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November 26, 2013

Do you know where your audience is?
Richard Firminger, GMEMEA

www.flurry.com
Flurry is a leading mobile advertising and analytics provider

AppSpot

Applications: 10,000+
Devices/month: 300M
Conversions/month: 120M

Applications: 2,500+
Devices/month: 250M
Impressions/month: 7.5B

Analytics

Applications: 400,000
Devices/month: 1.2B
Data points/month: 1.9T

Audience

Publisher

Advertiser

AppCircle
Mobile adoption
Worldwide Analytics Events Tracked by Flurry (Trillions)
2
1.8

Retail

1.6
1.4

Logistics &
Travel

1.2

1

Social
Networking

0.8
0.6
0.4

M&E

Music

Gaming

0.2
0

Source: Flurry Analytics, January 2009 – January 2013

www.flurry.com

3
Mobile Content Explosion
App starts on the Flurry platform
40,000

35,000
30,000
25,000
20,000

15,000
10,000
5,000
Q1 2012

Q2 2012

Q3 2012

Q4 2012

Q1 2013

Q2 2013

Q3 2013
www.flurry.com

4
Competition for Consumers Continues to Increase
~1 million available apps on iOS and Android
GOOGLE PLAY

iTUNES APP STORE

1000

900
800 800
675 700
650
600 600
500

425

400
250
160
2 28
Mar-09

20
Dec-09

200

460

350
250

80
Aug-10

May-11

Jul-11

Oct-11

Apr-12

Jun-12

Sep-12

Jan-13 Jun/Jul-13

Sources: Google, Apple; number in thousands
It Takes Work to Make it to the Top of the Charts
To achieve an App Store
ranking of at least:

Minimum new users
required

Average new users
required

Maximum new users
required

1

190,000

281,000

372,000

5

145,000

170,000

194,000

10

75,000

83,000

90,000

15

59,000

65,000

70,000

25

44,000

48,000

51,000

50

39,000

41,000

43,000

100

25,000

26,000

27,000

Source: Flurry new user data and App Store ranking data based on sample size of 149 apps over 90 day period (Jan. 20,
2013 – April 19); The findings on this slide are based on an ANOVA analysis that gives in general the number of new users
required to achieved a certain rank. The ANOVA analysis was statistically significant at p < 0.000, and F =394; The second
and fourth columns of the table are lower and upper bounds for a 95% confidence interval around the mean (third column).
Source: Flurry Analytics.
Churn for Top Performing Apps is ~50% After 30 Days
Average 30-Day Churn Rate for Top apps
100%
After 30 days, ~50%
of users are no longer
active

90

Users Retained (%)

80
70
60

48%

50
40
30

24%

20
10
0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Days Since First Use of App
Source: Flurry Analytics. Churn based on new users acquired from January–May 2013 for top 1,000 apps Flurry tracks
Loyalty Varies by Application Category

Source: Flurry Analytics, May 2013
Global Adoption? 100% Growth is the Norm
Growth in Active Connected Devices

300%+

200-299%

100-199%

0-99%

<0%
www.flurry.com

9
Mobile Development has gone Global
Percentage of Active Apps by Developer Country
100
90

80
70
60

55%

55%

64%

50

Other
US

40
30
20

45%

45%

36%

10
0
2011

2012

1023
2013

Source: Flurry Analytics, based on all apps in Flurry’s system at the start of June of the year indicated

www.flurry.com

10
The US Losing its Lead?
Total Time Spent in Apps by User Country and App Country of Origin
100%

18%

90%
Percentage of total time in apps

80%
70%
60%

33%

44%

56%

5%

Other

50%

7%

40%

13%

30%

App country of origin

64%
8%

59%

20%

8%
35%

25%

10%

Brazil
China
United Kingdom
United States

16%

0%
United States

United
Kingdom

Brazil

China

User country
Source: Flurry Analytics, based on a sample of 100,000 active connected devices in June 2013

www.flurry.com

11
Growth in the European connected device installed base
2012-2013 Growth
140%
120%

100%
80%
60%

40%
20%
0%

Source: Flurry Analytics, August 2012 and 2013

www.flurry,.com

12
Size and penetration of European device markets
35,000,000
UK

30,000,000

Installed base

25,000,000

Germany

20,000,000

France

15,000,000

Spain

Italy

10,000,000

Netherlands

5,000,000

Switzerland

Sweden

0
0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

Devices per head of population (all ages)
Source: Flurry Analytics, August 2013

www.flurry.com

13
Mobile increasingly means Apps…
Time spent on mobile devices
100%
90%

80%

27%

19%

13%

70%
60%
50%
40%
30%

73%

81%

87%

2012

Mobile Web
Apps

2013

20%
10%

0%
2011

www.flurry.com

14
App time is all the time…
Average Times Spent on iOS Devices
1.8
1.6
1.4
1.2
1
0.8
0.6
0.4
0.2
0
5:00 6:00 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00 4:00 5:00 6:00 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00 4:00
AM AM AM AM AM AM AM PM PM PM PM PM PM PM PM PM PM PM PM AM AM AM AM AM

Games

Social &Photo Sharing

News & Magazines

Music, Media & Entertainment

Utilities & Productivity

Lifestyle & Shopping

Sports, Health & Fitness

Other
www.flurry.com

15
….from Perception to Precision
www.flurry.com
Men might not be where you think they are
Time spent on mobile devices
100%
90%

19%

17%
29%

80%
Sports Fans
only spend
3% of their
time in
sports apps

70%

60%
50%

19%

6%

21%
7%

13%
13%

40%
30%
20%

Business
travelers
only spend
2% of their
time in
travel apps

52%

55%

Sports Fans

Personal Finance
Geeks

41%

All Other

Finance
Sports
Travel
Newsstand
SocialNetworking
Games

10%
0%
Business Travelers

Source: Source: Flurry Analytics for May 2013, based on a sample of 48,162 iOS devices
Shoppers might not be where you think they are
Time spent on mobile devices
100%
90%
80%
70%

60%
50%

28%

37%

11%
10%
28%

18%

32%

35%

Catalog Shoppers

Value Shoppers

40%
30%
20%
10%

Value
shoppers
spend less
time social
networking

0%
Source: Flurry Analytics for May 2013, Based on a sample of 48,162 iOS devices

All other
Newsstand
SocialNetworking
Games
How do different Personas allocate their app time?
iOS
100%

Other

90%
80%

5%
7%

70%
60%
50%
40%

4%
14%

5%
7%

14%

Sports
9%
12%

8%
8%

15%
71%

30%
20%

Health & Fitness

48%

34%

43%

10%
0%
Value
Shoppers

Business
Travelers

Mums

Sports
Enthusiasts

Photo/Video
Entertainment

64%

48%

Utilities

Hipsters

Avid
Runners

Music
Social
Networking
GamesAll

www.flurry.com

20
How do different Personas allocate their app time?
Android
100%

Other

90%
80%

10%

70%

7%

60%

7%

50%

7%
5%
9%

8%
7%

11%
13%

14%

14%

8%

8%

8%

8%

Shopping

9%
4%
5%
10%

44%

41%

Productivity
Tools

16%

30%

Health & Fitness

6%

15%

40%
20%

9%

Entertainment
50%

50%

55%

Social
Communication

35%

10%

Games

0%
Value
Business
Shoppers Travelers

Mums

Sports
Hipsters
Enthusiasts

Avid
Runners
www.flurry,.com

21
To find Mums, target iPads; to find New Mums, target iPhones
Time spent on mobile devices

Moms

41%

59%

iPhone
iPad
New Moms

91%

0%

20%

40%

9%

60%

80%

100%

Source: Flurry Analytics for May 2013, Based on a sample of 48,162 iOS devices
Options for Paid Mobile Marketing
ENGAGEMENT
ENGAGEMENT

Branded App
Promotion
Brand Integration
Rich Media
Video
Display – Banners & Interstitials
INVESTMENT
Whatever the Unit, Track Performance

4. Analyze LongTerm Performance

$$

1. Track User Source

Channel 1
Channel 2

??

Channel 3

3. Optimize
Acquisition Budget

2. Evaluate User
Quality
✔ Made
Purchase
Shared on
FB
November 2013

Thank you

www.flurry.com

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Do you know where your audience is? by Richard Firminger

  • 1. November 26, 2013 Do you know where your audience is? Richard Firminger, GMEMEA www.flurry.com
  • 2. Flurry is a leading mobile advertising and analytics provider AppSpot Applications: 10,000+ Devices/month: 300M Conversions/month: 120M Applications: 2,500+ Devices/month: 250M Impressions/month: 7.5B Analytics Applications: 400,000 Devices/month: 1.2B Data points/month: 1.9T Audience Publisher Advertiser AppCircle
  • 3. Mobile adoption Worldwide Analytics Events Tracked by Flurry (Trillions) 2 1.8 Retail 1.6 1.4 Logistics & Travel 1.2 1 Social Networking 0.8 0.6 0.4 M&E Music Gaming 0.2 0 Source: Flurry Analytics, January 2009 – January 2013 www.flurry.com 3
  • 4. Mobile Content Explosion App starts on the Flurry platform 40,000 35,000 30,000 25,000 20,000 15,000 10,000 5,000 Q1 2012 Q2 2012 Q3 2012 Q4 2012 Q1 2013 Q2 2013 Q3 2013 www.flurry.com 4
  • 5. Competition for Consumers Continues to Increase ~1 million available apps on iOS and Android GOOGLE PLAY iTUNES APP STORE 1000 900 800 800 675 700 650 600 600 500 425 400 250 160 2 28 Mar-09 20 Dec-09 200 460 350 250 80 Aug-10 May-11 Jul-11 Oct-11 Apr-12 Jun-12 Sep-12 Jan-13 Jun/Jul-13 Sources: Google, Apple; number in thousands
  • 6. It Takes Work to Make it to the Top of the Charts To achieve an App Store ranking of at least: Minimum new users required Average new users required Maximum new users required 1 190,000 281,000 372,000 5 145,000 170,000 194,000 10 75,000 83,000 90,000 15 59,000 65,000 70,000 25 44,000 48,000 51,000 50 39,000 41,000 43,000 100 25,000 26,000 27,000 Source: Flurry new user data and App Store ranking data based on sample size of 149 apps over 90 day period (Jan. 20, 2013 – April 19); The findings on this slide are based on an ANOVA analysis that gives in general the number of new users required to achieved a certain rank. The ANOVA analysis was statistically significant at p < 0.000, and F =394; The second and fourth columns of the table are lower and upper bounds for a 95% confidence interval around the mean (third column). Source: Flurry Analytics.
  • 7. Churn for Top Performing Apps is ~50% After 30 Days Average 30-Day Churn Rate for Top apps 100% After 30 days, ~50% of users are no longer active 90 Users Retained (%) 80 70 60 48% 50 40 30 24% 20 10 0 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Days Since First Use of App Source: Flurry Analytics. Churn based on new users acquired from January–May 2013 for top 1,000 apps Flurry tracks
  • 8. Loyalty Varies by Application Category Source: Flurry Analytics, May 2013
  • 9. Global Adoption? 100% Growth is the Norm Growth in Active Connected Devices 300%+ 200-299% 100-199% 0-99% <0% www.flurry.com 9
  • 10. Mobile Development has gone Global Percentage of Active Apps by Developer Country 100 90 80 70 60 55% 55% 64% 50 Other US 40 30 20 45% 45% 36% 10 0 2011 2012 1023 2013 Source: Flurry Analytics, based on all apps in Flurry’s system at the start of June of the year indicated www.flurry.com 10
  • 11. The US Losing its Lead? Total Time Spent in Apps by User Country and App Country of Origin 100% 18% 90% Percentage of total time in apps 80% 70% 60% 33% 44% 56% 5% Other 50% 7% 40% 13% 30% App country of origin 64% 8% 59% 20% 8% 35% 25% 10% Brazil China United Kingdom United States 16% 0% United States United Kingdom Brazil China User country Source: Flurry Analytics, based on a sample of 100,000 active connected devices in June 2013 www.flurry.com 11
  • 12. Growth in the European connected device installed base 2012-2013 Growth 140% 120% 100% 80% 60% 40% 20% 0% Source: Flurry Analytics, August 2012 and 2013 www.flurry,.com 12
  • 13. Size and penetration of European device markets 35,000,000 UK 30,000,000 Installed base 25,000,000 Germany 20,000,000 France 15,000,000 Spain Italy 10,000,000 Netherlands 5,000,000 Switzerland Sweden 0 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 Devices per head of population (all ages) Source: Flurry Analytics, August 2013 www.flurry.com 13
  • 14. Mobile increasingly means Apps… Time spent on mobile devices 100% 90% 80% 27% 19% 13% 70% 60% 50% 40% 30% 73% 81% 87% 2012 Mobile Web Apps 2013 20% 10% 0% 2011 www.flurry.com 14
  • 15. App time is all the time… Average Times Spent on iOS Devices 1.8 1.6 1.4 1.2 1 0.8 0.6 0.4 0.2 0 5:00 6:00 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00 4:00 5:00 6:00 7:00 8:00 9:00 10:00 11:00 12:00 1:00 2:00 3:00 4:00 AM AM AM AM AM AM AM PM PM PM PM PM PM PM PM PM PM PM PM AM AM AM AM AM Games Social &Photo Sharing News & Magazines Music, Media & Entertainment Utilities & Productivity Lifestyle & Shopping Sports, Health & Fitness Other www.flurry.com 15
  • 18. Men might not be where you think they are Time spent on mobile devices 100% 90% 19% 17% 29% 80% Sports Fans only spend 3% of their time in sports apps 70% 60% 50% 19% 6% 21% 7% 13% 13% 40% 30% 20% Business travelers only spend 2% of their time in travel apps 52% 55% Sports Fans Personal Finance Geeks 41% All Other Finance Sports Travel Newsstand SocialNetworking Games 10% 0% Business Travelers Source: Source: Flurry Analytics for May 2013, based on a sample of 48,162 iOS devices
  • 19. Shoppers might not be where you think they are Time spent on mobile devices 100% 90% 80% 70% 60% 50% 28% 37% 11% 10% 28% 18% 32% 35% Catalog Shoppers Value Shoppers 40% 30% 20% 10% Value shoppers spend less time social networking 0% Source: Flurry Analytics for May 2013, Based on a sample of 48,162 iOS devices All other Newsstand SocialNetworking Games
  • 20. How do different Personas allocate their app time? iOS 100% Other 90% 80% 5% 7% 70% 60% 50% 40% 4% 14% 5% 7% 14% Sports 9% 12% 8% 8% 15% 71% 30% 20% Health & Fitness 48% 34% 43% 10% 0% Value Shoppers Business Travelers Mums Sports Enthusiasts Photo/Video Entertainment 64% 48% Utilities Hipsters Avid Runners Music Social Networking GamesAll www.flurry.com 20
  • 21. How do different Personas allocate their app time? Android 100% Other 90% 80% 10% 70% 7% 60% 7% 50% 7% 5% 9% 8% 7% 11% 13% 14% 14% 8% 8% 8% 8% Shopping 9% 4% 5% 10% 44% 41% Productivity Tools 16% 30% Health & Fitness 6% 15% 40% 20% 9% Entertainment 50% 50% 55% Social Communication 35% 10% Games 0% Value Business Shoppers Travelers Mums Sports Hipsters Enthusiasts Avid Runners www.flurry,.com 21
  • 22. To find Mums, target iPads; to find New Mums, target iPhones Time spent on mobile devices Moms 41% 59% iPhone iPad New Moms 91% 0% 20% 40% 9% 60% 80% 100% Source: Flurry Analytics for May 2013, Based on a sample of 48,162 iOS devices
  • 23. Options for Paid Mobile Marketing ENGAGEMENT ENGAGEMENT Branded App Promotion Brand Integration Rich Media Video Display – Banners & Interstitials INVESTMENT
  • 24. Whatever the Unit, Track Performance 4. Analyze LongTerm Performance $$ 1. Track User Source Channel 1 Channel 2 ?? Channel 3 3. Optimize Acquisition Budget 2. Evaluate User Quality ✔ Made Purchase Shared on FB

Editor's Notes

  1. We are known among the app industry as the leading analytics data provider, and the go to advertising partner if you want to build a better app audience or intelligently target consumers with brand advertising in apps. I’m going to share some insights with you today about how we see the targeting landscape improving in the mobile app industry. Before I share those insights, I just want to give you a little context on our data and Flurry’s role in the advertising industry.
  2. We have 3 main services: 1. Analytics, 2. A demand side platform – AppCircle and 3. A supply side platform – AppSpot. The analytics data is provided by our developers and their audience that uses their apps. That data drives our targeting capabilities for advertisers using AppCircle, which they use to build an app audience or run performance marketing campaigns for brands. That data also powers the AppSpot publishing platform that leading app developers and publishers use to optimize monetization through advertising.This just gives you a sense of the power of the data and how it is used across the two platforms. We have over a 120k companies using Analytics across 390k apps. Each month, we see over 1.2B devices and record 1.9T data points – a figure that has doubled since the beginning of the year. All that data, powers AppSpot which has exploded to reaching 250M devices since the beginning of the year when we took the service GAAnd, AppCircle which is reaching a number of monthly uniques that is on par with top comScore sites.
  3. This overcrowding increased the competition for consumers. There has beenan explosion in the number of apps across Android and iOS. Today, there are over a million unique apps to choose from. With this kind of competition for shelf space and consumers, no wonder discovery is top of mind for every developer around the world.
  4. Recently, Flurry examined key loyalty metrics for a wide range of apps. PEEL the ONION on the games category. Examine GENRESHow do METRICS differ? WHO is playing each?
  5. So how does all this app consumption compare to mobile web? There’s no denying it; mobile means apps.Apps are the go to content experience for smart device owners. You can see here that the mobile web is not where the growth is coming from. In fact, over the last 2yrs, we have found that you’re average smart device users spends significantly more time in apps than the web period.
  6. Allthis activity, all this data is improving the precision of targeting advertising.At the launch of mobile, we were restricted to contextual-based advertising. We targeted properties where we perceived our consumers might be- without any insight into whether or not they were actually there. The power of Big Data has allowed the industry to move beyond context, to target based on demographics, location, time of day, and device. We’re now seeing a new era of precision, that breaks away from context entirely and focuses on real behavior, down to the impression level.Targeting behavioral personas in an RTB marketplace delivers the precision the industry has been waiting for
  7. Take for example the male-dominated personas of Sports Fans, Finance Geeks, and Business TravelersIf you targeted based on context- say, Sports apps- you’d only be capturing a tiny percentage of the target user’s timeIn fact, Sports Fans only spend 3% of their time on their mobile devices in Sports appsYou’d be better off targeting games and social networking, where they spend more time
  8. The same is true for the more female-dominated shopper There are significant differences in how catalog shoppers and value shoppers spend their timeCatalog shoppers are more social than value shoppersAnd neither spends a significant amount of time in shopping apps compared to other types of apps- less than 1%! So Targeting based on context is missing real opportunity
  9. Just like travelers and shoppers, not all moms are the sameThe combination of behavior and device reveals differences in this important personaMoms with older children are more likely to be found on their tablets (60% of the time), likely with a small child attached to itNew moms are balancing baby in one hand and the phone in the other. Only 10% of their time is spent on tabletsSo behavioral precision is key to reaching your target audience. But how can you best achieve this precision?Just looking at these few examples and considering the targeting options from context to persona. You can imagine there are millions of different signal combinations that exist in matching your ad with the right consumer in right the impression. Which is why RTB and data are such a great fit…
  10. Flurry Ad Analytics gives you full visibility through Post-Acquisition, so you can maximize ROI on your acquisition spend1. Know the source of every new user2. Quickly see the quality of users delivered by each acquisition source3. Easily compare channel and campaign performance to optimize your acquisition budget, Ex: Increase spend in Channel 34. Use Flurry Analytics to get a deeper understanding of the users each channel delivers and tune your marketing plan, Ex: Remove Channel 1 because Channel 2 delivers the same audience for less
  11. Whether you’re a publisher, a DSP, a trading desk or an advertiser looking to more effectively target campaigns, let’s make sure we have a conversation about precision. Feel free to reach out to me…If you want to drill into some of these insights further, definitely check out our blog. Thanks for your time.