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PlayFirst study: Moving to a ‘Smartphone Culture’; Trends in Smartphone Use and Mobile Gaming
1. Moving to a ‘Smartphone Culture’; Trends in Smartphone Use and Mobile Gaming July 18 2011 1
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3. Nationally representative online survey of 2,482 people, of whom 2,051 were between the ages of 18 and 64 and 431 were between the ages of 8 and 17.
5. A high quality online research panel and data collection firm was use for recruitment and data collection.2
6. Smartphones Up, Cell Phones Down; Android Makes A Surge In Smartphone Market In 2010 Type of wireless devices currently owned N=2482 Type of smartphones currently owned N=758 +23% from 2010 -1% from 2010 -14% from 2010 -63% +35% from 2010 -1% from 2010 -6% from 2010 3
7. Nearly Half Of Non-Smartphone Owners Are Considering Getting One In The Next 12 Months Base: Those who do not own a smartphone and own a cell phone N=1349. Q.168 Do you plan on buying a smartphone to replace your non-smartphone within the next 12 months? 4
8. Smartphone Ownership Significantly Changes Content Consumption Behaviors Base: Those who own a wireless device, N=2107. N=Smartphone ownerN=758; Cell phone owner N=1445 Q.169 Which of the following things do you do regularly on your mobile phone? Select all that apply. 5
9. Smartphone Gamer Demographics Base: Those who own a smartphone, N=2107; those who play games on a smartphone N=343 Q.169 Which of the following things do you do regularly on your mobile phone? Play games Select all that apply. 6
10. Among Gamers Who Own Smartphones, The Smartphone becomes the Dominant Gaming Device Play Type of Game Weekly+ 61% of total respondents play any video or computer games; 71% of smartphone owners play any video or computer games Base: Respondents who play video or computer games N= 1516; Respondents who own a smartphone and who play video or computer games = Smartphone owners N=536 Q. 117 (A-F) How often do you play the following types of games? WEEKLY + ONLY 7
11. More Than Half Of Smartphone Non-Gamers Could Start Playing In The Next 12 Months Base: Those who do not play games on a smartphone, N=415. Q.183 Do you intend to play games on your smartphone in the next 12 months? 8
12. 13% of Smartphone Gamers Have Bought Virtual Goods on Their Smartphone, Spending An Average Of $67 Last Year Amount spent on digital and virtual goods on smartphone Mean Amount = $66.81 Have ever purchased digital or virtual goods in games a smartphone Mean spending on digital and virtual goods in games on smartphones up $25+ from 2010($40.55) Base: Those who play games on a smartphone., N=343. Digital goods, also called virtual goods, are non-physical objects that are purchased and exchanged on the Internet in games, virtual worlds and social networks. Virtual goods do not include any purchases from iTunes. Base: Those who have purchased digital/ virtual goods, N=43. Q.184 Have you ever bought digital or virtual goods in games on your smartphone? Q.185 About how much did you spend in total on digital or virtual goods in games on your smartphone in the last 12 months? 9
13. Nearly 8 Out Of 10 Social Network Gamers Have Not Spent Any Money Playing Over The Last 12 Months Money Spent In Social Network Games Over The Last 12 Months Average of $25 spent by social network gamers in social network games over the last 12 months Base: Those who have play social network games regularly N=505 Q. 68.4 Approximately how much money have you spent in social network games over the last 12 months? 10
14. For More Information CONTACT: Julie McHenry julie@comminsight.com, 650-504-6655 11
15. About PlayFirst PlayFirst is a leading publisher of mobile games with the goal of delivering delightful play to everybody, every day. PlayFirst publishes quality gaming experiences that capture the imagination on popular platforms including iPhone™ and iPad, iPod Touch™, Windows, Mac® and console games. The company's game portfolio includes world-renowned brands: Diner Dash ® Egg vs. Chicken® DinerTown Zoo® Dream Chronicles® Chocolatier® 12
16. About Frank N. Magid Associates, Inc Frank N. Magid Associates has been a leading research-basedstrategic consulting firm in the media, entertainment and communications industries for over 50 years. We interviewed over 1 million consumers by phone, online, and in-person in 2010 and conducted thousands of B2B executive and professional interviews. 13