum Innovation Kernel Study O1 The threat of Innovation fatigue Truly understanding how consumers perceive innovation enables companies
More informationTIPCAT INTERACTIVE INC. Team Folio: UBISoft, Microsoft, GameLoft, Activision Blizzard, SDO, Perfect World Investors: Jason Zeng (Co-Founder of
TIPCAT INTERACTIVE INC. Team Folio: UBISoft, Microsoft, GameLoft, Activision Blizzard, SDO, Perfect World Investors: Jason Zeng (Co-Founder of Tencent), Sequoia Capital Team Size: 100 fulltime, 80 on R&D,
More informationBig Data Efficiencies That Will Transform Media Company Businesses
Big Data Efficiencies That Will Transform Media Company Businesses TV, digital and print media companies are getting ever-smarter about how to serve the diverse needs of viewers who consume content across
More informationKeys to success in multi-channel marketing in Japan
Keys to success in multi-channel marketing in Japan Abstract In the US and Europe, we have seen a drastic decline in the number of MRs and a rapid shift towards non-traditional multi-channel marketing
More informationKINGSOFT ANNOUNCES 2015 ANNUAL RESULTS * * * REVENUE REACHES A NEW RECORD HIGH KINGSOFT CLOUD ENJOYS OUTSTANDING PERFORMANCE
For Immediate Release KINGSOFT ANNOUNCES ANNUAL RESULTS * * * REVENUE REACHES A NEW RECORD HIGH KINGSOFT CLOUD ENJOYS OUTSTANDING PERFORMANCE FINANCIAL HIGHLIGHTS (RMB 000) For the 3 Months Ended Dec 31
More informationAdblocking goes mainstream. PageFair and Adobe 2014 report
Adblocking goes mainstream PageFair and Adobe 2014 report How adblocking is changing the web In this sequel to the August 2013 report (The Rise of Adblocking) PageFair, with the help of Adobe, reveals
More informationThe Gaming and App Developers Guide to Advertising on Facebook
The Gaming and App Developers Guide to Advertising on Facebook Introduction This white paper is our guide for game and app developers for advertising on Facebook. Facebook s highly engaged population of
More informationA Comparison of Media Sources for Mobile App User Acquisition
Labs Report A Comparison of Media Sources for Mobile App User Acquisition Spoiler Alert: Advantage Facebook Introduction It is widely recognized that the launch of Facebook s mobile app ads has raised
More informationAN OVERVIEW OF MOBILE MARKETING IN INDIA
ABSTRACT AN OVERVIEW OF MOBILE MARKETING IN INDIA SHREEKUMAR MENON*; DR.THANKHAM GHULE** *Assistant Professor, Smt. MMK College, Bandra. **Principal, M.D College, Parel. Mobile phone is an important modern
More informationGETTING STARTED GUIDE TAPJOY S PERSONALIZED MONETIZATION PLATFORM
GETTING STARTED GUIDE TAPJOY S PERSONALIZED MONETIZATION PLATFORM TABLE OF CONTENTS INTRODUCTION... 2 INTEGRATE THE LATEST SDK... 3 SET UP VIRTUAL CURRENCY... 4 SET UP PLACEMENTS... 5 CREATE CONTENT...
More informationInsights from Opera The world s leading mobile ad platform
The State of Mobile Advertising Q3 2012 Insights from Opera The world s leading mobile ad platform 10,000 + 40 BILLION + sites & applications ad impressions per month Publishers include $400 MILLION +
More informationVideo. Discover its full power and potential. 38 examples of video in action. Copyright Focus Business Communications Limited
Video Discover its full power and potential 38 examples of video in action Copyright Focus Business Communications Limited 1 Introduction My first exposure to the power and flexibility of video occurred
More informationADVERTISING AND PUBLIC RELATIONS IN CHINA. Ying Fan
ADVERTISING AND PUBLIC RELATIONS IN CHINA Ying Fan Published as a part of Chapter 12 Communicating with 1.3 billion people in China, Handbook of Corporate Communication and Public Relations: Pure and Applied
More informationWhat is VoIP and How It Can Benefit Your Business? Introduction
What is VoIP and How It Can Benefit Your Business? Introduction Although individuals are increasingly using text messaging and social media for their communication, telephony remains an essential tool
More informationInteractive TV Games. Games for Everyone Dan Chronnell
Interactive TV Games Dan Chronnell The games people play What s your game? Everybody has a favourite game Super Mario or Scrabble, Millionaire or Monopoly, Tetris or Tombraider, Badminton or Backgammon,
More informationThe rise of the digital multi-tasker. Executive Summary. KPMG s Digital Debate. January 2013. kpmg.com/digitaldebate
The rise of the digital multi-tasker Executive Summary KPMG s Digital Debate January 2013 kpmg.com/digitaldebate Contents 02 introduction The digital debate 03 Key findings An insatiable appetite for media
More informationConsumer Attitudes towards the Emerging Location Opportunity
Consumer Attitudes towards the Emerging Location Opportunity Navigation Location Opportunities Service Nitesh Patel, npatel@strategyanalytics.com Viewpoint Snapshot As critical supply side enablers for
More informationTABLE OF CONTENTS. Source of all statistics:
TABLE OF CONTENTS Executive Summary 2 Mobile Phone Users 3 Mobile Web Browsing 4 New Media Channels 5 Importance of Mobile 6 Advertising Spending 7 Location-Based Services 9 Location-Based Ads 10 Mobile
More informationCustomer Experience in the Canadian Telecommunications Sector
STRATEGIC ACCELERATION SERVICES Customer Experience in the Canadian Telecommunications Sector By Donnovan D. Simon This document examines the Canadian telecommunications sector and the impact of investments
More informationTHE CHANGING FACE OF MOBILE PAYMENTS
THE CHANGING FACE OF MOBILE PAYMENTS F Mobile payment services are a new battleground for Tencent and Alibaba, the leading online companies in China. WeChat Wallet, owned by Tencent, and Alipay Wallet,
More informationCooperation with Global Partners. NetEase
Cooperation with Global Partners NetEase Growing Middle Class in China Fast Growing China E-Commerce Market 649 M Internet Users E-Commerce GMV: RMB 13 Trillion in 2014 2014 Internet Penetration Rate:
More informationPotted History of the Mobile Phone
Ever wondered why your parents are lacking in knowledge of the functionality of your mobile wizardry? Well, it might surprise you to know that mobile phone technology has only really developed over the
More information16 metrics to ensure mobile app success
16 metrics to ensure mobile app success 16 metrics to ensure mobile app success Introduction... 3 Performance metrics... 4 User, usage & demographics metrics... 5 Engagement metrics... 6 Business metrics...
More informationHow to Guide for using Facebook Ads to Drive Installs and Re-engagement to your Mobile Game. Jun.26.2015
How to Guide for using Facebook Ads to Drive Installs and Re-engagement to your Mobile Game Jun.26.2015 Introduction Every month, the Facebook Gaming team focuses on a different subject and shares best
More informationThe Australian ONLINE CONSUMER LANDSCAPE
The Australian ONLINE CONSUMER LANDSCAPE March 2012 THE AUSTRALIAN ONLINE MARKET & GLOBAL POPULATION Internet usage in Australia is widespread and approaching saturation point with only minimal increases
More informationAdobe Digital Publishing Suite, Analytics Service
Adobe Digital Publishing Suite, Analytics Service Optimize editorial and advertising content for greater business impact Table of contents 1: Business benefits 2: Key features 2: Standard base-level analytics
More informationEUROPE ERICSSON MOBILITY REPORT
EUROPE ERICSSON MOBILITY REPORT NOVEMBER 2015 Market Overview Key figures: Europe 2015 2021 CAGR 2015 2021 Mobile subscriptions (million) 1,140 1,250 1% Smartphone subscriptions (million) 550 880 10% Data
More informationChanging industry dynamics. Rudy Provoost Senior Vice President Royal Philips Electronics CEO Global Sales and Services Philips Consumer Electronics
Changing industry dynamics Rudy Provoost Senior Vice President Royal Philips Electronics CEO Global Sales and Services Philips Consumer Electronics Changing industry dynamics Trends Threats Opportunities
More informationAUTOMATED MOBILE TESTING REQUIRES BOTH REAL DEVICES AND EMULATORS
WHITE PAPER AUTOMATED MOBILE TESTING REQUIRES BOTH REAL DEVICES AND EMULATORS SEPTEMBER 2015 Today, businesses compete in an increasingly mobile-centric marketplace. Mobile QA can no longer take a backseat
More informationBY THE NUMBERS. Understanding the mobile gaming landscape through Unity metrics
BY THE NUMBERS Understanding the mobile gaming landscape through Unity metrics September 2015 ABOUT THIS REPORT As the game development platform with the largest market share, Unity is uniquely positioned
More informationDECONSTRUCTING MOBILE & TABLET GAMING 2015
DECONSTRUCTING MOBILE & TABLET GAMING 2015 EEDAR 2015 SYNDICATED REPORT - FREE VERSION CONTACT For full report pricing and more information contact Cooper Waddell at solutions@eedar.com or visit http://www.eedar.com/contact.aspx
More informationINTRODUCTION. In this ebook you will learn:
INTRODUCTION Since the introduction of the iphone in 2007, smart phones, tablets, and mobile devices have permeated all aspects of our lives. These devices bring communication, commerce, and interaction
More information