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Source14: The Age of Living Mobile

  1. t Simon Khalaf, President & CEO @simonkhalaf The Age of Living Mobile
  2. Six Years In: Nothing But Growth 2 0 20 40 60 80 100 120 140 160 May-08 Jul-08 Sep-08 Nov-08 Jan-09 Mar-09 May-09 Jul-09 Sep-09 Nov-09 Jan-10 Mar-10 May-10 Jul-10 Sep-10 Nov-10 Jan-11 Mar-11 May-11 Jul-11 Sep-11 Nov-11 Jan-12 Mar-12 May-12 Jul-12 Sep-12 Nov-12 Jan-13 Mar-13 May-13 Jul-13 Sep-13 Nov-13 Jan-14 Mar-14 Monthly Sessions Measured by Flurry from 500k+ Apps Music Gaming M&E Social Networking Logistics & Travel Retail Messaging MonthlySessions(Billions)
  3. Messaging Apps’ Astronomical Growth 3 316% 115% Messaging App Usage Overall 2012-2013 Growth Rate Source: Flurry Analytics
  4. Creating Overnight Telco Companies 4 700 465 355 300 105 100 66 34 China Mobile WhatsApp WeChat Line AT&T Kakao Talk NTT Docomo SK Telecom Publicly Disclosed Number of Subscribers (in Millions) App Telco
  5. US M-Commerce Growth 5 60% Growth 2012 2013 Source: Internet Retailer US M-Commerce Revenues (in Billions) $20.5 $33B
  6. Mobile Travel & Logistics Growth 6 1 2 3 4 5 6 7 8 0 5 10 15 2011 2012 2103 Revenue Usage Revenue(inBillions) Usage(inBillionsofsessions) Sources: Flurry, PhoCusWright Mobile Travel Revenues Growing at 168% CAGR
  7. Mobile Has Completely Absorbed Social 7 68% 98% 86% 100% 92% 0% 20% 40% 60% 80% 100% Facebook Instagram Twitter Snapchat Pinterest Mobile Desktop Share of Time Spent Per Platform, US Only Sources: Comscore, US 18+ Dec 2013
  8. Back to Music: Mobile Disrupting Its Own 8 Physical 51% Digital 39% Rights 8% Downloads 67% Paid Streaming 17% Other 16% +51% -2.3% Digital’s Share of the 15B Music Industry; Mobile Streaming Hits $1B DOWNLOADS PAID STREAMING Source: IFPI, 2013 data 2012-2103 Year-Over-Year Growth 2013 Music Sales Music Industry Overall Digital’s Share
  9. Mobile Now Means Apps 9Source: Flurry Analytics, Comscore, NetMarketShare
  10. Average Times Spent by iOS Devices on Flurry’s Network – US only …And a 24/7/365 Activity 10 0 0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 1.8 5:00 AM 6:00 AM 7:00 AM 8:00 AM 9:00 AM 10:00 AM 11:00 AM 12:00 PM 1:00 PM 2:00 PM 3:00 PM 4:00 PM 5:00 PM 6:00 PM 7:00 PM 8:00 PM 9:00 PM 10:00 PM 11:00 PM 12:00 AM 1:00 AM 2:00 AM 3:00 AM 4:00 AM Games Social &Photo Sharing News & Magazines Music, Media & Entertainment Utilities & Productivity Lifestyle & Shopping Sports, Health & Fitness Other Source: Flurry Analytics, August 2013
  11. Mobile has Become a Worldwide Activity 11 Top Ten Countries on the Flurry Platform (Millions) Source: Flurry Analytics, active devices as of March 2014 330 295 62 45 42 42 40 36 36 35 32 China United States United Kingdom Japan India Germany Russia Brazil France South Korea Canada
  12. With the US Losing its Lead in Software 12 Percentage of Active Apps by Developer Country Source: Flurry, based on all apps in the Flurry system March of each year 65% 53% 46% 38% 34% 35% 47% 54% 62% 66% PC Era 2011 2012 2013 2014 Other US
  13. …And China Becoming An Exporter of Software 13 64% 8% 6% 5% 65% 16% 14% 8% CHINA UK BRAZIL US 2013 2014 Share of Time Spent (% of total) by Apps Developed in China Source: Flurry, based on a sample of 100k users (March 2013 and March 2014)
  14. 639 283 79 784 440 176 Under 16 Times 16 to 60 Times 60+ Times Mar-13 Mar-14 Worldwide Daily App Usage Distribution (Millions) 23% 55% 123% Tablets/Phones De-facto Wearables Regular Users Super Users Addicts Mobile Has Become Addictive 14Source: Flurry Analytics
  15. Women Over Index as “Mobile Addicts” 15Source: Flurry, 100k Sample January 2014 -8% +8% Males Females Mobile Addicts vs. Average Mobile Users (Gender) Average Mobile User
  16. The Age of the “Mobile Addict” 16Source: Flurry, 100k Sample January 2014 55+ 35-54 25-34 18-24 13-17 Mobile Addicts vs. Average Mobile Users (Age) Average Mobile User -88% 40% 49% 25% -42% UserAge
  17. The Persona of the “Mobile Addict” 17Source: Flurry, 100k Sample January 2014 Moms Parenting & Education Gamer Sports Fan Auto Enthusiast Parenting & Education Gamer Catalogue Shopper 10x 7x 7x 6.5x 9x 7x 6x 4x Mobile Addicts vs. Average Mobile Users (Persona) MalesFemales
  18. t We Have Achieved Great Things in the Last Six Years
  19. t And…
  20. Mobile Gaming Is Still Only 14% of Total 20 Mobile 14% Handheld 19% PC 19% Console 47% Mobile’s Share of the 93B Gaming Software Industry in 2013 Source: Gartner An $80B Worldwide Upside Potential
  21. Mobile Advertising Is Still in its Infancy 21 Mobile’s Share of the $162B US Advertising Market Other Channels 96% Mobile Ads 4% Sources: iAB, Zenith Optimedia A $155B US Upside Potential
  22. North American Mobile Payments Just 0.7% of Total 22 Mobile Payments 0.7% Other 99.3% Mobile’s Share of the $158B North American Payment Market A $157B North America Upside Potential Sources: eMarketer, Deutsch Bank, BCG
  23. Mobile Is Still at 1% of Total US Retail Sales 23 Traditional Retail 91% PC-Commerce 8% M-Commerce 1% Mobile’s Share of the US $3.25 Trillion Market Sources: ComScore, Forrester. A Trillion USD US Opportunity
  24. t …We Still Have a Lot of Exciting Work Ahead of Us
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