Quality Over Quantity - Mobile Users Mater | Jarah Euston, FlurryDealmaker Media
This document discusses mobile app usage trends based on analytics from Flurry. Some key points:
- Flurry tracks over 1.1 billion devices and 110 billion sessions per month across various mobile platforms.
- 80% of users' time on iOS and Android devices is spent in apps rather than mobile browsers. Games are the most popular app category.
- App usage is spread throughout the day in the US, not concentrated at traditional primetime hours.
- The app stores now offer over 1 million apps each, up dramatically from just a few years ago. It takes significant new users to reach the top app charts.
- On average, the retention rate for top apps is around 50% after 30 days as
This document summarizes a proposed mobile app called SecureFormula1 that aims to improve women's safety. The app has two main modules: 1) A GPS-based secured route finder that identifies low crime routes for navigation based on police records. 2) An alarming/informing system where a woman in distress can press a button to send her GPS location and a voice recording to registered contacts for help. The app is intended to be free initially and generate revenue through ads or a paid upgraded version. It would be connected to a website and government officials to monitor incidents and maintain records. The main challenge is network connectivity issues disrupting the app's functions.
This document discusses mobile applications in Vietnam and provides information on:
1. It defines what a mobile app is and classifies the different types including offline, SMS, and online apps.
2. It discusses popular mobile app stores and highlights questions start-ups should consider like target customers and operating systems.
3. It provides an overview of Vietnam's mobile app market, popular apps, and ways for developers to make money like selling apps or cooperating with mobile operators and portals.
A survey was conducted of 20 respondents to compare the Bukalapak and OLX mobile apps. For Bukalapak app appearance, 60% found it so-so interesting and 30% found it somewhat interesting. For OLX app appearance, 60% also found it so-so interesting but 25% found it somewhat interesting and 15% found it very interesting. When evaluating features of the Bukalapak app, respondents mostly rated loading speed, availability of goods, and features as so-so. Similarly for the OLX app, ease of use, loading speed, availability of goods, and features were mostly rated as so-so. Finally, half of respondents indicated they would use the OLX app more often.
An attempt to study how apps (a billion dollar industry) reach us.
We conducted a study about how mobile apps are marketed and came up with 6 small chapters that will support your efforts in marketing your app business.
#PokemonGo Style
Detailed Research + Data at : http://bit.ly/retain-app-users-k
-Facebook and Zalo are two most popular applications in Vietnam
-Male installs “Camera 360” application more than female.
-Entertainment applications such as Zing MP3 or Youtube are more popular among male.
-26% of female use selfie for lock screen and 21% for wall paper
Mobile phones are the most commonly owned gadget among youth in Indore, India, with 94 of 100 respondents owning one. The second most common is laptops, owned by 65 respondents. The survey found that the primary purposes of using gadgets are for chatting and surfing the internet, and the majority of youth check social media like WhatsApp every 1-4 hours to stay connected with friends and family. Common negative side effects of excessive gadget use include headaches and back/shoulder pain. Most respondents found the survey itself to be helpful.
Nielsen - App-solutely - MMA Forum Vietnam - Oct 2013Phuong Phan
This document discusses smartphone usage trends in Southeast Asia. It finds that while download data is widely available, understanding actual app usage is more limited. Younger consumers are driving smartphone adoption across most markets. Chat and social media apps like Facebook, WhatsApp and LINE are most popular. Women spend significantly more time on chat apps than men. The market for in-app advertising is projected to grow five times between 2012-2017 as engagement with apps continues rising. Understanding app usage patterns by demographics and times of day allows for targeted mobile strategies.
Quality Over Quantity - Mobile Users Mater | Jarah Euston, FlurryDealmaker Media
This document discusses mobile app usage trends based on analytics from Flurry. Some key points:
- Flurry tracks over 1.1 billion devices and 110 billion sessions per month across various mobile platforms.
- 80% of users' time on iOS and Android devices is spent in apps rather than mobile browsers. Games are the most popular app category.
- App usage is spread throughout the day in the US, not concentrated at traditional primetime hours.
- The app stores now offer over 1 million apps each, up dramatically from just a few years ago. It takes significant new users to reach the top app charts.
- On average, the retention rate for top apps is around 50% after 30 days as
This document summarizes a proposed mobile app called SecureFormula1 that aims to improve women's safety. The app has two main modules: 1) A GPS-based secured route finder that identifies low crime routes for navigation based on police records. 2) An alarming/informing system where a woman in distress can press a button to send her GPS location and a voice recording to registered contacts for help. The app is intended to be free initially and generate revenue through ads or a paid upgraded version. It would be connected to a website and government officials to monitor incidents and maintain records. The main challenge is network connectivity issues disrupting the app's functions.
This document discusses mobile applications in Vietnam and provides information on:
1. It defines what a mobile app is and classifies the different types including offline, SMS, and online apps.
2. It discusses popular mobile app stores and highlights questions start-ups should consider like target customers and operating systems.
3. It provides an overview of Vietnam's mobile app market, popular apps, and ways for developers to make money like selling apps or cooperating with mobile operators and portals.
A survey was conducted of 20 respondents to compare the Bukalapak and OLX mobile apps. For Bukalapak app appearance, 60% found it so-so interesting and 30% found it somewhat interesting. For OLX app appearance, 60% also found it so-so interesting but 25% found it somewhat interesting and 15% found it very interesting. When evaluating features of the Bukalapak app, respondents mostly rated loading speed, availability of goods, and features as so-so. Similarly for the OLX app, ease of use, loading speed, availability of goods, and features were mostly rated as so-so. Finally, half of respondents indicated they would use the OLX app more often.
An attempt to study how apps (a billion dollar industry) reach us.
We conducted a study about how mobile apps are marketed and came up with 6 small chapters that will support your efforts in marketing your app business.
#PokemonGo Style
Detailed Research + Data at : http://bit.ly/retain-app-users-k
-Facebook and Zalo are two most popular applications in Vietnam
-Male installs “Camera 360” application more than female.
-Entertainment applications such as Zing MP3 or Youtube are more popular among male.
-26% of female use selfie for lock screen and 21% for wall paper
Mobile phones are the most commonly owned gadget among youth in Indore, India, with 94 of 100 respondents owning one. The second most common is laptops, owned by 65 respondents. The survey found that the primary purposes of using gadgets are for chatting and surfing the internet, and the majority of youth check social media like WhatsApp every 1-4 hours to stay connected with friends and family. Common negative side effects of excessive gadget use include headaches and back/shoulder pain. Most respondents found the survey itself to be helpful.
Nielsen - App-solutely - MMA Forum Vietnam - Oct 2013Phuong Phan
This document discusses smartphone usage trends in Southeast Asia. It finds that while download data is widely available, understanding actual app usage is more limited. Younger consumers are driving smartphone adoption across most markets. Chat and social media apps like Facebook, WhatsApp and LINE are most popular. Women spend significantly more time on chat apps than men. The market for in-app advertising is projected to grow five times between 2012-2017 as engagement with apps continues rising. Understanding app usage patterns by demographics and times of day allows for targeted mobile strategies.
Mobile Legends is a popular multiplayer online battle arena mobile game developed by Moonton Technology. It involves two teams of five players battling to destroy each other's bases. The game has seen widespread popularity across Southeast Asia. While some research has found that excessive Mobile Legends play can negatively impact students' academic performance by reducing time spent on schoolwork, other studies have found no clear relationship or have suggested Mobile Legends can help develop problem-solving skills. Research on online games in general has also examined topics like online identities and social behaviors among player communities.
This project examines smartphone usage patterns between males and females through a survey of 20 questions. The group members are Benny Tan, Cassandra Wong, Haziq Zariful, Syafiq Zariful, James Moy, and Parham. The survey was distributed to collect information on respondents' age, most used apps, and how often and in what situations phones are used. The goal is to analyze differences in male and female smartphone habits and present the findings through statistical analysis, charts, and an infographic poster.
This project examines smartphone usage patterns between males and females through a survey of 20 questions. The group members are Benny Tan, Cassandra Wong, Haziq Zariful, Syafiq Zariful, James Moy, and Parham. The survey was distributed to collect information on respondents' age, most used apps, and how often and in what situations phones are used. The goal is to analyze differences in male and female smartphone habits and present the findings through statistical analysis, charts, and an infographic poster.
PERCEPTION OF MOBILE APPS AMONG COMMON PEOPLE PPTPalash Banerjee
Palash Banerjee presented research on people's perceptions of mobile apps. The objectives were to understand perceptions of different app types, popular social media and payment apps, and associations between age and entertainment from apps. 103 individuals participated in a questionnaire assessing perceptions of app convenience, types, and brands. Chi-square tests found an association between age and entertainment from apps. Facebook and Instagram were the most used social media, while Google Pay and Paytm were the most popular payment apps. The research provided insights into how apps are used for education, socializing, and building brand loyalty. Overall, people reported having positive experiences with mobile apps.
Member report: Google - Why the growth of mobile apps is good news for brandsIAB Europe
The screen in our hands is now the gateway to the online world - the first choice to answer any questions, accomplish any tasks, stay informed and entertain for hours. Marketers may assume that apps offer limited opportunities to reach and engage audiences, but our new research shows that’s false. Apps play a very important role in consumers’ daily lives.
This document summarizes a presentation about the increasing importance and prevalence of mobile apps. It notes that 80% of Americans have mobile phones and many sleep with their phones by their bed. While mobile apps were once questioned, they are now widely used with over 40% of cell phone users having apps and 24% actively using them regularly. The document analyzes charts showing games and news/weather as the most popular app types and that daily users spend 30 minutes or more in apps. It outlines both pros like revenue generation and cons like context issues. Recommendations include knowing your audience and ensuring the app works across environments and devices.
This document summarizes user testing of the "Where is My Bus" application at the Universiti Teknologi Malaysia (UTM) Skudai campus. The application was designed to help students manage their time by providing shuttle bus schedules and maps. User testing found that most students, mainly local students in their third semester, found the application helpful for avoiding waiting at bus stops and knowing how to navigate campus. However, some users encountered compatibility issues with the application on their mobile phones. Based on this, the developers concluded they need to improve the application's design and testing approach.
Users are reaching for mobile devices numerous times every day specifically to use mobile apps. The power and
freedom of connected mobile computing continues to raise expectations but users have little patience for problematic
apps. Mobile device users heavily rely on peer reviews and star ratings to help them choose their apps. Once a
mobile app is installed, that app is judged for its speed, responsiveness and stability which define the user experience
and overall satisfaction. Yet this study finds that users are experiencing app issues regularly. Critically, this report
reveals that apps that exhibit issues are quickly abandoned after just a couple of occurrences.
For a company who creates mobile apps, while good performance can lead to satisfied user and app downloads,
poor performance will result in quick app abandonment. The findings indicate that the key to loyal customers from
mobile apps is directly related to the mobile app performance, stability and resource consumption. Metrics defining
the mobile app user experience must be measured from the customer’s perspective and ensure it meets or exceeds
expectations at all times. The consequence of failing to meet user expectations is not only app abandonment – it also
leads to a tarnished brand with lost revenue opportunities from both current and future users.
SuperAwesome Insights have just released one of the first research reports on digital media activities in of 6-14 kids in Southeast Asia.
The report gives a comprehensive picture of kids' media consumption habits across the main ASEAN markets including Indonesia, Malaysia, Singapore, Thailand and Vietnam.
Reflection Individual Paper – Due according to syllabusThe stude.docxringrid1
Reflection Individual Paper – Due according to syllabus
The student will be given a maternity or pediatric disorder that they might have encountered or will encounter in nursing practice. Write a (6)-page paper with references in APA format.
Required elements
Description of the disorder
Priority Nursing Diagnosis and why
Nursing Assessment / Clinical Manifestations
Nursing Plan/ Goals/ Outcomes
Nursing Interventions
Nursing Evaluations
Patient and Family teaching
Conclusion/ Summary
Cites four (4) APA format references (at least 5 years old)
TOTAL
Scene 1
A is on his phone, looking at Twitter and Instagram
B is A’s friend and recently doing social media addiction research.
B comes inside this room
B: Hey A, how’s your day!
A: Great, Look I just found another interesting app called Instagram!
B: Not again! You’re always on your phone!
A: I just downloaded it 3 days ago, it’s fun, you should try it.
B: Did you know
(switch to data information)
that 60% of adolescent’s sleeping patterns are affected by the use of their phones an hour before bed. This can lead to sleep deprivation. The use of social media keeps our brain highly active and therefore it takes longer to get into a deep sleep, which means we don’t get enough sleep for our brains to properly function. Sleep deprivation is one of the key factors to developing depression and can lead to an overall in the quality of an someone’s life.
A: So, if I stop playing on my phone before I sleep then I will be fine? Are there any other negative effects of using social media?
(switch to data information)
B: There are so many more negative effects that social media has on us. Adults spend around 32% of their total work time on social media, and this causes a major reduction in the overall productivity, studies show that it reduces by 13%. A decline in productivity rates can directly affect the profitability of an organisation. Heavy use of social media can also have a negative impact on an individual’s mental health. Heavy users of social media have a 13%-66% higher chance of developing depression. This is a due to low self-esteem and isolation from heavy use of social media, as you are constantly looking and comparing your life to everyone else’s. It also leads to less physical activity and less opportunity to develop real authentic relationships. Do you find that you prefer to communicate with people over social media instead of face to face?
A: Yes I do!
B: The other one of the major risks of using social media is exposure to online abuse from “bullies” or “trolls”. Around one in 13 people in Australian have experienced some kind of online abuse, such as threats of death, rape, sexual assault, and stalking. Race-based abusive language is also common. A portion of these people who were exposed to online abuse had to seek help from a doctor or psychologist which negatively impacts work productivity. As a result, the loss of productivity has estimated to cost the Aust.
The document is a market research report on WhatsApp that was conducted by Sean Rodrigues. The key findings are:
1) WhatsApp has over 1 billion users worldwide and is the most popular social messaging app, preferred over SMS, email and voice calls.
2) WhatsApp's success is driven by its cross-compatibility on multiple platforms, ease of use, and ability to create groups.
3) Word of mouth from friends and recommendations are the primary ways users learn about WhatsApp rather than advertisements.
The document provides a report on a study about the current market scenario and success factors of WhatsApp. Some key findings include:
- WhatsApp has over 1 billion users worldwide and is the second most popular messaging app. Its features like cross-platform compatibility and ease of use have driven significant customer satisfaction.
- The study found that social messaging apps are now preferred over SMS and emails for staying in contact. WhatsApp was the most widely used app, chosen by over 80% of respondents.
- Word of mouth and friends' recommendations were the primary ways respondents learned about WhatsApp. Its free service, lack of login requirements, and ability to send multimedia content were major advantages contributing to its
Facebook might be the giant in social networking but WhatsApp has taken the lead in social messaging. It's not only WhatsApp thought - our smartphone users research in the US, Brazil, South Africa, Indonesia and China reveals some surprising numbers.
Digital addiction with special reference to smartphoneSaksham Sharma
1) The document discusses digital addiction, especially smartphone overuse, and its negative effects such as vision problems, disturbed sleep, stress, anxiety, and loss of ability to focus.
2) It provides statistics on excessive smartphone usage and time spent on mobile apps.
3) Recommendations are given to overcome digital addiction, including turning off notifications, scheduling reply times, using grayscale mode, allowing boredom, muting the phone, uninstalling distracting apps, and practicing meditation.
Smartphones provide advantages of constant internet connectivity and access to applications, but can also be distracting and addictive. While smartphones allow for increased productivity through mobile work access, research also shows they lower productivity as people spend more time on unrelated activities online or on their phones. Studies find smartphone addiction can be treated similarly to drug addiction, and that divided attention between phones and tasks results in missed targets at work and lower pass rates in school. Overall, smartphones were meant to enhance technology but poor self-control in their use makes them problematic in settings where concentration is needed like work or education.
Smartphones provide advantages of constant connectivity and access to information, but can also be distracting and addictive. While smartphones may increase productivity for some workers by enabling mobile access, research also shows they lower productivity for many as people spend significant time on non-work activities. Studies find smartphone addiction can be treated similarly to drug addiction, and that smartphones negatively impact families as people spend more time on their devices than with family. Research on businesses found divided attention between work and social media on smartphones reduces productivity and meeting targets.
Smartphones provide advantages of constant connectivity and access to information, but can also be distracting and addictive. While smartphones may increase productivity for some workers, research shows they lower productivity for many others as people spend more time on unrelated activities online. Studies also find smartphones negatively impact family time, concentration in school, and can be as addictive as drugs. Statistics show rapid growth in smartphone ownership and use over a short period. In conclusion, while smartphones advanced technology, the lack of self-control in their use makes them problematic in work and school environments.
Mobilize to realize: Job seeker insights for mobile recruitment
success :Dr. Haiyan Zhang, IBM Smarter Workforce Institute
http://www-01.ibm.com/software/smarterworkforce/institute/publications/
E-Learning Vs Traditional Learning_ Benefits and Differences.pdfMega P
E-learning and traditional learning are two distinct approaches to education, each offering unique advantages and facing specific challenges. E-learning provides flexibility and convenience, allowing students to access materials and complete assignments at their own pace and schedule. Traditional learning fosters direct, face-to-face interaction between students and instructors, which can enhance communication, immediate feedback, and a sense of community.
Mobile Legends is a popular multiplayer online battle arena mobile game developed by Moonton Technology. It involves two teams of five players battling to destroy each other's bases. The game has seen widespread popularity across Southeast Asia. While some research has found that excessive Mobile Legends play can negatively impact students' academic performance by reducing time spent on schoolwork, other studies have found no clear relationship or have suggested Mobile Legends can help develop problem-solving skills. Research on online games in general has also examined topics like online identities and social behaviors among player communities.
This project examines smartphone usage patterns between males and females through a survey of 20 questions. The group members are Benny Tan, Cassandra Wong, Haziq Zariful, Syafiq Zariful, James Moy, and Parham. The survey was distributed to collect information on respondents' age, most used apps, and how often and in what situations phones are used. The goal is to analyze differences in male and female smartphone habits and present the findings through statistical analysis, charts, and an infographic poster.
This project examines smartphone usage patterns between males and females through a survey of 20 questions. The group members are Benny Tan, Cassandra Wong, Haziq Zariful, Syafiq Zariful, James Moy, and Parham. The survey was distributed to collect information on respondents' age, most used apps, and how often and in what situations phones are used. The goal is to analyze differences in male and female smartphone habits and present the findings through statistical analysis, charts, and an infographic poster.
PERCEPTION OF MOBILE APPS AMONG COMMON PEOPLE PPTPalash Banerjee
Palash Banerjee presented research on people's perceptions of mobile apps. The objectives were to understand perceptions of different app types, popular social media and payment apps, and associations between age and entertainment from apps. 103 individuals participated in a questionnaire assessing perceptions of app convenience, types, and brands. Chi-square tests found an association between age and entertainment from apps. Facebook and Instagram were the most used social media, while Google Pay and Paytm were the most popular payment apps. The research provided insights into how apps are used for education, socializing, and building brand loyalty. Overall, people reported having positive experiences with mobile apps.
Member report: Google - Why the growth of mobile apps is good news for brandsIAB Europe
The screen in our hands is now the gateway to the online world - the first choice to answer any questions, accomplish any tasks, stay informed and entertain for hours. Marketers may assume that apps offer limited opportunities to reach and engage audiences, but our new research shows that’s false. Apps play a very important role in consumers’ daily lives.
This document summarizes a presentation about the increasing importance and prevalence of mobile apps. It notes that 80% of Americans have mobile phones and many sleep with their phones by their bed. While mobile apps were once questioned, they are now widely used with over 40% of cell phone users having apps and 24% actively using them regularly. The document analyzes charts showing games and news/weather as the most popular app types and that daily users spend 30 minutes or more in apps. It outlines both pros like revenue generation and cons like context issues. Recommendations include knowing your audience and ensuring the app works across environments and devices.
This document summarizes user testing of the "Where is My Bus" application at the Universiti Teknologi Malaysia (UTM) Skudai campus. The application was designed to help students manage their time by providing shuttle bus schedules and maps. User testing found that most students, mainly local students in their third semester, found the application helpful for avoiding waiting at bus stops and knowing how to navigate campus. However, some users encountered compatibility issues with the application on their mobile phones. Based on this, the developers concluded they need to improve the application's design and testing approach.
Users are reaching for mobile devices numerous times every day specifically to use mobile apps. The power and
freedom of connected mobile computing continues to raise expectations but users have little patience for problematic
apps. Mobile device users heavily rely on peer reviews and star ratings to help them choose their apps. Once a
mobile app is installed, that app is judged for its speed, responsiveness and stability which define the user experience
and overall satisfaction. Yet this study finds that users are experiencing app issues regularly. Critically, this report
reveals that apps that exhibit issues are quickly abandoned after just a couple of occurrences.
For a company who creates mobile apps, while good performance can lead to satisfied user and app downloads,
poor performance will result in quick app abandonment. The findings indicate that the key to loyal customers from
mobile apps is directly related to the mobile app performance, stability and resource consumption. Metrics defining
the mobile app user experience must be measured from the customer’s perspective and ensure it meets or exceeds
expectations at all times. The consequence of failing to meet user expectations is not only app abandonment – it also
leads to a tarnished brand with lost revenue opportunities from both current and future users.
SuperAwesome Insights have just released one of the first research reports on digital media activities in of 6-14 kids in Southeast Asia.
The report gives a comprehensive picture of kids' media consumption habits across the main ASEAN markets including Indonesia, Malaysia, Singapore, Thailand and Vietnam.
Reflection Individual Paper – Due according to syllabusThe stude.docxringrid1
Reflection Individual Paper – Due according to syllabus
The student will be given a maternity or pediatric disorder that they might have encountered or will encounter in nursing practice. Write a (6)-page paper with references in APA format.
Required elements
Description of the disorder
Priority Nursing Diagnosis and why
Nursing Assessment / Clinical Manifestations
Nursing Plan/ Goals/ Outcomes
Nursing Interventions
Nursing Evaluations
Patient and Family teaching
Conclusion/ Summary
Cites four (4) APA format references (at least 5 years old)
TOTAL
Scene 1
A is on his phone, looking at Twitter and Instagram
B is A’s friend and recently doing social media addiction research.
B comes inside this room
B: Hey A, how’s your day!
A: Great, Look I just found another interesting app called Instagram!
B: Not again! You’re always on your phone!
A: I just downloaded it 3 days ago, it’s fun, you should try it.
B: Did you know
(switch to data information)
that 60% of adolescent’s sleeping patterns are affected by the use of their phones an hour before bed. This can lead to sleep deprivation. The use of social media keeps our brain highly active and therefore it takes longer to get into a deep sleep, which means we don’t get enough sleep for our brains to properly function. Sleep deprivation is one of the key factors to developing depression and can lead to an overall in the quality of an someone’s life.
A: So, if I stop playing on my phone before I sleep then I will be fine? Are there any other negative effects of using social media?
(switch to data information)
B: There are so many more negative effects that social media has on us. Adults spend around 32% of their total work time on social media, and this causes a major reduction in the overall productivity, studies show that it reduces by 13%. A decline in productivity rates can directly affect the profitability of an organisation. Heavy use of social media can also have a negative impact on an individual’s mental health. Heavy users of social media have a 13%-66% higher chance of developing depression. This is a due to low self-esteem and isolation from heavy use of social media, as you are constantly looking and comparing your life to everyone else’s. It also leads to less physical activity and less opportunity to develop real authentic relationships. Do you find that you prefer to communicate with people over social media instead of face to face?
A: Yes I do!
B: The other one of the major risks of using social media is exposure to online abuse from “bullies” or “trolls”. Around one in 13 people in Australian have experienced some kind of online abuse, such as threats of death, rape, sexual assault, and stalking. Race-based abusive language is also common. A portion of these people who were exposed to online abuse had to seek help from a doctor or psychologist which negatively impacts work productivity. As a result, the loss of productivity has estimated to cost the Aust.
The document is a market research report on WhatsApp that was conducted by Sean Rodrigues. The key findings are:
1) WhatsApp has over 1 billion users worldwide and is the most popular social messaging app, preferred over SMS, email and voice calls.
2) WhatsApp's success is driven by its cross-compatibility on multiple platforms, ease of use, and ability to create groups.
3) Word of mouth from friends and recommendations are the primary ways users learn about WhatsApp rather than advertisements.
The document provides a report on a study about the current market scenario and success factors of WhatsApp. Some key findings include:
- WhatsApp has over 1 billion users worldwide and is the second most popular messaging app. Its features like cross-platform compatibility and ease of use have driven significant customer satisfaction.
- The study found that social messaging apps are now preferred over SMS and emails for staying in contact. WhatsApp was the most widely used app, chosen by over 80% of respondents.
- Word of mouth and friends' recommendations were the primary ways respondents learned about WhatsApp. Its free service, lack of login requirements, and ability to send multimedia content were major advantages contributing to its
Facebook might be the giant in social networking but WhatsApp has taken the lead in social messaging. It's not only WhatsApp thought - our smartphone users research in the US, Brazil, South Africa, Indonesia and China reveals some surprising numbers.
Digital addiction with special reference to smartphoneSaksham Sharma
1) The document discusses digital addiction, especially smartphone overuse, and its negative effects such as vision problems, disturbed sleep, stress, anxiety, and loss of ability to focus.
2) It provides statistics on excessive smartphone usage and time spent on mobile apps.
3) Recommendations are given to overcome digital addiction, including turning off notifications, scheduling reply times, using grayscale mode, allowing boredom, muting the phone, uninstalling distracting apps, and practicing meditation.
Smartphones provide advantages of constant internet connectivity and access to applications, but can also be distracting and addictive. While smartphones allow for increased productivity through mobile work access, research also shows they lower productivity as people spend more time on unrelated activities online or on their phones. Studies find smartphone addiction can be treated similarly to drug addiction, and that divided attention between phones and tasks results in missed targets at work and lower pass rates in school. Overall, smartphones were meant to enhance technology but poor self-control in their use makes them problematic in settings where concentration is needed like work or education.
Smartphones provide advantages of constant connectivity and access to information, but can also be distracting and addictive. While smartphones may increase productivity for some workers by enabling mobile access, research also shows they lower productivity for many as people spend significant time on non-work activities. Studies find smartphone addiction can be treated similarly to drug addiction, and that smartphones negatively impact families as people spend more time on their devices than with family. Research on businesses found divided attention between work and social media on smartphones reduces productivity and meeting targets.
Smartphones provide advantages of constant connectivity and access to information, but can also be distracting and addictive. While smartphones may increase productivity for some workers, research shows they lower productivity for many others as people spend more time on unrelated activities online. Studies also find smartphones negatively impact family time, concentration in school, and can be as addictive as drugs. Statistics show rapid growth in smartphone ownership and use over a short period. In conclusion, while smartphones advanced technology, the lack of self-control in their use makes them problematic in work and school environments.
Mobilize to realize: Job seeker insights for mobile recruitment
success :Dr. Haiyan Zhang, IBM Smarter Workforce Institute
http://www-01.ibm.com/software/smarterworkforce/institute/publications/
E-Learning Vs Traditional Learning_ Benefits and Differences.pdfMega P
E-learning and traditional learning are two distinct approaches to education, each offering unique advantages and facing specific challenges. E-learning provides flexibility and convenience, allowing students to access materials and complete assignments at their own pace and schedule. Traditional learning fosters direct, face-to-face interaction between students and instructors, which can enhance communication, immediate feedback, and a sense of community.
3 Best “Add to Calendar” Link Generator Tools (2024)Y
“Add to Calendar” link generator tools allow users to create links that add events directly to digital calendars like Google Calendar, Apple Calendar, and Outlook.
These tools simplify event scheduling by generating short URLs or QR codes that, when clicked or scanned, automatically insert event details into a user’s calendar.
They are ideal for streamlining the promotion of events in emails, websites, and social media, enhancing engagement and ensuring attendees don’t miss important dates.
These tools are designed to cater to diverse needs, from personal event planning to professional event promotion, ensuring your attendees can easily add events to their preferred calendar.
Cal.et is a versatile and user-friendly tool that allows you to create “Add to Calendar” links for seamless event scheduling and promotion.
Top 10 Digital Marketing Institute in lucknow.pptxzaireendigitech
Welcome to our ppt on the top 10 digital marketing institutes in Lucknow! If you're looking to enhance your skills in the dynamic field of digital marketing, Lucknow offers several excellent training options. Our curated list highlights the best digital marketing institutes in Lucknow, providing comprehensive courses that cover SEO, social media marketing, PPC, content marketing, and more. These institutes are renowned for their experienced faculty, practical training, and industry-relevant curriculum. Whether you're a beginner or a professional seeking to upgrade your skills, these institutes can help you achieve your career goals in digital marketing.
A brief analysis of SHEIN's digital transformation.
SHEIN’s business model:
1. D2C cross-border ecommerce: SHEIN integrate the manufactures from Guanzhou to make clothes and deliver direct to customers.
2. Digital marketing: Data driven online marketing for user acquisition.
3. Digital transforming vendor chain: the most core of the revolution to shorten the innovation and lead time.
4. Outstanding user experience: International delivery in high efficiency
Leverage four parts of the user satisfaction process and integrate related resource and information flow, which making SHEIN an international leading D2C ecommerce company.
• Keeping utilizing data in all process is another core capability. From the page click, sales metrics, fabric sourcing to manufacturing time, all data is integrated for decision making, leading an upward customer preference and much efficient business decision making process.
Digital Marketing Company in India - DIGI BrooksDIGI Brooks
This infographic provides guidance on marketing analytics, helping businesses grow using tools like Google Analytics and AI, measuring ROI, and analysing future trends to track business development.
https://digibrooks.com/digital-marketing-services/
Advertising and Promotion of whisper by Sakthi Sundarsakthisundar2001
This presentation is an invaluable resource for marketing professionals, students, and anyone interested in understanding the dynamics of effective advertising and promotion in the feminine hygiene sector. Explore how Whisper maintains its brand leadership and continues to innovate in a competitive market.
The Power of Digital Marketing in the Modern Age.pdfDavid Thomson
Digital marketing leverages online platforms to promote products and services through targeted advertising, SEO, and social media engagement. It provides real-time analytics and measurable ROI, enabling businesses to optimize their strategies. This approach is crucial for reaching a global audience and driving brand awareness in today's digital age.
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This document was submitted as part of interview process for Content Strategist position at Viapulsa, an Indonesian tech company which offers service to convert/transfer mobile credits into bank account.
Title: Making Money the Easy Way: A Quick Guide to Generating IncomeWilliamZinsmeister
Welcome to "Making Money the Easy Way: A Quick Guide to Generating Income." This book is designed to provide you with practical, actionable strategies to generate income with minimal effort. Whether you’re looking to supplement your current income or create a full-time revenue stream, this guide covers a variety of methods to help you achieve your financial goals. We will explore opportunities available online, various investment strategies, profitable side hustles, creative approaches, and essential financial tips to ensure sustainable income growth.
Title: Making Money the Easy Way: A Quick Guide to Generating Income
Survey conducted to know about the usage of mobile apps.
1. JUSTIN SAMUEL
S2 MBA
Mar Athanasios College for Advanced Studies Tiruvalla (MACFAST)
Kerala, India
www.macfast.org
2. Nowadays most of the youths are addicted to the
mobile phones. They never find time to look what is
happening in the outside world. The use of mobile
phones are increasing at a high rate. The people are
engaged in the mobile phones because they get new
apps from the play store day-by-day. Here I have
conducted a survey among the mobile phone users to
know which apps are the mostly uses and which games
are they mostly play.
3. Apps and Games that are taken into
study.
APPS.
Face book
WhatsApp
Instagram
Messenger
YouTube
Google maps
Google pay (Tez)
MX player
Flipkart
UC browser
GAMES
Pubg
Call of duty
Shadow fight
Asphalt
Minimiltia
4. Here I use rating system to know about the usage of the
mobile apps and games that the respondents are using.
The rating scale is from 0-10 according to the preference
of the respondents. The rating scale 0 means they are not
using the app, and 1 means they use it frequently, and 10
means they are less likely to use the mentioned app. And
other rating scales between 0-10 refers the preference of
the apps according to their usage.
About the rating scale