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Consumer usage
patterns in the age of
the app
Georgia Foster
Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun 2016-17
Figures show that
gamers prefer
playing on a
console in
comparison to
playing on a
handheld, tablet,
smartphone and
computer.
And apps and
physical disc/cart
are most popular
out of online
download, online
social, online
multiplayer, online
browser sites and
others (pre
install).
Source - online survey amongst 4,058 representative online GB
individuals aged 8-74 (fieldwork June 2014)
Compared with March
2016, total minutes
spent on mobile apps
are up more than
14%, representing
82% of the total time
spent on mobile and
more than half of all
digital minutes.
The combined
U.K. app minutes
in September
2016 totalled
more than 86
million days, or
more than
236,105 years –
the same time that
has passed since
the Middle
Palaeolithic period
(around 30,000
years before the
first appearance
of homo sapiens).
On a per-user basis, average app time is up
14% in the last 6 months, and we now spend
on average almost 63 hours a month on
mobile apps, versus 14 on mobile web.
Most mobile app users in
September 2016 did not
download a single app,
and of those who did,
more than half only
downloaded one or two.
Only a few heavy users
download more than 5
apps per month, and
they represent less than
8% of the total app
audience.
Source:
http://www.comscore.com/Insights/Data-
Mine/How-mobile-apps-are-distorting-time
As photo taking and
sharing becomes
ever more prolific, the
focus is shifting to
video, which is likely
to substitute
increasingly for still
photos.
According to
Deloittes
research
16% of
smartphone
owners now
shoot videos
weekly and
share via
social media
or instant
messaging.
There has been a
corresponding
increase in daily
photo posting to
social media and
sharing via instant
messaging, from
five per cent to
12%.
The proportion of
those taking and
sharing photos
weekly has fallen,
suggesting
occasional weekly
users have
become daily
ones.
Source: UK edition, Deloitte Global Mobile Consumer Survey, May-Jun
2015, May-Jun 2016
Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun
2016
Source: Flurry Anlaytics ComScore, Pandora, Facebook,
NetMarketShare Note: US june 2015
In 3 hours and 40 minutes
90% of time is being
spent on the usage of
apps.
This 90% includes Apps
such as: Facebook,
messaging/social,
YouTube, entertainment,
gaming, utilities,
productivity, news and
others.
Figures show that 56%
of people review the
weather using an App.
Whereas 22% of
people who use a
browser.
Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun
2016
However statistics
state and reveal a
clear contrast for
online
shopping/retail. 40%
of people shop using
a browser whereas
22% use an app.

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Consumer usage patterns in the age of the app: How mobile apps are distorting time

  • 1. Consumer usage patterns in the age of the app Georgia Foster
  • 2. Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun 2016-17
  • 3. Figures show that gamers prefer playing on a console in comparison to playing on a handheld, tablet, smartphone and computer. And apps and physical disc/cart are most popular out of online download, online social, online multiplayer, online browser sites and others (pre install). Source - online survey amongst 4,058 representative online GB individuals aged 8-74 (fieldwork June 2014)
  • 4. Compared with March 2016, total minutes spent on mobile apps are up more than 14%, representing 82% of the total time spent on mobile and more than half of all digital minutes. The combined U.K. app minutes in September 2016 totalled more than 86 million days, or more than 236,105 years – the same time that has passed since the Middle Palaeolithic period (around 30,000 years before the first appearance of homo sapiens). On a per-user basis, average app time is up 14% in the last 6 months, and we now spend on average almost 63 hours a month on mobile apps, versus 14 on mobile web. Most mobile app users in September 2016 did not download a single app, and of those who did, more than half only downloaded one or two. Only a few heavy users download more than 5 apps per month, and they represent less than 8% of the total app audience. Source: http://www.comscore.com/Insights/Data- Mine/How-mobile-apps-are-distorting-time
  • 5. As photo taking and sharing becomes ever more prolific, the focus is shifting to video, which is likely to substitute increasingly for still photos. According to Deloittes research 16% of smartphone owners now shoot videos weekly and share via social media or instant messaging. There has been a corresponding increase in daily photo posting to social media and sharing via instant messaging, from five per cent to 12%. The proportion of those taking and sharing photos weekly has fallen, suggesting occasional weekly users have become daily ones. Source: UK edition, Deloitte Global Mobile Consumer Survey, May-Jun 2015, May-Jun 2016 Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun 2016
  • 6. Source: Flurry Anlaytics ComScore, Pandora, Facebook, NetMarketShare Note: US june 2015 In 3 hours and 40 minutes 90% of time is being spent on the usage of apps. This 90% includes Apps such as: Facebook, messaging/social, YouTube, entertainment, gaming, utilities, productivity, news and others.
  • 7. Figures show that 56% of people review the weather using an App. Whereas 22% of people who use a browser. Source: UK edition, Deloitte Global Mobile Consumer Survey, May–Jun 2016 However statistics state and reveal a clear contrast for online shopping/retail. 40% of people shop using a browser whereas 22% use an app.