The World Goes Mobile
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Mobile Media Consumption: The World Goes Mobile

Mobile Media Consumption: The World Goes Mobile

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The World Goes Mobile Presentation Transcript

  • 1. MOBILE MEDIA CONSUMPTION: THE WORLD GOES MOBILE FERYAL HEMAMDA MARKETING DIRECTOR, EMEA Wave 2: October 2012 1
  • 2. EMENORTH AMERICA 149 M North America JPAC 119 M APAC 16 M 246 M AFRICA LATINAmerica Latin AMERICA Africa 22 M 35 M 625B mobile consumers +900 Employees 18 offices world wide 165 countries Touching 40% of mobile Internet usersglobally, on average 200 times a month
  • 3. Simplifying Mobile Advertising Simplify Simplify Simplify Mobile Creative Mobile Reach Mobile Analytics & ResearchThe Leading HTML5 Largest Independent Universal Analytics &Ad Creation Platform Mobile Ad Network Research Solutions
  • 4. Mobile Advertising Timeline Simple Rich Media Ads Immersive The Future of Tablet Ads Rich Media First Mobile Mobile Introduced Experiences Banner Ad Advertising!2000 2007 2011 2004 2010 2012 Touch & Gestures Mobile Inline 1ST TEXT Introduced Video AD SMS
  • 5. Technology PenetrationYears to reach50 millionmarket Audience Source: Yext – Hello Generation Mobile
  • 6. Objectives: v  Understand mobile media consumption and how it’s changing over time v  Examine the relevance ofMobile Media Consumption 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
  • 7. Mobile is Part ofDaily Life In the UK, mobile web time is “me”28% In the 36% time: it’sbathroom Shopping usually a 67% personal Lying in bed 28% social rather than a 32% eventSpending time with family shared media experience 39% Commuting 64% 71% Waiting for While watching Source: InMobi Media Consumption MAR 2012 someone TV Sample size: n = 999
  • 8. 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? 48% 26% 8% 9% 9% None 1-5 6 - 10 11 - 15 Over 15Question 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
  • 9. Device Day-Part Multi-Screen TimeSource: InMobi/Mobext (UK) May 2012
  • 10. 62% web users of mobile engage in mobile activities while watching TVBase: Global Mobile Averagen=9,869 13
  • 11. The Impact of Mobile
  • 12. WHAT we purchase hasn’t changedHOW we shop is evolving…
  • 13. Mobile Shoppers gather information Currently, gathering information takes precedence for mobile shoppers and helps to drive customers in store. In-Store Mobile Shopping Activities of UK Mobile Internet Users, Jan 2012 (% of respondents) Compare prices Email or social networks Look at product reviews Look for a mobile discount code/ Scan in barcodes to compare prices Look up product specifications Buy items through mobile phone 0% 5% 10% 15% 20% 25% 30% 35% 40%Source: On Device Research, "Mobile in the Retail Store," Feb 2, 2012
  • 14. 69% of tablets owners make a purchase on their device across the average monthSource: InMobi/Mobext May 2012
  • 15. Shopping andDevicesSource: InMobi/Mobext May 2012
  • 16. Levi’s - 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
  • 17. Mobile is Continuously Evolving Banner Ads SMS ads Rich media Mobile Internet App & web Dynamic Text Ecosystem ads news Games 2 Data 3 Multimedia & Movies Context Integrated solutions 4 Touchscreen 1 Voice & Sensors Ads Content Technology
  • 18. AUDIENCE Centricadvertising
  • 19. Create a Brand Experience
  • 20. Ford B-MaxCreating an in-adgaming experience(gameification) to driveuser engagement andbrand awareness
  • 21. SHOWCASE 2012 IAC Awards Winner 2012 Digiday AwardsENTERTAINMENT: FinalistSega Samurai Bloodshow
  • 22. INNOVATION:Real-TimeDynamic Ads View product variants•  Content structured by View detailed product Info device fingerprint Drive commerce•  Retargeting of Social sharing purchase funnel•  Product discovery and purchase
  • 23. INNOVATION:SoLoMo
  • 24. INNOVATION:Tweet-vertising
  • 25. INNOVATION:ZombifyYourself
  • 26. 30
  • 27. 31
  • 28. Thank you.