After looking at about 40,000 game titles, O'Reilly Radar estimates a popular game app, on average (median), spends about 15 days on the "Top 100" list.
Showing posts with label mobile games. Show all posts
Showing posts with label mobile games. Show all posts
Thursday, July 1, 2010
Mobile Games Explain Much About Mobile App Disuse
You probably have seen statistics indicating that a typical mobile app gets used for perhaps a month, and then usage declines dramatically over the following two months. One reason is that so many mobile apps are either pieces of content or gaming apps, and will lose their novelty over time.
Labels:
app store,
mobile apps,
mobile games
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
Friday, April 16, 2010
U.S. Mobile Gaming Down 13% Annually, Feature Phone Drop is 35%, comScore is Still Bullish
You might not think a market that declines 13 percent year over year, and declines a whopping 35 percent, year over year, is a "growth" market. But that undoubtedly is the case. U.S. mobile gaming activity declined 13 percent between February 2009 and February 2010, posting a sharper drop of 35 percent among owners of feature phones, according to comScore. So why the optimism?
As it turns out, mobile gaming by smartphone owners increased 60 percent over that same period.
“Although the number of mobile gamers has declined in the past year, there is reason for significant optimism about the future of this market,” says Mark Donovan, comScore SVP. “As the market transitions from feature phones to smartphones, the dynamics of gameplay are also shifting towards a higher-quality experience," and that seems to be why smartphone gaming is up so much.
The inevitable ascent of the mobile gaming market depends not only on smartphone subscribers’ higher propensity to play games on their mobile devices, but also their heavier gaming activity across nearly every dimension, comScore says.
Smartphone subscribers (47.1 percent) are three times more likely than feature phone subscribers (15.7) to play games on their device at least once a month, comScore says.
They are more than five times as likely to play games almost every day and far surpass their feature phone counterparts across various methods of game play.
Smartphone subscribers also install significantly more games on their devices with 27.3 percent having installed at least one game compared to just 5.6 percent of feature phone subscribers.
A third of smartphone subscribers with games have more than five games installed on their phones, while less than one percent of feature phone subscribers have that many games installed.
“Smartphones offer a more accessible and compelling mobile gaming experience that is enabling adoption of this behavior, even among consumers who have not traditionally been gamers,” says Donovan.
And of course we haven't yet seen the impact of devices such as the iPad, which offer bigger screens and therefore potentially better gaming experiences.
Smartphone subscribers are more likely to play mobile games than feature phone subscribers across every gaming genre. The genre with the highest penetration among smartphone subscribers is arcade puzzle games at 12.9 percent, followed by card games (11.9 percent), word/number games (11.4 percent) and casino games (7.6 percent).
As it turns out, mobile gaming by smartphone owners increased 60 percent over that same period.
“Although the number of mobile gamers has declined in the past year, there is reason for significant optimism about the future of this market,” says Mark Donovan, comScore SVP. “As the market transitions from feature phones to smartphones, the dynamics of gameplay are also shifting towards a higher-quality experience," and that seems to be why smartphone gaming is up so much.
The inevitable ascent of the mobile gaming market depends not only on smartphone subscribers’ higher propensity to play games on their mobile devices, but also their heavier gaming activity across nearly every dimension, comScore says.
Smartphone subscribers (47.1 percent) are three times more likely than feature phone subscribers (15.7) to play games on their device at least once a month, comScore says.
They are more than five times as likely to play games almost every day and far surpass their feature phone counterparts across various methods of game play.
Smartphone subscribers also install significantly more games on their devices with 27.3 percent having installed at least one game compared to just 5.6 percent of feature phone subscribers.
A third of smartphone subscribers with games have more than five games installed on their phones, while less than one percent of feature phone subscribers have that many games installed.
“Smartphones offer a more accessible and compelling mobile gaming experience that is enabling adoption of this behavior, even among consumers who have not traditionally been gamers,” says Donovan.
And of course we haven't yet seen the impact of devices such as the iPad, which offer bigger screens and therefore potentially better gaming experiences.
Smartphone subscribers are more likely to play mobile games than feature phone subscribers across every gaming genre. The genre with the highest penetration among smartphone subscribers is arcade puzzle games at 12.9 percent, followed by card games (11.9 percent), word/number games (11.4 percent) and casino games (7.6 percent).
Labels:
comscore,
mobile apps,
mobile games
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
Wednesday, December 19, 2007
How do People Use Their Smart Phones?
The Nokia Smartphone 360 survey shows that mobile users spend an average of 48 minutes per day on their smart phones, says iLocus. About 12 percent of the time is spent on making voice calls while messaging consumes 37 percent of user time; multimedia 16 percent; PIM 14 percnet; Games four percent; Browsing eight percent.
Browsing accounts for 72 percent of data traffic while entertainment accounted for four percent of the traffic in 2006. That pattern changed in 2007, though, with entertainment grabbing a sharply greater share of time spent with the mobile device.
In 2007, browsing represented 44 percent of time spent; entertainment 26 percent. Messaging increased from 11 percent of the data traffic to 21 percent year over year.
Nokia assumes that messaging traffic increased because users were sending photos using multimedia messaging service, while entertainment traffic increased due to increased podcasting.
Usage also peaks at different times of day. Music usage peaks at around 8 am and then again at 6 pm, suggesting music gets used when users are commuting. Voice usage peaks around 4 pm to 5 pm. Browsing peaks at around 10 pm.
Obviously mobiles are being used at home in the evening for browsing, and the question is why the home PC is not used instead.
Nokia assumes that the mobile phone is using Wi-Fi to download Internet content. According to Nokia, podcasting also is a later-in-the-evening activity.
About 47 percent of outbound calls are made on the move. About 29 percent of outbound calls are made from home. About 24 percent of outbound calls are made from the office.
About 35 percent of packet data is consumed when users are on the move. About 44 percent is used at home and 21 percent is used at the office.
Data traffic use increased from 6 mbytes a month in 2006 to 14 mbytes a month in 2007.
Wi-Fi or wireless LAN connections accounted for 31 percent of data use while mobile access accounted for the rest of use. WiFi sessions were longer with an average session duration of 4.5 minutes.
About 31 percent of the respondents used instant messaging. Some 38 percent of respondents listen to music at least once a week. Some 47 percent of the panellists say that mobile is now their primary music player.
About 59 percent are regular gamers. "Snake" and "Card Deck" are the most popular games. About 81 percent of users regularly use browsers, and the typical user visits two sites a week.
Labels:
mobile games,
mobile IM,
mobile music,
mobile Web,
Nokia,
smart phone
Gary Kim has been a digital infra analyst and journalist for more than 30 years, covering the business impact of technology, pre- and post-internet. He sees a similar evolution coming with AI. General-purpose technologies do not come along very often, but when they do, they change life, economies and industries.
Subscribe to:
Posts (Atom)
What Declining Industry Can Afford to Alienate Half its Customers?
Some people believe the new trend of major U.S. newspapers declining to make endorsements in presidential races is an abdication of their “p...
-
We have all repeatedly seen comparisons of equity value of hyperscale app providers compared to the value of connectivity providers, which s...
-
It really is surprising how often a Pareto distribution--the “80/20 rule--appears in business life, or in life, generally. Basically, the...
-
Is there a relationship between screen size and data consumption? One might think the answer clearly is “yes,” based on the difference bet...