t
Simon Khalaf, President & CEO
@simonkhalaf
The Age of
Living Mobile
Six Years In: Nothing But Growth
2
0
20
40
60
80
100
120
140
160
May-08
Jul-08
Sep-08
Nov-08
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Mar-12
May-12
Jul-12
Sep-12
Nov-12
Jan-13
Mar-13
May-13
Jul-13
Sep-13
Nov-13
Jan-14
Mar-14
Monthly Sessions Measured by Flurry from 500k+ Apps
Music
Gaming
M&E
Social
Networking
Logistics &
Travel
Retail
Messaging
MonthlySessions(Billions)
Messaging Apps’ Astronomical Growth
3
316%
115%
Messaging App Usage Overall
2012-2013 Growth Rate
Source: Flurry Analytics
Creating Overnight Telco Companies
4
700
465
355
300
105 100 66
34
China
Mobile
WhatsApp WeChat Line AT&T Kakao Talk NTT
Docomo
SK
Telecom
Publicly Disclosed Number of Subscribers (in Millions)
App
Telco
US M-Commerce Growth
5
60% Growth
2012 2013
Source: Internet Retailer
US M-Commerce Revenues (in Billions)
$20.5
$33B
Mobile Travel & Logistics Growth
6
1
2
3
4
5
6
7
8
0
5
10
15
2011 2012 2103
Revenue Usage
Revenue(inBillions)
Usage(inBillionsofsessions)
Sources: Flurry, PhoCusWright
Mobile Travel Revenues Growing at 168% CAGR
Mobile Has Completely Absorbed Social
7
68%
98%
86%
100% 92%
0%
20%
40%
60%
80%
100%
Facebook Instagram Twitter Snapchat Pinterest
Mobile Desktop
Share of Time Spent Per Platform, US Only
Sources: Comscore, US 18+ Dec 2013
Back to Music: Mobile Disrupting Its Own
8
Physical
51%
Digital
39%
Rights
8%
Downloads
67%
Paid
Streaming
17%
Other
16%
+51%
-2.3%
Digital’s Share of the 15B Music Industry; Mobile Streaming Hits $1B
DOWNLOADS
PAID
STREAMING
Source: IFPI, 2013 data
2012-2103 Year-Over-Year
Growth
2013 Music Sales
Music Industry Overall Digital’s Share
Mobile Now Means Apps
9Source: Flurry Analytics, Comscore, NetMarketShare
Average Times Spent by iOS Devices on Flurry’s Network – US only
…And a 24/7/365 Activity
10
0
0.2
0.4
0.6
0.8
1
1.2
1.4
1.6
1.8
5:00
AM
6:00
AM
7:00
AM
8:00
AM
9:00
AM
10:00
AM
11:00
AM
12:00
PM
1:00
PM
2:00
PM
3:00
PM
4:00
PM
5:00
PM
6:00
PM
7:00
PM
8:00
PM
9:00
PM
10:00
PM
11:00
PM
12:00
AM
1:00
AM
2:00
AM
3:00
AM
4:00
AM
Games Social &Photo Sharing News & Magazines Music, Media & Entertainment
Utilities & Productivity Lifestyle & Shopping Sports, Health & Fitness Other
Source: Flurry Analytics, August 2013
Mobile has Become a Worldwide Activity
11
Top Ten Countries on the Flurry Platform (Millions)
Source: Flurry Analytics, active devices as of March 2014
330
295
62 45 42 42 40 36 36 35 32
China United
States
United
Kingdom
Japan India Germany Russia Brazil France South
Korea
Canada
With the US Losing its Lead in Software
12
Percentage of Active Apps by Developer Country
Source: Flurry, based on all apps in the Flurry system March of each year
65%
53% 46%
38% 34%
35%
47% 54%
62% 66%
PC Era 2011 2012 2013 2014
Other
US
…And China Becoming An Exporter of Software
13
64%
8% 6% 5%
65%
16% 14%
8%
CHINA UK BRAZIL US
2013
2014
Share of Time Spent (% of total) by Apps Developed in China
Source: Flurry, based on a sample of 100k users (March 2013 and March 2014)
639
283
79
784
440
176
Under 16 Times 16 to 60 Times 60+ Times
Mar-13 Mar-14
Worldwide Daily App Usage Distribution (Millions)
23%
55%
123%
Tablets/Phones
De-facto Wearables
Regular Users Super Users Addicts
Mobile Has Become Addictive
14Source: Flurry Analytics
Women Over Index as “Mobile Addicts”
15Source: Flurry, 100k Sample January 2014
-8%
+8%
Males
Females
Mobile Addicts vs. Average Mobile Users (Gender)
Average Mobile User
The Age of the “Mobile Addict”
16Source: Flurry, 100k Sample January 2014
55+
35-54
25-34
18-24
13-17
Mobile Addicts vs. Average Mobile Users (Age)
Average Mobile User
-88%
40%
49%
25%
-42%
UserAge
The Persona of the “Mobile Addict”
17Source: Flurry, 100k Sample January 2014
Moms
Parenting &
Education
Gamer
Sports Fan
Auto
Enthusiast
Parenting &
Education
Gamer
Catalogue
Shopper
10x
7x
7x
6.5x
9x
7x
6x
4x
Mobile Addicts vs. Average Mobile Users (Persona)
MalesFemales
t
We Have Achieved
Great Things in the
Last
Six Years
t
And…
Mobile Gaming Is Still Only 14% of Total
20
Mobile
14%
Handheld
19%
PC
19%
Console
47%
Mobile’s Share of the 93B Gaming Software Industry in 2013
Source: Gartner
An $80B
Worldwide
Upside Potential
Mobile Advertising Is Still in its Infancy
21
Mobile’s Share of the $162B US Advertising Market
Other Channels
96%
Mobile Ads
4%
Sources: iAB, Zenith Optimedia
A $155B US
Upside Potential
North American Mobile Payments Just 0.7% of Total
22
Mobile Payments
0.7%
Other
99.3%
Mobile’s Share of the $158B North American Payment Market
A $157B North
America Upside
Potential
Sources: eMarketer, Deutsch Bank, BCG
Mobile Is Still at 1% of Total US Retail Sales
23
Traditional Retail
91%
PC-Commerce
8%
M-Commerce
1%
Mobile’s Share of the US $3.25 Trillion Market
Sources: ComScore, Forrester.
A Trillion USD
US Opportunity
t
…We Still Have a Lot
of Exciting Work
Ahead of Us

Source14: The Age of Living Mobile

  • 1.
    t Simon Khalaf, President& CEO @simonkhalaf The Age of Living Mobile
  • 2.
    Six Years In:Nothing But Growth 2 0 20 40 60 80 100 120 140 160 May-08 Jul-08 Sep-08 Nov-08 Jan-09 Mar-09 May-09 Jul-09 Sep-09 Nov-09 Jan-10 Mar-10 May-10 Jul-10 Sep-10 Nov-10 Jan-11 Mar-11 May-11 Jul-11 Sep-11 Nov-11 Jan-12 Mar-12 May-12 Jul-12 Sep-12 Nov-12 Jan-13 Mar-13 May-13 Jul-13 Sep-13 Nov-13 Jan-14 Mar-14 Monthly Sessions Measured by Flurry from 500k+ Apps Music Gaming M&E Social Networking Logistics & Travel Retail Messaging MonthlySessions(Billions)
  • 3.
    Messaging Apps’ AstronomicalGrowth 3 316% 115% Messaging App Usage Overall 2012-2013 Growth Rate Source: Flurry Analytics
  • 4.
    Creating Overnight TelcoCompanies 4 700 465 355 300 105 100 66 34 China Mobile WhatsApp WeChat Line AT&T Kakao Talk NTT Docomo SK Telecom Publicly Disclosed Number of Subscribers (in Millions) App Telco
  • 5.
    US M-Commerce Growth 5 60%Growth 2012 2013 Source: Internet Retailer US M-Commerce Revenues (in Billions) $20.5 $33B
  • 6.
    Mobile Travel &Logistics Growth 6 1 2 3 4 5 6 7 8 0 5 10 15 2011 2012 2103 Revenue Usage Revenue(inBillions) Usage(inBillionsofsessions) Sources: Flurry, PhoCusWright Mobile Travel Revenues Growing at 168% CAGR
  • 7.
    Mobile Has CompletelyAbsorbed Social 7 68% 98% 86% 100% 92% 0% 20% 40% 60% 80% 100% Facebook Instagram Twitter Snapchat Pinterest Mobile Desktop Share of Time Spent Per Platform, US Only Sources: Comscore, US 18+ Dec 2013
  • 8.
    Back to Music:Mobile Disrupting Its Own 8 Physical 51% Digital 39% Rights 8% Downloads 67% Paid Streaming 17% Other 16% +51% -2.3% Digital’s Share of the 15B Music Industry; Mobile Streaming Hits $1B DOWNLOADS PAID STREAMING Source: IFPI, 2013 data 2012-2103 Year-Over-Year Growth 2013 Music Sales Music Industry Overall Digital’s Share
  • 9.
    Mobile Now MeansApps 9Source: Flurry Analytics, Comscore, NetMarketShare
  • 10.
    Average Times Spentby iOS Devices on Flurry’s Network – US only …And a 24/7/365 Activity 10 0 0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 1.8 5:00 AM 6:00 AM 7:00 AM 8:00 AM 9:00 AM 10:00 AM 11:00 AM 12:00 PM 1:00 PM 2:00 PM 3:00 PM 4:00 PM 5:00 PM 6:00 PM 7:00 PM 8:00 PM 9:00 PM 10:00 PM 11:00 PM 12:00 AM 1:00 AM 2:00 AM 3:00 AM 4:00 AM Games Social &Photo Sharing News & Magazines Music, Media & Entertainment Utilities & Productivity Lifestyle & Shopping Sports, Health & Fitness Other Source: Flurry Analytics, August 2013
  • 11.
    Mobile has Becomea Worldwide Activity 11 Top Ten Countries on the Flurry Platform (Millions) Source: Flurry Analytics, active devices as of March 2014 330 295 62 45 42 42 40 36 36 35 32 China United States United Kingdom Japan India Germany Russia Brazil France South Korea Canada
  • 12.
    With the USLosing its Lead in Software 12 Percentage of Active Apps by Developer Country Source: Flurry, based on all apps in the Flurry system March of each year 65% 53% 46% 38% 34% 35% 47% 54% 62% 66% PC Era 2011 2012 2013 2014 Other US
  • 13.
    …And China BecomingAn Exporter of Software 13 64% 8% 6% 5% 65% 16% 14% 8% CHINA UK BRAZIL US 2013 2014 Share of Time Spent (% of total) by Apps Developed in China Source: Flurry, based on a sample of 100k users (March 2013 and March 2014)
  • 14.
    639 283 79 784 440 176 Under 16 Times16 to 60 Times 60+ Times Mar-13 Mar-14 Worldwide Daily App Usage Distribution (Millions) 23% 55% 123% Tablets/Phones De-facto Wearables Regular Users Super Users Addicts Mobile Has Become Addictive 14Source: Flurry Analytics
  • 15.
    Women Over Indexas “Mobile Addicts” 15Source: Flurry, 100k Sample January 2014 -8% +8% Males Females Mobile Addicts vs. Average Mobile Users (Gender) Average Mobile User
  • 16.
    The Age ofthe “Mobile Addict” 16Source: Flurry, 100k Sample January 2014 55+ 35-54 25-34 18-24 13-17 Mobile Addicts vs. Average Mobile Users (Age) Average Mobile User -88% 40% 49% 25% -42% UserAge
  • 17.
    The Persona ofthe “Mobile Addict” 17Source: Flurry, 100k Sample January 2014 Moms Parenting & Education Gamer Sports Fan Auto Enthusiast Parenting & Education Gamer Catalogue Shopper 10x 7x 7x 6.5x 9x 7x 6x 4x Mobile Addicts vs. Average Mobile Users (Persona) MalesFemales
  • 18.
    t We Have Achieved GreatThings in the Last Six Years
  • 19.
  • 20.
    Mobile Gaming IsStill Only 14% of Total 20 Mobile 14% Handheld 19% PC 19% Console 47% Mobile’s Share of the 93B Gaming Software Industry in 2013 Source: Gartner An $80B Worldwide Upside Potential
  • 21.
    Mobile Advertising IsStill in its Infancy 21 Mobile’s Share of the $162B US Advertising Market Other Channels 96% Mobile Ads 4% Sources: iAB, Zenith Optimedia A $155B US Upside Potential
  • 22.
    North American MobilePayments Just 0.7% of Total 22 Mobile Payments 0.7% Other 99.3% Mobile’s Share of the $158B North American Payment Market A $157B North America Upside Potential Sources: eMarketer, Deutsch Bank, BCG
  • 23.
    Mobile Is Stillat 1% of Total US Retail Sales 23 Traditional Retail 91% PC-Commerce 8% M-Commerce 1% Mobile’s Share of the US $3.25 Trillion Market Sources: ComScore, Forrester. A Trillion USD US Opportunity
  • 24.
    t …We Still Havea Lot of Exciting Work Ahead of Us