Indiefalcon is a mobile game studio specializing in 2D games for iOS and Android. This presentation outlines a viral marketing project for Indiefalcon, including analyzing the mobile game market size and profits, features of top-grossing games, and primary research on what drives mobile game advertising engagement. The project objectives are to provide Indiefalcon with research on the market size, popular game features, and the best viral marketing approach. Research includes analyzing market size, in-app purchase revenue sources, top games' common features, a survey on advertising preferences, and an expert interview on game psychology factors for success.
This ppt is on mobile apps that are created as a replacement for mobile adds by the company as their communication strategy to reach to consumers and engage with them for long time.
This ppt is on mobile apps which are created by company in place of adds as their communication strategy so as to reach to customers and engage with them for long term.
eMarketer Webinar: Mobile Commerce TrendseMarketer
eMarketer projects 19% of retail ecommerce sales in 2014 will be made on a smartphone or tablet. Shoppers are embracing mobile commerce—are you? Topics in this webinar include: What products are consumers buying on smartphones and tablets? Where are the most sales made—apps vs. mobile websites? What role do mobile coupons play in driving mcommerce sales? How are leading retailers converting mobile shoppers into buyers?
Industry updates on key mobile trends 9 14 12Performics
The document summarizes key mobile trends from the week ending September 14, 2012. Some of the trends discussed include Instagram rolling out an updated mobile photo page, Apple announcing new features for the iPhone 5 like an 18% thinner design and face tracking camera, and a study finding that 21% of shoppers make more unplanned purchases via mobile shopping apps. It also mentions that smartphones make up the majority of mobile ad impressions and that Google updated its Google Wallet app to support mobile shopping without entering credit card details.
This document summarizes key insights from presentations and discussions at a Mobile IQ conference in New York on January 19, 2012 and an upcoming conference in Paris on January 24, 2012. It discusses how mobile commerce is growing rapidly and becoming a game changer, especially with the rise of tablets. However, many prestige brands have been slow to develop robust mobile strategies, with most focusing only on apps that lack functionality. To succeed, brands need to focus on optimizing their mobile sites and commerce capabilities across all devices. Competence in mobile may indicate a brand's ability to grow globally and tap into emerging markets.
Presentation for HBA 2012 - Some example and data still can be used for knowledge and understanding of strategic campaigns and how quickly digital media strategies have changed or evolved.
Indiefalcon is a mobile game studio specializing in 2D games for iOS and Android. This presentation outlines a viral marketing project for Indiefalcon, including analyzing the mobile game market size and profits, features of top-grossing games, and primary research on what drives mobile game advertising engagement. The project objectives are to provide Indiefalcon with research on the market size, popular game features, and the best viral marketing approach. Research includes analyzing market size, in-app purchase revenue sources, top games' common features, a survey on advertising preferences, and an expert interview on game psychology factors for success.
This ppt is on mobile apps that are created as a replacement for mobile adds by the company as their communication strategy to reach to consumers and engage with them for long time.
This ppt is on mobile apps which are created by company in place of adds as their communication strategy so as to reach to customers and engage with them for long term.
eMarketer Webinar: Mobile Commerce TrendseMarketer
eMarketer projects 19% of retail ecommerce sales in 2014 will be made on a smartphone or tablet. Shoppers are embracing mobile commerce—are you? Topics in this webinar include: What products are consumers buying on smartphones and tablets? Where are the most sales made—apps vs. mobile websites? What role do mobile coupons play in driving mcommerce sales? How are leading retailers converting mobile shoppers into buyers?
Industry updates on key mobile trends 9 14 12Performics
The document summarizes key mobile trends from the week ending September 14, 2012. Some of the trends discussed include Instagram rolling out an updated mobile photo page, Apple announcing new features for the iPhone 5 like an 18% thinner design and face tracking camera, and a study finding that 21% of shoppers make more unplanned purchases via mobile shopping apps. It also mentions that smartphones make up the majority of mobile ad impressions and that Google updated its Google Wallet app to support mobile shopping without entering credit card details.
This document summarizes key insights from presentations and discussions at a Mobile IQ conference in New York on January 19, 2012 and an upcoming conference in Paris on January 24, 2012. It discusses how mobile commerce is growing rapidly and becoming a game changer, especially with the rise of tablets. However, many prestige brands have been slow to develop robust mobile strategies, with most focusing only on apps that lack functionality. To succeed, brands need to focus on optimizing their mobile sites and commerce capabilities across all devices. Competence in mobile may indicate a brand's ability to grow globally and tap into emerging markets.
Presentation for HBA 2012 - Some example and data still can be used for knowledge and understanding of strategic campaigns and how quickly digital media strategies have changed or evolved.
A groundbreaking study by TNS proves that mobile apps are not disrupting purchases in anything like the numbers that previous research suggests. Far from being threatened by mobile, retailers are in the best position to take advantage of it.
Using Mobile in your Recruiting Process.BoostMedia
77% of smartphone users use their mobile devices for job searches. Only 5-7% of employers have a mobile recruiting presence. Are you ready for the change?
App Stores - Category Analysis (Apple App Store)PRIORI DATA
In this presentation, we go through various steps of increasing our understanding of an app store category: How big is it, how fast is it growing, how popular is it with developers, which markets are bigger and how difficult is it to reach a certain app store rank? Every view is from Priori Data PRO, a platform that is offered to developers free of charge when they partner with us at Priori Data https://prioridata.com/early_adopter_program.
If you have any question, please reach out. anders@prioridata.com
Taking a look into the growing app economy throughout the Middle East & North Africa region, we examine who the typical consumer is, what they are looking for and how they find it.
Boost Media Entertainment is a digital marketing agency that specializes in creating mobile applications. They offer full creative and technical development services to design apps. They have developed over 100 apps across many industries. Apps are a huge opportunity because 88% of local advertising will be on mobile devices by 2016. Apps can reduce costs for guides and increase customer engagement and visits for restaurants. App development budgets can range from $1,500-$20,000 depending on features, and development time ranges from weeks to months. Apps can make money through sponsorship of the full app or parts of it, advertising networks, premium apps with set prices, and in-app purchases.
A Multi-Touch Attribution In Mobile Retrospective With TrendyolAdjust
Mobile Spree Berlin 2018: Erdem Inan, Head of Marketing, Trendyol
Why, when and how multi touch attribution in mobile should be considered, and what actions can be taken afterwards. Insights and results from an actual multi-touch attribution process in mobile marketing.
State of The App Store & Role of Mobile Gaming, 2015 PRIORI DATA
Presentation on the State of the App Store from Pocket Gamer Connect, 2015.
- The relative size of the market
- Role of Games
- Growth in the App Store
- Some observations on what makes Publishers succeed
www.prioridata.com
Effective Marketing for Your Parking ProgramJeff Perkins
The document provides an overview of effective marketing strategies for a mobile parking app. It details ParkMobile's success with over 13 million users and transactions of $42 billion. It then outlines 7 tips for marketing a mobile parking app, including high impact signage, local media coverage, advertising promotions, optimizing the digital presence, face-to-face interactions, user engagement through email and geo-targeting, and using social media. The marketing strategies are shown to significantly increase app usage and transactions for cities that have implemented them.
Shift of the Decade: Enterprise Goes MobileMonitise MEA
Industries Adopting Mobility
Enterprise Mobility Market Share
Businesses Investing More in Mobile
Enterprise Mobility Adoptation
Benefits of Mobility to Enterprises
Focus Areas in Enterprise Mobility
Mobile Action Yahoo Mobile Dev Conference with Aykut Karaalioglumobileaction1
This document discusses best practices for app store optimization, including app title length and keywords. It provides data on average title lengths and ratings by app category. Case studies demonstrate how expanded titles and logo changes impacted app reviews and ratings. Conversion rates and page views are shown by category and country to help optimize for top markets.
Rundown of the data on search marketing (organic, paid, PLA), Amazon, mobile, e-commerce, and social.
Images are either original or used under Creative Commons license.
Mobile Marketing and Advertising - The New First ScreenJudd Wheeler
1. Mobile usage is growing rapidly and surpassing traditional media like television, radio, and newspapers. People now spend more time on mobile apps and engaging with mobile media than any other type of media.
2. Location-based mobile advertising using technologies like geofencing and proximity marketing is effective at driving in-store visits and purchases. Many consumers are open to location-based ads and content as long as it provides value.
3. Mobile apps and mobile-optimized websites are crucial for businesses, as consumers increasingly refuse to engage with companies that do not have a strong mobile presence. Mobile experiences need to be fast, interactive and provide value in order to retain users.
Field Agent conducted mobile research throughout 2014 to gain insights into consumer shopping and activities. Some of their top stories included tracking Black Friday shopping in real-time, identifying what men want for Christmas, and exploring how technology has changed holiday experiences. They studied football fans' spending habits, Thanksgiving traditions, and back-to-school preparation. Additional research covered shopping at fast food chains, health trends, and Halloween purchasing. Field Agent combines traditional and new mobile methodologies to honor the "Golden Rule" of market research.
2015 Hong Kong Mobile Market Statistics and TrendsOliver Lau
The document discusses mobile market trends in Hong Kong and case studies on optimizing mobile advertising campaigns.
It finds that iPhone market share grew while Android declined, and the top devices are large screen phones. Video and social media see most mobile traffic. Case studies on a men's shaving product and mobile game app showed that optimizing ad placement based on user behavior analysis and testing multiple audience targeting strategies improved click-through rates by 2-3 times compared to non-targeted campaigns. Data-driven optimization of ad content and timing to match user scenarios and interests was found to be effective.
Connected Commerce: Today’s Path-to-Purchase on Mobile Button
Button's third annual TAP conference took place on September 28th, 2017. Button's Co-Founder and CEO, Michael Jaconi, took the stage at TAP 2017 to discuss the latest mobile commerce trends.
Line is a smartphone app that allows free calls and messaging between users globally regardless of carrier. It has over 490 million active users and features include texting, video/audio calls, finding nearby friends, stickers, games, and official accounts. The app is free for normal users but offers in-app purchases. It promotes the concept of "More LINE Much Closer" and advertises on other apps to acquire new users. The presentation was on the 4Ps of marketing for LINE - product, price, place, and promotion.
The document discusses the rise of smartphones and "superphones", and their capabilities including robust hardware, frictionless app distribution, and consumer focus. It provides statistics on the success of Zumobi apps in top categories on iTunes. It then discusses various models for monetizing mobile apps including paid apps/content, advertising, content partnerships, and sponsored/branded apps. It also provides statistics on the growth of mobile advertising and user responsiveness to in-app ads. Finally, it discusses using mobile apps for brand performance and engagement through "app-vertisements".
This document discusses different methods for collecting data for research studies. It describes the types of qualitative and quantitative data and some common sources of primary and secondary data like clinical observations, questionnaires, and administrative databases. Some specific data collection methods are explained like personal interviews, self-administered questionnaires, use of medical records, observation, and physical or chemical measures. Criteria for selecting a data collection method include appropriateness, feasibility, cost, validity, reliability, and responsiveness. The document also covers creating a data collection sheet and entering data in an analyzable format with consideration of variable type and unit of analysis.
A groundbreaking study by TNS proves that mobile apps are not disrupting purchases in anything like the numbers that previous research suggests. Far from being threatened by mobile, retailers are in the best position to take advantage of it.
Using Mobile in your Recruiting Process.BoostMedia
77% of smartphone users use their mobile devices for job searches. Only 5-7% of employers have a mobile recruiting presence. Are you ready for the change?
App Stores - Category Analysis (Apple App Store)PRIORI DATA
In this presentation, we go through various steps of increasing our understanding of an app store category: How big is it, how fast is it growing, how popular is it with developers, which markets are bigger and how difficult is it to reach a certain app store rank? Every view is from Priori Data PRO, a platform that is offered to developers free of charge when they partner with us at Priori Data https://prioridata.com/early_adopter_program.
If you have any question, please reach out. anders@prioridata.com
Taking a look into the growing app economy throughout the Middle East & North Africa region, we examine who the typical consumer is, what they are looking for and how they find it.
Boost Media Entertainment is a digital marketing agency that specializes in creating mobile applications. They offer full creative and technical development services to design apps. They have developed over 100 apps across many industries. Apps are a huge opportunity because 88% of local advertising will be on mobile devices by 2016. Apps can reduce costs for guides and increase customer engagement and visits for restaurants. App development budgets can range from $1,500-$20,000 depending on features, and development time ranges from weeks to months. Apps can make money through sponsorship of the full app or parts of it, advertising networks, premium apps with set prices, and in-app purchases.
A Multi-Touch Attribution In Mobile Retrospective With TrendyolAdjust
Mobile Spree Berlin 2018: Erdem Inan, Head of Marketing, Trendyol
Why, when and how multi touch attribution in mobile should be considered, and what actions can be taken afterwards. Insights and results from an actual multi-touch attribution process in mobile marketing.
State of The App Store & Role of Mobile Gaming, 2015 PRIORI DATA
Presentation on the State of the App Store from Pocket Gamer Connect, 2015.
- The relative size of the market
- Role of Games
- Growth in the App Store
- Some observations on what makes Publishers succeed
www.prioridata.com
Effective Marketing for Your Parking ProgramJeff Perkins
The document provides an overview of effective marketing strategies for a mobile parking app. It details ParkMobile's success with over 13 million users and transactions of $42 billion. It then outlines 7 tips for marketing a mobile parking app, including high impact signage, local media coverage, advertising promotions, optimizing the digital presence, face-to-face interactions, user engagement through email and geo-targeting, and using social media. The marketing strategies are shown to significantly increase app usage and transactions for cities that have implemented them.
Shift of the Decade: Enterprise Goes MobileMonitise MEA
Industries Adopting Mobility
Enterprise Mobility Market Share
Businesses Investing More in Mobile
Enterprise Mobility Adoptation
Benefits of Mobility to Enterprises
Focus Areas in Enterprise Mobility
Mobile Action Yahoo Mobile Dev Conference with Aykut Karaalioglumobileaction1
This document discusses best practices for app store optimization, including app title length and keywords. It provides data on average title lengths and ratings by app category. Case studies demonstrate how expanded titles and logo changes impacted app reviews and ratings. Conversion rates and page views are shown by category and country to help optimize for top markets.
Rundown of the data on search marketing (organic, paid, PLA), Amazon, mobile, e-commerce, and social.
Images are either original or used under Creative Commons license.
Mobile Marketing and Advertising - The New First ScreenJudd Wheeler
1. Mobile usage is growing rapidly and surpassing traditional media like television, radio, and newspapers. People now spend more time on mobile apps and engaging with mobile media than any other type of media.
2. Location-based mobile advertising using technologies like geofencing and proximity marketing is effective at driving in-store visits and purchases. Many consumers are open to location-based ads and content as long as it provides value.
3. Mobile apps and mobile-optimized websites are crucial for businesses, as consumers increasingly refuse to engage with companies that do not have a strong mobile presence. Mobile experiences need to be fast, interactive and provide value in order to retain users.
Field Agent conducted mobile research throughout 2014 to gain insights into consumer shopping and activities. Some of their top stories included tracking Black Friday shopping in real-time, identifying what men want for Christmas, and exploring how technology has changed holiday experiences. They studied football fans' spending habits, Thanksgiving traditions, and back-to-school preparation. Additional research covered shopping at fast food chains, health trends, and Halloween purchasing. Field Agent combines traditional and new mobile methodologies to honor the "Golden Rule" of market research.
2015 Hong Kong Mobile Market Statistics and TrendsOliver Lau
The document discusses mobile market trends in Hong Kong and case studies on optimizing mobile advertising campaigns.
It finds that iPhone market share grew while Android declined, and the top devices are large screen phones. Video and social media see most mobile traffic. Case studies on a men's shaving product and mobile game app showed that optimizing ad placement based on user behavior analysis and testing multiple audience targeting strategies improved click-through rates by 2-3 times compared to non-targeted campaigns. Data-driven optimization of ad content and timing to match user scenarios and interests was found to be effective.
Connected Commerce: Today’s Path-to-Purchase on Mobile Button
Button's third annual TAP conference took place on September 28th, 2017. Button's Co-Founder and CEO, Michael Jaconi, took the stage at TAP 2017 to discuss the latest mobile commerce trends.
Line is a smartphone app that allows free calls and messaging between users globally regardless of carrier. It has over 490 million active users and features include texting, video/audio calls, finding nearby friends, stickers, games, and official accounts. The app is free for normal users but offers in-app purchases. It promotes the concept of "More LINE Much Closer" and advertises on other apps to acquire new users. The presentation was on the 4Ps of marketing for LINE - product, price, place, and promotion.
The document discusses the rise of smartphones and "superphones", and their capabilities including robust hardware, frictionless app distribution, and consumer focus. It provides statistics on the success of Zumobi apps in top categories on iTunes. It then discusses various models for monetizing mobile apps including paid apps/content, advertising, content partnerships, and sponsored/branded apps. It also provides statistics on the growth of mobile advertising and user responsiveness to in-app ads. Finally, it discusses using mobile apps for brand performance and engagement through "app-vertisements".
This document discusses different methods for collecting data for research studies. It describes the types of qualitative and quantitative data and some common sources of primary and secondary data like clinical observations, questionnaires, and administrative databases. Some specific data collection methods are explained like personal interviews, self-administered questionnaires, use of medical records, observation, and physical or chemical measures. Criteria for selecting a data collection method include appropriateness, feasibility, cost, validity, reliability, and responsiveness. The document also covers creating a data collection sheet and entering data in an analyzable format with consideration of variable type and unit of analysis.
This document summarizes a request to demolish 100% of the exterior walls and replace the exterior finish materials of a house located at 248 W. Castano. The house was built in 1920 and is not considered historically significant. The proposed changes would encapsulate the walls in stucco and stone to match additions already approved. Both the Architectural Review Board and City Council found the modifications to be compatible with the neighborhood.
The document announces that the Alamo Heights Police Department achieved "Recognized" status from the Texas Police Chief's Association Best Practices Recognition Program in February 2012 and was "Re-Recognized" in September 2015. It also provides information about an upcoming Bexar County election on November 3rd, including early voting locations and times, and details for the 38th Annual Alamo Heights Chamber of Commerce Holiday Parade to be held on November 21st.
AH City Council Meeting 12.14.15 - Item #8 - CVS - 4600 BroadwayMarian Vargas Mendoza
The applicant is appealing the Architectural Review Board's (ARB) denial of two monument signs for a CVS property located at 4600 Broadway. The ARB had approved the applicant's requested signage except for the two monument signs as they determined it exceeded the allowed number of signs and the wall signs would be sufficient given the building's proximity to the street.
This document provides an introduction to key concepts in statistics, including scales of measurement for categorical and numerical variables, methods for displaying categorical data, measures of central tendency like mean, median and mode, measures of numerical spread such as range and interquartile range, the concept of association and correlation between variables, and the concept of regression. The document defines key terms and provides examples to illustrate statistical concepts.
The applicant is seeking approval to construct a 13,800 square foot, 2-story professional office building on a vacant property at 110 Chichester Place. The property was previously replatted and rezoned, and variances were approved for parking in landscape buffer areas and parking stall sizes. Approval is recommended subject to drainage study submission and bamboo screening requirements.
This document considers a request to construct a new single-family residence with a detached accessory structure at 630 Lamont. The proposed lot coverage would be 31% and floor area ratio would be 47% with bonuses. Four heritage trees would be removed and mitigated through on-site replacement and fees. The Architectural Review Board approved the request as compatible and recommended vegetative screening along the rear property line.
The document discusses a proposal to demolish an existing house and build a new parking lot with 11 additional spaces at 213 Henderson to address parking needs for city facilities. It provides details on the design, landscaping plans, costs, drainage studies, demolition and construction timelines, and confirms funding is available in the FY16 budget.
The 17th Annual Dam '09 Triathlon will take place on Saturday, August 20th from 7:00 a.m. to 11:00 a.m. The triathlon will include a 400 meter swim at the AH Swimming Pool, followed by a 9 mile bike ride and finishing with a 4K run, also starting and ending at the pool. Approximately 350 guests and 20 crew members are expected to participate, with Soler's Sports and Roger and Lisa Soler sponsoring the event.
M. Layne Littlejohn is an accounting and finance leader with over 30 years of experience leading functional teams and processes. She has held various leadership roles in accounting, financial planning and analysis, accounts payable, and revenue operations for companies across multiple industries. The document outlines her extensive experience and qualifications for strategic leadership roles involving accounting, financial processes, and people management.
D hypothesis, errors, bias, confouding RSS6 2014RSS6
This document discusses key concepts in research including:
- Hypothesis testing and the types of errors (Type 1 and Type 2)
- Null and alternative hypotheses
- Confidence intervals and margins of error
- Confounding and bias in research studies
It emphasizes that bias should be avoided at all costs as it can invalidate research conclusions, while Type 1 and 2 errors as well as confounding can be adjusted for through proper study design and analysis. Sample size estimation must consider both statistical and practical factors to minimize errors and bias.
1. The document discusses the global dominance of the Android platform, with over 1.3 billion active Android smartphones and tablets each month accounting for over 90% of all active devices worldwide.
2. Asia, particularly China, represents a massive opportunity for mobile gaming on Android - China alone has 251 million mobile gamers.
3. Most successful Android games are free-to-play and generate revenue through in-app purchases or advertising. Game genres have differing monetization and user retention patterns that should be considered.
4. Developing for Android requires accounting for the large number of different device models, with a small number making up the majority of the active user base. Audience and device targeting is important for user
Blue Hill Apteligent Mobile Retail and Retail Banking WebinarTony Rizzo
This 18-page report analyzes mobile shopping behaviors using data from Blue Hill Research and Apteligent. The report finds that millennials and Gen Xers do 25-50% of their shopping via mobile devices. Highly effective mobile apps that are a delight to use can increase mobile shopping and drive recommendations for the retail brand. The report also examines mobile ecosystem data on crash rates, app loads, and device usage to identify opportunities for retailers.
- Mobile gaming saw significant growth in 2020, with new game downloads increasing 18% year-over-year. Core games generated 66% of consumer spend and 55% of time spent on mobile.
- Casual games like Among Us and My Talking Tom Friends dominated downloads, while simulation, sandbox, and arcade games gained the most market share globally year-over-year.
- Strategic celebrity and app collaborations saw download increases of up to 2.7x, with gaming apps like Fortnite and PUBG Mobile hosting virtual concerts. Fullscreen and rewarded video ads also contributed 80% of gaming ad revenue on MoPub's ad exchange.
- The document is the Journal of Management (JOM) from 2013 that discusses opportunities for mobile apps.
- It finds that smartphones and tablets are major drivers of growth in the mobile apps market as they provide entertainment and fun. The number of apps users is expected to grow significantly in coming years.
- A study of 200 customers found that smartphones and tablets were considered growth drivers for mobile games and apps at a 95% confidence level. The mobile platform's operating system also significantly affects the number of hours users spend downloading games and apps.
The document provides a summary of research conducted for a viral marketing project for a mobile game called Smash Rally. The summary includes:
1) An analysis of the size and profitability of the mobile gaming market, finding it is valued at $25 billion globally in 2014 and free apps with in-app purchases account for most revenue.
2) An examination of the top-grossing mobile games like Clash of Clans which use bright colors, character customization, base building, and social sharing to drive engagement and in-app purchases.
3) Primary research through a survey that found word-of-mouth and gameplay videos are most effective at driving downloads, and female players are more influenced by recommendations
Mobile game usage is growing rapidly in Indonesia, creating opportunities for brands to advertise through mobile games. However, keeping users engaged with mobile games over the long term is a challenge. The mobile games market in Indonesia was worth $2.9 billion in 2012 and is expected to continue growing substantially. This growth presents an opportunity for a mobile agency to connect game and app developers directly with advertisers, helping advertisers reach engaged audiences through innovative in-game advertising campaigns that build long-term brand awareness.
Innotech Presentation: Designing a Mobile App. touchtitans
This document discusses designing mobile apps and provides case studies and recommendations. It covers topics such as targeting mobile web vs native apps, genres that perform well on mobile like music and games, which platforms like Android and iOS to focus on, boosting existing businesses with mobile apps, maximizing chances of success by testing audiences and marketing strategies, and examples of successful apps like Geico and Starbucks that enhanced existing services.
Mobile adoption boomed in 2020, advancing 2-3 years in just 12 months. 218 billion apps were downloaded in 2020, up 7% YoY. Consumers spent $143 billion on apps in 2020, up 20% YoY, and spent over 3.5 trillion hours on Android phones alone. Gaming continued to be the largest mobile category, generating 66% of mobile app spending and 55% of mobile time spent. Core games saw increased engagement, while casual games like Among Us saw huge growth in downloads. Finance also saw increased mobile engagement, with time spent in finance apps up 45% worldwide in 2020.
E marketer mobile_content_activities_roundupIrene Ventayol
The audiences for mobile content are huge—from video and games to social
networking, apps and retail, more than 100 million US consumers are doing it on mobile phones. The smartphone hasn’t replaced the PC, but as more people consume more mobile content, they all expect an excellent mobile experience.
8 Ultimate Mobile App Marketing Stats You Must KnowNine Hertz
Mobile app world is growing exponentially but get maximum benefit out of its growth you need to know some interesting statistics of mobile app marketing.
2016 Mid Year State of the Mobile IndustryJudd Wheeler
The 2016 Mid-Year State of the Mobile Industry Report dives into stats and reports from January to June 2016. It takes a look at mobile devices, mobile user behaviors, mobile apps, mobile video, mobile advertising, ad blocking, SMS, social media, OTT messaging, email, mobile search, mobile couponing, mobile commerce and payments, mobile's influence in retail, the Internet of Things and wearables.
In our digital world, customer experiences are delivered primarily through the mobile. There are several compelling reasons why businesses should utilize this opportunity to build their brand.
The document discusses the growing dominance of mobile, with consumers spending more time on mobile than TV. It highlights opportunities for marketers through mobile programmatic data and buying audiences in mobile apps. Programmatic buying is described as using automated processes to make inventory placement decisions and incorporate feedback. The key is having first-party mobile data to define audiences that can be reached programmatically and retargeting specific customer segments.
The document provides an overview of the mobile outlook for 2015 based on trends in 2014. Key points include:
1) Messaging apps like WhatsApp, LINE, and Zalo saw huge growth in 2014 and this messaging war is expected to continue raging in 2015.
2) Taxi booking apps also grew rapidly in 2014 with investments in companies like Grab and Uber. Vietnam's government may develop its own taxi booking app.
3) Mobile gaming grew explosively in Vietnam in 2014 and this growth is projected to continue, with revenues reaching $161 million by 2017. More online games are expected to be launched globally.
4) Windows Phone adoption remained small but Windows 10 could help Microsoft's mobile platform
The document discusses mobile app trends in China in 2013. It finds that:
1) The number of active smart devices in China exceeded 700 million by the end of 2013, with news, health/fitness, social networking, business and navigation among the fastest growing app categories.
2) Socializing apps through links to services like Weibo, WeChat and QQ is key to success, as app content sharing to social platforms tripled over the last 6 months of 2013.
3) High-end smartphones over $500 USD had a significant market share in China, and social networking apps were among the top growing categories as new forms of social media became popular.
China Mobile Internet 2013 Overview (Umeng)Hubery Zhou
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 networking, business, and navigation. These areas will bring new opportunities for developers in 2014.
Socializing your apps is the key to success for developers. Currently among the top 1,000 apps (apps and games) in the Chinese market, 55% of them provide links to Chinese social networking services (e.g. Sina Weibo, Wechat, QQ, Renren). The amount of app content sharing to social network platforms per mobile Internet user per day has tripled in the last 6 months.
Social network sharing in game has become incredibly popular on all social networking platforms, 48% of in app sharing traffic to social networks are from games.
Learn about the main trends for the mobile games market in 2014!
Join our panel of experts:
- Peter Warman, CEO, Newzoo
- Jan Miczaika, COO, Wooga
- Tiuri van Agten, Data Analyst, Distimo
We will explore the trends for 2014 in 4 parts:
- General market trends
- Platform trends
- Regional trends
- General outlook: opportunities and challenges
Similar to Choose best revenue model for mobile games in cafebazar (20)
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
QA or the Highway - Component Testing: Bridging the gap between frontend appl...zjhamm304
These are the slides for the presentation, "Component Testing: Bridging the gap between frontend applications" that was presented at QA or the Highway 2024 in Columbus, OH by Zachary Hamm.
What is an RPA CoE? Session 2 – CoE RolesDianaGray10
In this session, we will review the players involved in the CoE and how each role impacts opportunities.
Topics covered:
• What roles are essential?
• What place in the automation journey does each role play?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
Lee Barnes - Path to Becoming an Effective Test Automation Engineer.pdfleebarnesutopia
So… you want to become a Test Automation Engineer (or hire and develop one)? While there’s quite a bit of information available about important technical and tool skills to master, there’s not enough discussion around the path to becoming an effective Test Automation Engineer that knows how to add VALUE. In my experience this had led to a proliferation of engineers who are proficient with tools and building frameworks but have skill and knowledge gaps, especially in software testing, that reduce the value they deliver with test automation.
In this talk, Lee will share his lessons learned from over 30 years of working with, and mentoring, hundreds of Test Automation Engineers. Whether you’re looking to get started in test automation or just want to improve your trade, this talk will give you a solid foundation and roadmap for ensuring your test automation efforts continuously add value. This talk is equally valuable for both aspiring Test Automation Engineers and those managing them! All attendees will take away a set of key foundational knowledge and a high-level learning path for leveling up test automation skills and ensuring they add value to their organizations.
From Natural Language to Structured Solr Queries using LLMsSease
This talk draws on experimentation to enable AI applications with Solr. One important use case is to use AI for better accessibility and discoverability of the data: while User eXperience techniques, lexical search improvements, and data harmonization can take organizations to a good level of accessibility, a structural (or “cognitive” gap) remains between the data user needs and the data producer constraints.
That is where AI – and most importantly, Natural Language Processing and Large Language Model techniques – could make a difference. This natural language, conversational engine could facilitate access and usage of the data leveraging the semantics of any data source.
The objective of the presentation is to propose a technical approach and a way forward to achieve this goal.
The key concept is to enable users to express their search queries in natural language, which the LLM then enriches, interprets, and translates into structured queries based on the Solr index’s metadata.
This approach leverages the LLM’s ability to understand the nuances of natural language and the structure of documents within Apache Solr.
The LLM acts as an intermediary agent, offering a transparent experience to users automatically and potentially uncovering relevant documents that conventional search methods might overlook. The presentation will include the results of this experimental work, lessons learned, best practices, and the scope of future work that should improve the approach and make it production-ready.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer
AI in the Workplace Reskilling, Upskilling, and Future Work.pptxSunil Jagani
Discover how AI is transforming the workplace and learn strategies for reskilling and upskilling employees to stay ahead. This comprehensive guide covers the impact of AI on jobs, essential skills for the future, and successful case studies from industry leaders. Embrace AI-driven changes, foster continuous learning, and build a future-ready workforce.
Read More - https://bit.ly/3VKly70
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
2. Why Mobile ?!
sales of mobile devices were expected to reach 2.5 billion units in 2015 !
mobile phone penetration will rise from 61.1% to 69.4% of the global
population between 2013 and 2017 !
User intended use 3G, 4G network instead wifi !
app economy will create revenues of more than €10 billion per year within
the European Union
3. Type of games and app in revenue model
Type of games and app
1. Free
2. For sale
3. in-app purchase
in-app purchase revenue grew more
than 50% from 2013 to 2014
53%
1%
30%
22%
17%
78%
VOLUME REVENUE
CAFEBAZAAR CONTENT
SALE TYPES
Free For Sale In-app purchase
5. Key Factors That Depends App store
The effect of revenue models on app performance depends on the app store.
The effect of in-app purchase on app performance depends on the app store.
Paid, freemium and in-purchase models are shown to be effective in App Store.
Freemium and in-app purchase models are shown to be less effective in Google
Play.
App category influences the effects of both revenue models and in-app purchase.
6. Now, App or Mobile Games ?
58%
42%
World App Stores / Categories
Games Other Categories
76%
24%
World App Stores/In-app purchase
Games Other Categories
7. Now, App or Mobile Games ?
Total mobile game revenue is predicted to double
by 2017
Small screen sizes and hardware limits is not a
important issues for gamers
Games contain 15% and apps contain 85% of
cafebazaar content but games makes money 50% of
total sales !
Just 1.35% of mobile game players spent real money
for the game ! In July 2014
…So now what’s your choice ? :)
15%
85%
Cafebazar Distribution
Games Apps
50%50%
Cafebazar Revenue
Games Apps
8. “
”
In payment behavior studies, perceived value
and loyalty are recognized as the main
determinants of payment intention
According : Choi and Kim 2004; Rauyruen and Miller 2009; Lu and Hsiao
2010; Hsu and Lin 2015
Loyalty to business-to-business services leads to future transactions
The perceived value of having the Internet on a mobile device influences
smartphone users’ intention to pay for mobile services
Satisfaction with social networking services might not affect users’ willingness
to pay, but perceived value does.
Pay LoyaltyValue
15. References
Articles :
Kuo-Lun Hsiao , Chia-Chen Chen, 2016, What drives in-app purchase intention for mobile games
Paolo Roma, Daniele Ragaglia, 2016, Revenue models, in-app purchase, and the app performance: Evidence from
Apple’s App Store and Google Play
Christoffer Rosen · Emad Shihab, 2016, What are mobile developers asking about? A large scale study using stack
overflow
Chin-Lung Hsu , Judy Chuan-Chuan Lin , 2016, Effect of perceived value and social influences on mobile app stickiness
and in-app purchase intention
Long-Sheng Chen, Meng-Ru Lin, 2015, Key Factors of In-App Purchase for Game Applications
Ming Cheung1, James She1, Ringo Lam, 2014, Analyzing the User Inactiveness in a Mobile Social Game
Books :
Roy Sandberg ,Mark Rollins, The Business of Android Apps Development (Making and Marketing Apps that Succeed on
Google Play, Amazon Appstore and More)
Taylor Pierce ,Dave Wooldridge, The Business of iOS App Development (For iPhone, iPad and iPod touch)
Magazines :
Peyvast Monthly Magazine, Iran, 2015