The document is a presentation from Adways Korea on mobile game marketing data from 2014. It contains the following key points:
1. It provides data on trends in mobile game installations and registrations from January to April 2014 in Korea. RPG games had the highest average reservations.
2. It analyzes conversion rates, average reservation numbers, and periods between reservation and installation. The average conversion rate was 56.2% and the average period was 2.8 weeks.
3. It compares the click-through rates for different user acquisition methods, finding that pre-registration events had the highest CTR at 1.5%, while ad networks were lower at around 1%.
Guest talk on "why sustainable design & what now" to Kingston University MA S...Frank O'Connor
This document discusses sustainable design and related topics. It begins with a brief introduction to a talk on sustainable design given in 2014. It then covers a range of issues such as the disconnect between people and the planet, the culture of overconsumption, and the catastrophic consequences of unconscious collective behavior. It discusses the need for systems thinking and a circular economy approach. It emphasizes that designers have significant influence and that most environmental impacts are determined at the design stage. It suggests moving towards more responsible business models and design that incorporates ethics and responsibility.
The document is a presentation from Adways Korea on mobile game marketing data from 2014. It contains the following key points:
1. It provides data on trends in mobile game installations and registrations from January to April 2014 in Korea. RPG games had the highest average reservations.
2. It analyzes conversion rates, average reservation numbers, and periods between reservation and installation. The average conversion rate was 56.2% and the average period was 2.8 weeks.
3. It compares the click-through rates for different user acquisition methods, finding that pre-registration events had the highest CTR at 1.5%, while ad networks were lower at around 1%.
Guest talk on "why sustainable design & what now" to Kingston University MA S...Frank O'Connor
This document discusses sustainable design and related topics. It begins with a brief introduction to a talk on sustainable design given in 2014. It then covers a range of issues such as the disconnect between people and the planet, the culture of overconsumption, and the catastrophic consequences of unconscious collective behavior. It discusses the need for systems thinking and a circular economy approach. It emphasizes that designers have significant influence and that most environmental impacts are determined at the design stage. It suggests moving towards more responsible business models and design that incorporates ethics and responsibility.
1. Copyright (C) ADWAYS INC.All Rights Reserved
April 17th, 2014
Adways Inc.
Director, Head of Publishing
Nobuyoshi Noda
in AppMarketing
Game Next
Global Trend
2. Copyright (C) ADWAYS INC.All Rights Reserved
<Established> 2001
<HQ> Tokyo
<Office> Shanghai, Seoul, SF, etc.
11Countries, 17 Cities
<Capital> JPY1.4Billion (2013/12)
<Employee> 1,003 (2013/12)
<Business> Online Marketing
Media & Content
Company Profile
<Operation><Main Service>
3. Copyright (C) ADWAYS INC.All Rights Reserved
Bringing New Value to the Market
アプリ事前登録サービス アプリトラッキングツール
SPリワードネットワーク PCアフィリエイトネットワーク
Company Profile
台湾ポイントアプリ
5. Copyright (C) ADWAYS INC.All Rights Reserved
0
25
50
75
100
2012 2013 2014 2015 2016 2017 2018
94.91
77.67
61.4
45.85
31.45
17.96
8.76
Mobile AD Market Worldwide
(Unit:Billion USD)
More than $94B market by 2018
6. Copyright (C) ADWAYS INC.All Rights Reserved
Mobile AD Market Worldwide by Company
34%
1%
3%
3%
2%
5%
53%
Google Facebook Twitter Pandora YP Millennial Media Other
25%
1%
2%
2%
3%
22%
47%
2012 2014
9. Copyright (C) ADWAYS INC.All Rights Reserved
Web or App?
0
25
50
75
100
2013 2014
Apps
Mobile Web
Percentage of time spent
80%
20%
86%
14%
(Source: Flurry Analytics, emarketer April, 2014)
10. Copyright (C) ADWAYS INC.All Rights Reserved
Web or App?
0%
18%
35%
53%
70%
Google Facebook Other Apps
33%
18%
49%
65%
17%18%
Time Spent Ad Spent
(Source: Flurry Analytics, emarketer April, 2014)
Ad Spend versus Time Spent on Mobile