Some entertainers, like Michael Jackson, become worldwide stars. But others stop at the border. With games, the same is true. We’ll delve into why. What appeals to a broader audience? What games work mainly in just one country, or spread to adjacent countries? Flurry captures analytics on more than 170,000 app makers and 150 billion play sessions a month.
A Year of Casual Games on iOS: The Usage Perspective | Fred Thuard, Loic JalminJessica Tams
Delivered at Casual Connect USA 2016. Thanks to the Whally Index, tracking daily usage of 430 million players on iOS, this session will focus on the best strategies for how to building a Top 20 audience for iOS Casual games over the course of a year. Particular focus will be given to the top achievers of the year – to name a few: Color Switch, Subway Surfer (Kiloo), Hungry Shark world vs Evo (Ubisoft & FGOL), Ketchapp – and newcomers for the year.
Tiến sĩ Dr. Serkan Toto, tư vấn viên phát triển game Nhật Bản, phát biểu tại hội nghị Astro #GOInnovate tại Cyberjaya, Kuala Lumpur cuối tuần vừa rồi về xu hướng trò chơi di động tại châu Á.
Bản quyền thuộc về Tiến sĩ Dr. Serkan Toto
Xem thêm tại LamGame.vn
Lược dịch từ GameInAsia.com
A Year of Casual Games on iOS: The Usage Perspective | Fred Thuard, Loic JalminJessica Tams
Delivered at Casual Connect USA 2016. Thanks to the Whally Index, tracking daily usage of 430 million players on iOS, this session will focus on the best strategies for how to building a Top 20 audience for iOS Casual games over the course of a year. Particular focus will be given to the top achievers of the year – to name a few: Color Switch, Subway Surfer (Kiloo), Hungry Shark world vs Evo (Ubisoft & FGOL), Ketchapp – and newcomers for the year.
Tiến sĩ Dr. Serkan Toto, tư vấn viên phát triển game Nhật Bản, phát biểu tại hội nghị Astro #GOInnovate tại Cyberjaya, Kuala Lumpur cuối tuần vừa rồi về xu hướng trò chơi di động tại châu Á.
Bản quyền thuộc về Tiến sĩ Dr. Serkan Toto
Xem thêm tại LamGame.vn
Lược dịch từ GameInAsia.com
157 Mobile App Stats You Should Know AboutStuart Dredge
More stats about the mobile apps market than you can shake a stick at, including data on app stores, consumer usage of apps, analyst forecasts, and some of the success stories in the apps market. Produced by Mobile Entertainment.
Quality Over Quantity - Mobile Users Mater | Jarah Euston, FlurryDealmaker Media
Jarah Euston, Director, Analytics, Flurry
How to identify, acquire and measure quality users for your mobile app.
The cost of building a quality app audience is dramatically increasing. Cost and quality of acquisition varies widely by channel, changes over time and different purchase volumes. To optimize your ROI of marketing spend, you can identify which channels deliver the best users based on engagement, monetization and more. Not every ad unit is created equal.
Smartfone & Tablet Games - By the Numbers -- Simon Podd, Director of Sales, EMEA, Flurry (The White Nights: Mobile Games Conference http://www.wnconf.com/)
Facebook Keynote for PhoCusWright India 2016Lee McCabe
Travel Redefined: Connecting with People in a Mobile first, Always on World. Keynote presentation made by Lee McCabe, Global Head of Travel Strategy at PhoCusWright India - March 2016
Mobile Gaming Industry Today and Tomorrow -- Pavel Ryaykkonen, Co-founder, Marketing Director at Nevosoft (Winter Nights: Mobile Games Conference 2015 http://www.wnconf.com/).
[2014 q2q3umeng insight] China’s Mobile Internet:Further Segmentation and Ver...Umeng
In the third quarter of 2014, the number of active smart devices in China exceeded 900 million, with a growth rate of 8.4%. Within one month after iPhone6 and iPhone6 plus were launched, the total active market in China increased by 14 times.
The number of 4G sessions has grown by 30 times since the beginning of 2014. 4G users expanded from northern and eastern China (where cities were better developed) to other regions.
Less frequent users(launching app for less than 5 days per month) accounts for 55% of all users, and they represent a huge market potential. System tools, video apps and games are their largest demand. Frequent users(launching app for more than 15 days per month) launch nearly 10 apps every day. Entertainment and SNS apps are their largest demand.
SNS, news and other apps supporting life and work have the highest retention rate. Apps in areas with more auxiliary functions in life, like SNS, E-commerce, News & finance, grew faster in vertical fields.
The ratio of jailbroken iOS devices, after reaching an all time low, climbed up to 13.6% in September. The most frequently used apps on those jailbroken devices are video and games.
157 Mobile App Stats You Should Know AboutStuart Dredge
More stats about the mobile apps market than you can shake a stick at, including data on app stores, consumer usage of apps, analyst forecasts, and some of the success stories in the apps market. Produced by Mobile Entertainment.
Quality Over Quantity - Mobile Users Mater | Jarah Euston, FlurryDealmaker Media
Jarah Euston, Director, Analytics, Flurry
How to identify, acquire and measure quality users for your mobile app.
The cost of building a quality app audience is dramatically increasing. Cost and quality of acquisition varies widely by channel, changes over time and different purchase volumes. To optimize your ROI of marketing spend, you can identify which channels deliver the best users based on engagement, monetization and more. Not every ad unit is created equal.
Smartfone & Tablet Games - By the Numbers -- Simon Podd, Director of Sales, EMEA, Flurry (The White Nights: Mobile Games Conference http://www.wnconf.com/)
Facebook Keynote for PhoCusWright India 2016Lee McCabe
Travel Redefined: Connecting with People in a Mobile first, Always on World. Keynote presentation made by Lee McCabe, Global Head of Travel Strategy at PhoCusWright India - March 2016
Mobile Gaming Industry Today and Tomorrow -- Pavel Ryaykkonen, Co-founder, Marketing Director at Nevosoft (Winter Nights: Mobile Games Conference 2015 http://www.wnconf.com/).
[2014 q2q3umeng insight] China’s Mobile Internet:Further Segmentation and Ver...Umeng
In the third quarter of 2014, the number of active smart devices in China exceeded 900 million, with a growth rate of 8.4%. Within one month after iPhone6 and iPhone6 plus were launched, the total active market in China increased by 14 times.
The number of 4G sessions has grown by 30 times since the beginning of 2014. 4G users expanded from northern and eastern China (where cities were better developed) to other regions.
Less frequent users(launching app for less than 5 days per month) accounts for 55% of all users, and they represent a huge market potential. System tools, video apps and games are their largest demand. Frequent users(launching app for more than 15 days per month) launch nearly 10 apps every day. Entertainment and SNS apps are their largest demand.
SNS, news and other apps supporting life and work have the highest retention rate. Apps in areas with more auxiliary functions in life, like SNS, E-commerce, News & finance, grew faster in vertical fields.
The ratio of jailbroken iOS devices, after reaching an all time low, climbed up to 13.6% in September. The most frequently used apps on those jailbroken devices are video and games.
A General Purpose Extensible Scanning Query Architecture for Ad Hoc AnalyticsFlurry, Inc.
We present Burst, an analytic query system with a scalable and flexible approach to performing lowlatency ad hoc analysis over large complex datasets. The architecture consists of hardwareefficient scan techniques and a language facility to transform an extensible set of ad hoc declarative queries into imperative physical scan plans. These plans are multicast across all nodes/cores of a two level sharded/distributed ingestion, storage, and execution topology and executed. The first release of this system is the query engine behind the Flurry Explorer product. Here we explore the design details of that system as well as the incremental ingestion pipeline enhancement currently being implemented for the next major release.
A Query Model for Ad Hoc Queries using a Scanning ArchitectureFlurry, Inc.
Systems like Hadoop, Hbase and Hive allowed the world to take huge strides in managing and analyzing large amounts of data. Products like Flurry analytics make efficient use of large amounts of hardware using these tools to build statistics for hundreds of thousands of applications. However, these tools require the end user to first set up relevant analytics queries and then wait days for the results. If the results prompt new questions or the original query is not quite right, the user must rerun and wait again for the results.
We present the Burst system developed at Flurry to support low-latency single pass queries over very large and complex mobile application streams. We have created a data schema and query model that can answer very complex ad-hoc queries over data, and is highly parallelizable while maintaining low-latency. We implement these scans so that they are time and space efficient using the advanced disk scanning techniques provided by the underlying operating system.
Railsplitter is a framework which significantly reduces development cost to expose a hierarchical data model as a production quality Create, Read, Update, and Delete (CRUD) web service. Railsplitter adopts JSON API [10] as the standard for the service definition given its focus on consumption by front-end developers. Inherent in the design of JSON API are capabilities that reduce the number of round trips from client to server to fetch or update data. Updates on disparate models can happen in a single request allowing the server to build atomicity guarantees. Rather than starting from scratch with a domain-specific language (DSL) to describe a data model, Railsplitter adopts Java Persistence API (JPA) [6] - a modeling definition that is rich and has a long tenure of proven provider implementations. Unlike other approaches, Railsplitter addresses the fundamental needs of flexible, model driven authorization, interoperability with client side applications, and test automation.
Getting Started With Mobile Analytics: iOS Connect Santa Clara Meetup | Flurr...Flurry, Inc.
How to get started with Mobile Analytics:
- How to determine KPIs
- Who are my users
- Which campaigns are working?
- User behavior & lifecycle tracking
- Getting Started with Flurry Analytics
Best Strategy for Developing App Architecture and High Quality AppFlurry, Inc.
Yahoo has been developing several success mobile apps in Taiwan. We’re going to share our best strategy for developing mobile apps. Learning how to use YDevelopKit to save your development resource and using DevOps to retain high quality result simultaneously.
2016 Yahoo Taiwan Mobile Developer Conference Flurry, Inc.
We have hosted the 1st Yahoo Mobile Developer Conference (YMDC) in Taiwan. Please refer to the presentation to learn more about the latest Yahoo's technologies provided for mobile developers.
Please go to developer.yahoo.com to learn more!
Learn about the latest enhancements to the Yahoo Mobile Developer Suite, including Flurry Analytics and Yahoo App Publishing. We have invited our partner, PicCollage(拼貼趣) to share how they leverage Flurry Analytics and Explorer to optimize their App performance. Also, we have Cheetah Mobile(獵豹移動), one of the fastest growing app publisher in the world, will share how they leverage Native Ads to build a sustainable business model.
Yahoo Mobile Meetup: Bangalore & Hyderabad December 2015Flurry, Inc.
Following on from the success of our first Mobile Meetup in June, we are excited to host our second mobile developer event in Bangalore, India.
During this event, we will discuss the latest around the yahoo Mobile Developer Suit, with a deep dive into Flurry Analytics, and the Yahoo App Publishing Platform. We have some our best Flurry and YAP product and engineering people coming in from the US to speak to you.
Yahoo Mobile Developer Conference NYC - Mobile Revolution: Seven Years OnFlurry, Inc.
Yahoo SVP of Publishing Products Simon Khalaf's keynote presentation from the NYC Yahoo Mobile Developer Conference on Aug 26, 2015. Mobile app industry insights and trends delivered from Flurry Analytics and the 720,000 apps we track.
Yahoo Mobile Developer Conference: State of MobileFlurry, Inc.
Flurry CEO Simon Khalaf's 2015 State of Mobile presentation from the Yahoo Mobile Developer Conference. The latest stats from Flurry Analytics, including the growth of the $3.3 TRILLION mobile economy!
Head of Flurry Simon Khalaf breaks down 2014 app usage in his annual State of AppNation presentation. Learn why messaging will become the operating platform on mobile, why teens' behavior signals the beginning of the end of PC, and how retail in our pocket is changing everything!
At #Source14 (www.flurrysource14.com) on April 22, 2014, Flurry CEO and President Simon Khalaf presented "The Age of Living Mobile". This data-rich presentation for 500+ attendees covers mobile disruption industry-by-industry, the rise of mobile addicts and the massive business opportunities ahead. Video of his 20 minute talk is also available on YouTube: https://www.youtube.com/watch?v=N_gwwAay_vs&list=UU3CqvKG-iPJQr7isTLkvirQ
6. Women Spend the Most Time in Games
Source: Flurry Analytics, Top iOS Gaming Apps, April-May 2014
7. We Are the World… Of Gamers
Number of Android Gaming Devices on the Flurry Platform (Millions)
151
140
34
26 25 24 21 20 16 14
United
States
China United
Kingdom
Russia Germany India France Brazil Canada South
Korea
Note: Gaming devices are devices that have generated at least one session in a gaming app. Source: Flurry Analytics, active Android devices as of March 2014
8. Gaming is the Global Pastime
Average Daily Time Spent in Android Games, by Gamers (Minutes)
Source: Flurry Analytics, 60,000 device sample, January 2014
9. We Are What We Play
Distribution of Android Sessions by Game Category
Source: Flurry Analytics, 60,000 device sample, January 2014
10. Arcade & Action, Casual Games Span Borders
Percentage of Android Gamers by Category
Note: Percentage of Android gamers who engaged in at least one session in any given category. Totals may add to more than 100%. Source: Flurry Analytics, 60,000 device sample, January 2014
11. Indians Love Card Games, Germans Love Quizzes
Average Monthly Android Session Frequency in Top Game Categories
Source: Flurry Analytics, 60,000 device sample, January 2014
12. We Spend the Most Time in Apps Made Nearby
Total time spent in apps by user country and app country of origin
Source: Flurry Analytics, based on a sample of 100,000 active connected devices in June 2013 12
59%
35%
25%
16%
13%
8%
5%
7% 64%
8%
33%
44%
56%
18%
100%
90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
United States United
Kingdom
Brazil China
Other
Brazil
China
United Kingdom
United States
Percentage of total time in apps
User country
App country of origin
13. US Losing its Lead in Software
Percentage of Active Apps by Developer Country
Source: Flurry, based on all apps in the Flurry system March of each year 13
65%
53% 46%
38% 34%
35%
47% 54%
62% 66%
PC Era 2011 2012 2013 2014
Other
US
14. Mobile Gaming Is Still Only 14% of Total
Mobile’s Share of the 93B Gaming Software Industry in 2013
14
Handheld
19%
Mobile
14%
PC
19%
Console
47%
An $80B
Worldwide
Upside Potential
Source: Gartner
15. Thank You
t
PRESENTED BY: JOHN SMITH
@simonkhalaf
Editor's Notes
Who is Flurry from Yahoo?
Leading mobile platform for analytics, monetization and user acquisition
- 170,000 Developers
- 550K Apps
- 1.4 Billion devices each month
Explain the slide – here we have broken down the total minutes that users spend in games across the Flurry platform by genre (iOS) on a weekly basis.
The color coding indicates whether the genre skews more male or more female or is neutral (gray)
3/5 and 6/10 top genres by time spent skew more heavily female. Again, ripe for advertising revenue
Time spent in gaming apps around the world. Note we only looked at Android given it’s international market share. This allows for a fairer comparison across countries.
The US gamers spend the most time in games, while in Brazil they spend the least with only 23 minutes.
So we know where in the world the gamers are- everywhere. But what they are playing differs by country. This chart shows the distribution of sessions by gaming category for those devices that engaged in at least one gaming session.
Chart displays the percentage of gaming devices engaging in at least one session in any given category. Gaming devices are devices that have generated at least one session in any game. For example, in South Korea, 82% of devices that play a game play arcade & action games.
Arcade & action and casual games have the highest percentage of gamers playing them. These categories have the widest reach.
If I’m a sports app developer, I’d be wise to go after the US or UK markets, which are both large in terms of size and have the greatest percentage of players engaging in sports games.
Now we look beyond reach at frequency. Here we examined which countries over-index in which categories based on monthly session frequency. A handful of the biggest outliers are displayed on this slide. You can see that in Germany, the average gaming device has 66 monthly sessions in Brain & Puzzle games, 154% more than the worldwide average of 26. The industrious Germans love puzzles and quizzes. The hugely popular 4 Pics One Word is from Germany after all.
Indians on the other had get their kicks in card games. For the purpose of this analysis, card games include things like poker- or teen patti, Indian poker to be more precise (“three cards” in English). Solitaire is also very popular in India.
Italians love word games, Brazil is nuts for fantasy football (soccer, that is), Russia goes for classic casual games with a physics element, South Korea doesn’t play unless the game is on Kakao, and even then it’s simple arcade type games, the cuter the better.