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Q4/2014 Indonesia Mobile Data Report, Based on MoboMarket User Data Research

MoboMarket releases a report about the trend of Android smartphones usage in Indonesia. The report was compiled based on MoboMarket research on the habits of its users in Indonesia in the fourth quarter (Q4) of 2014. MoboMarket is an Android app store developed by Baidu. It was introduced in Indonesia in February 2014.

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Q4/2014 Indonesia Mobile Data Report, Based on MoboMarket User Data Research

  1. 1. Q4 2014 INDONESIA MOBILE DATA REPORT --Based on MoboMarket users data research
  2. 2. 1. Overview o Research background and data sampling o Main conclusions 2. Mobile application distribution o Apps download number and category o Apps upgrade number and category 3. Equipment and behavior analysis o Mobile phone screen resolution and size o Indonesian active hour o App download geographic distribution Outlines
  3. 3. Overview o Research background and data sampling o Main conclusions
  4. 4. Research background and data sampling o Based on MoboMarket Indonesian user data MoboMarket is an Android app store developed by Baidu, introduced in Indonesia in February 2014. It is an app store in Indonesia to locally serve APP user and support APP developers. 2.88 million monthly active users 517 thousand apps listed in MoboMarket 265 million 2014Q4 downloads o Data statistic report updated as Dec 2014 ( 3.73 million samples). o The purpose for this research: 1. To unveil some insights on the current situation and the trend of the mobile market in Indonesia 2. To provide a picture of the mobile users behavior.
  5. 5. Main conclusions TOP1. Game 1. Mobile application distribution TOP2. Social TOP3. Photo On average,Each user downloads 0.79 app per day. Top 3 categories are: Among games download, casual game has the highest percentage.  On average,Each user update 0.26 app per day. Top 3 categories are: Social Apps outperforms the rest in updating times, demonstrating a long life span in social app .On the other hand, game has a rather short life span. TOP3. GameTOP1. Social TOP2. Tool
  6. 6. Main conclusions TOP1. Game 1. Mobile application distribution TOP2. Social TOP3. Photo TOP3. GameTOP1. Social TOP2. Tool o On average,Each user downloads 0.79 app per day. Top 3 categories are : Among games download, casual game has the highest percentage. o On average,Each user update 0.26 app per day. Top 3 categories are: Social Apps outperforms the rest in updating times, demonstrating a long life span in social app .On the other hand, game has a rather short life span.
  7. 7. Main conclusions 2. Equipment and behavior analysis 800*480 /4 inch display has the highest percentage 19:00 – 20:00 & 23:00 – 00:00 Peak user active hour
  8. 8. Mobile application distribution o Apps download number and category o Apps upgrade number and category
  9. 9. o 16% of the users download apps on daily basis. o On average,Each user downloads 0.79 app per day. o There is a big gap between the number of apps they download per day, 34% of users download 1 App per day while 29% of them download 5 or above. How many apps users download 1 34% 2 18% 3 11% 4 8% 5 6% 6 4% 7 3% 8 3% 9 2% 10+ 11% app daily download number
  10. 10. 43%57% o Games: Among game types, Casual games is the most popular one, which is echoed by the using time confettiof1 mobile phone users as people usually invest only spare time in games which is quite short. *1.Time confetti refers to the phenomenon that only br ief scraps of time are used for certain purpose. o Apps: In Indonesia, among all types of app, game has the biggest download share (43%),followed by Social apps (12%) and Photo apps (11%). Casual & Puzzle 29% Arcade 16% Racing 12% Action 11% Sports 7% Strategy 5% Kids 5% Cards & Casino 4% Simulation 4% Role Playing 3% Adventure 2% Music 2% Social 20% Photography 20% Lifestyle 14% Tool 14% Music & Video 9% Personalizatio n 8% Productivity 5% Books 4% Other 6% What apps users download
  11. 11. o 5% of the users update Apps on daily basis. They average update 0.26 App per day,which demonstrates users are not quite willing to update their apps.。 o Among the users who update apps at least once, 64% of them update 1 or 2 apps a day and the share for the people who update 10 Apps or more is 15%. It means a small proportion of users are used to updating apps. How many apps users update 1 50% 2 14% 3 6% 4 4% 5 3% 6 2% 7 2% 8 2% 9 2% 10+ 15% App daily update number
  12. 12. o Social apps1 has the highest score(39%), followed by tools2 (18%). o Although Game Apps has the most downloads, updates for Game Apps account for 12%. This is mainly because social apps, like BBM and Facebook, are having huge user amount and being needed in the long-term. While games are having a shorter life-cycle and can’t meet the public demand like social apps or tool apps. Generally they are fulfilling the needs of a more specific group of people. o On average, users install 3 to 4 social apps in the phone. *1.social app:examples are Facebook,Twitter and so on. *2.tool app:examples are Baidu Browser and Du Speed Booster and so on. Social 39% Tool 18% game 12% Music & Video 7% Productivity 6% Maps & Travel 5% Photography 5% Lifestyle 2% News 2% Other 4% what apps users update What apps users update
  13. 13. Equipment and behavior analysis o Mobile phone screen resolution and size o Indonesian active hour o App download geographic distribution
  14. 14. 31.89% 18.25% 14.41% 9.20% 4.94% 21.31% 800*480 480*320 320*240 854*480 960*540 other Display resolution of mobile devices Other categories include 480*320 and 320*240. They stand up for 1/3 of the tot al portfolio. 74.12% 18.93% 6.95% under 4 inch 4-5 inch above 5 inch screen size of mobile devices Mobile phone screen resolution and size Most Indonesian mobiles are small to middle size, with 800*400 screen resolution and size of up to 4 inch. As a comparison, over 70% China mobiles are equiped with 1280*720 screen resolution and sizable phone body (4+ inches).
  15. 15. o Overall, the active hour follows people's living habits. o The user number picks up since 17:00 and reaches the first peak at 20:00 when people take rest after work. o What interests us is the second peak which takes place at 24:00,contrary to the usual living habit of locals who usually go to bed early. Before further analysis in this regard, we are having two guesses:1) the locals are putting off their bed time.2) playing with mobile is becoming a habit before sleep. usersnumber open app time Users active hour When users use app store
  16. 16. Cities when users access the app store 34% 12% 8% 7% 7% 5% 4% 23% Jakarta Bogor Depok Bandung Sukabumi Bandar Lampung Yogyakarta other Cities
  17. 17. Thanks

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