Wednesday, 1 October 2014

Facebook's digital ad share in the US is higher than it's share of time spent

"The amount of ad dollars spent on Facebook FB +0.05% is outpacing the amount of time people spend on the site, a reflection in part of Facebook’s ability to convince marketers of the power of advertising with the social network.
While 6% of U.S. adults’ digital media time is spent on Facebook, 9.7% of U.S. digital ad spending in the U.S. flows to the site, according to a new report by eMarketer. That’s not the case with the rest of the industry. For example, U.S. adults spend 7.1% of their digital-media time listening to Pandora – that’s more than Facebook – but the online music streaming service commands only 1.4% share of digital ad dollars.
There are a couple of reasons why Facebook is able to buck the trend in the rest of the industry. For one, it not only continues to add to its more than a billion users around the world, but those customers are still increasing the amount of time they hang around. Adults in the U.S. will spend an average of 21 minutes a day on Facebook this year, according to eMarketer. That’s up from 19 minutes a year ago and only six minutes in 2010. The increasing usage underscores the obvious: Facebook is incredibly popular."

There are more female than male gamers in the UK

"Driven by 25-44 year old women downloading free puzzle and trivia game apps, there are now more women playing video games than men, according to a new report from the Internet Advertising Bureau UK (IAB) on the British game-playing audience.
The “Gaming Revolution” study, carried out by independent research agency Populus, reveals that females account for over half (52%) of people who’ve played some form of video game¹ in the last six months, compared to 49% three years ago. The gamer audience has now hit 33.5 million Britons – 69% of the population.
Not just child’s play…
The study also reveals there are now more people over 44 years old playing games (27% of gamer population) than children and teenagers (22%). Over half (56%) of people aged 45-54 have played a video game in the last six months, as have 44% of 55-64 year olds and even a third (32%) of 65-74s.
Free mobile apps driving the change
The growth in women and older gamers has been driven by free games, primarily mobile apps. Six in ten (61%) games acquired in the last six months were free. Apps are now the most popular video game format (played by 55% of the online population) followed by online games (48%) then disc-based games (40%). Over one in four (27%) people played all three formats – rising to 70% of 8-12 year olds.
Consequently, smartphones are now the most popular device for playing games, cited by 54% of respondents – a quarter of whom play on their phone every day. Then follows computers (51%), consoles (45%) and tablets (44%). The average gamer plays on three different devices.
“The internet and mobile devices have changed the gaming landscape forever,” says Steve Chester, Director of Data & Industry Programmes at the Internet Advertising Bureau. “They’ve brought down the barriers to entry, making gaming far more accessible and opened it up to a whole new audience. In the past you needed to go out and buy an expensive console and the discs on top to get a decent experience, now you can just download a free app.”
Trivia/word/puzzles are favourite genre – driven by older women
One third of respondents, overall, cite trivia/word/puzzles as their favourite game genre – compared to over half (56%) of women at least 45 years old and half of women aged 25-44. Action/adventure/ shooter games are the next favourite, cited by 18% of all respondents, rising to 45% of 16-24 year old males and 26% of men 25-44.
Time’s up
The average gamer aged 16+ spends around 11 hours gaming a week, compared to 20 hours for 8-15 year olds. 6-8pm is the most popular game-playing time.
The average Briton spends six hours per week playing games, just over 11% of their 52 hours of media consumption a week – the same share accounted for by social media and slightly less than listening to music (14%).
Looking at share of game-playing time by device², consoles account for 30% of time followed by computers (24%), smartphones (21%) and tablets (18%). Looking at share of time by format², online accounts for almost half (47%) of game time followed by apps (23%) and disc-based games (22%).
In-game advertising
Two-thirds (67%) of game-players are aware that advertising appears within some games (in-game advertising). Six in ten (61%) are happy to see ads in games if it makes them free, while a quarter (24%) think it makes games more realistic and immersive. The number of ads acceptable in a free game (1.7 every 30 minutes) is twice as high as in paid games (0.8).
Chester concludes: “Getting in-game advertising right is a very delicate skill. In-game ads can enhance the experience by adding realism or extra content – as long as they’re not interruptive and irrelevant. If they are, it can have the opposite effect and stop people playing.”"

9 of the world's top 20 internet companies are Asian



Source:  Data from WSJ, quoted by Christian Hernandez on Medium, 22nd September 2014
Note - Data compiled before the Alibaba IPO

Users' time spent with apps has increased 21% year on year

"Though 20% of apps are opened only once, people are becoming more attached to apps overall. According to Localytics data, the amount of time people spend in apps has increased by 21% over the last year. People are engaging with mobile so frequently that time spent with mobile apps now exceeds time spent on traditional desktop web. Certain categories are driving this increased time spent in apps. Here is a summary of the findings:
Overall time in app has increased by 21%
Users open an app on average 11.5 times a month, up from 9.4 a year ago (22% increase), while app session length has remained constant at 5.7 minutes
Social Networking experiences strong “snacking” behavior
Music has the greatest time in app increase of 79%
Time in Health & Fitness (a key feature in the recently announced iPhone 6) and Social Networking apps increased by 51% and 49% respectively
Time in app is a function of the average session length and the average number of sessions for an app. While the length of individual app sessions has been relatively constant over the past year at 5.7 minutes, app launches have increased from 9.4 times a month to 11.5. This boost in app launches has driven a 21% increase in time in app.
People are spending more time than ever with their apps, but certain app categories show a greater increase than others.
Music apps were the big winner with a 79% increase in time spent with these apps, resulting in an increase of 64 minutes per month compared to last year. As more people shift from iTunes to music apps such as SoundCloud and iHeartRadio, the time spent in music apps has drastically increased. These apps offer greater flexibility around music genres, playlists, and radio features. Most music apps also incorporate a social component, allowing people to share their favorite playlists. These reasons could explain why music has seen such a strong time in app increase over the past year.
Health and Fitness has shown the second highest increase in time in app at 51%, for an average 22 more minutes per month spent with these apps than last year. As the hardware specs for smartphones increase, so too does their potential to act as a health device. The recently announced iPhone 6 and iPhone 6+ comes with a new Health app that continuously measures motion data (which Apple claims is especially useful for people who climb stairs!). Similar features came with the Samsung Galaxy S5 released in May, including an integrated heart rate monitor and a fitness tracker. Increasingly, health features are coming standard with smartphones, as hardware becomes more advanced and consumers demonstrate an interest in fitness tracking."
Source:  Data from Localytics, reported on their blog, 16th September 2014
Nite - Original post includes lots of great charts

Alibaba shoppers spend $9,368 per second

"But if you thought Alibaba's revenue was explosive, get this: Based on estimates from The Economist charted for us by Business Insider Intelligence, Alibaba shoppers spend an average of $9,368 each second. This is an incredible feat, especially when you consider Amazon shoppers spend less than half of that value ($3,691) each second. Users on eBay, which once tried to compete with Alibaba in China, only spend about $2,775 each second. In other words, Alibaba sells a ton of stuff, and consumers feel very comfortable buying all of it."
Source:  Business Insider, 23rd September 2014

Friday, 26 September 2014

TV Tweet levels broadly correlate with TV channel & viewing figures over time

"Based on detailed examination of a year’s worth of exclusive data from both Twitter and BARB, excluding news and live sports programmes, its key findings include:
There is a ‘Twitter TV Top 30’: In terms of volume of tweets, the top 30 TV series (excluding live sport and news programmes) account for 50% of all measured UK Twitter TV activity and 9% of viewing volume.
TV Tweet levels broadly correlate with TV channel shares and programme/series viewing figures across a broad time period, although some channels over-perform on Twitter relative to audience share.
Of the TV Tweets analysed, there was a noticeable skew towards entertainment, talent shows, constructed reality, documentaries, soaps, special events and some dramas, including Sherlock, Downton Abbey and Doctor Who, where there is a cult or younger following.
Twitter TV activity correlates with audience size at a broad level: the shows with the largest volume of Twitter TV activity tend to have higher audiences. However smaller shows can gain disproportionate levels of Twitter activity if they are ‘social TV friendly’, for example encouraging participation or skewing to a younger audience.
Twitter activity has a direct, positive influence on viewing figures during broadcast for 11% of programmes, boosting audiences by an estimated 2% during those shows."

Thursday, 25 September 2014

Apple sold over 10m iPhone 6s in the first weekend

"Apple today announced it has sold over 10 million new iPhone 6 and iPhone 6 Plus models, a new record, just three days after the launch on September 19. iPhone 6 and iPhone 6 Plus are available in the US, Australia, Canada, France, Germany, Hong Kong, Japan, Puerto Rico, Singapore and the UK and will be available in more than 20 additional countries on September 26. The new iPhones will be available in 115 countries by the end of the year.
“Sales for iPhone 6 and iPhone 6 Plus exceeded our expectations for the launch weekend, and we couldn’t be happier,” said Tim Cook, Apple’s CEO. “We would like to thank all of our customers for making this our best launch ever, shattering all previous sell-through records by a large margin. While our team managed the manufacturing ramp better than ever before, we could have sold many more iPhones with greater supply and we are working hard to fill orders as quickly as possible.”"
Source:  Press release from Apple, 22nd September 2014r

Wednesday, 24 September 2014

46% of American broadband homes have a gaming console connected to the internet

"Parks Associates today announced new Consumer Analytics research,Connected Game Consoles, that shows 46% of U.S. broadband households have a game console connected to the Internet and over one-quarter (28%) use the connected gaming console as their primary connected CE device. Among these primary console users, roughly three-quarters use the gaming console to access non-gaming content online at least weekly, and nearly 40% access such content for more than 10 hours per week.
“Gaming consoles are the most frequently used connected CE device because of their high adoption rates—of the broadband households that have only one connected CE device, nearly 60% have a game console,” said Barbara Kraus, Director of Research, Parks Associates. “As the non-gaming capabilities of consoles have expanded, so too has the potential for consoles to become an entertainment platform for online content such as video, music, and apps.”"
Source:  Press release from Parks Associates, 23rd September 2014

Monday, 22 September 2014

4 of the 10 most-used smartphones in South Africa are Blackberries

"The most used smartphones in South Africa are the BlackBerry 8520 Curve, the BlackBerry 9320 Curve, and the BlackBerry 9300 Curve. This is according to Vodacom’s data about the number of active devices on its network.
The data further revealed that the top 10 most used smartphones on the Vodacom network included four BlackBerry devices, three Samsung phones, two Nokias, and an iPhone.
While there is a great deal of hype around high-end devices like the iPhone and Samsung Galaxy range, the more affordable BlackBerry 8520 is the smartphone which many South Africans use."

85% of WSJ's app usage is on iOS

"More than 85 percent of WSJ app usage is on iPhone, iPad or iPod touch."
Source:  WSJ, 17th September 2014

Friday, 19 September 2014

52% of the traffic to UK retail sites came from mobile devices

"IMRG (Interactive Media in Retail Group) is the UK’s industry association for e-retail, and in conjunction with consultancy Capgemini they sponsor a quarterly benchmarking report on the retail industry.
The study ran from May through July 2014, and was based upon information from some 40 retailers, including Addict, Airport Parking & Hotels, B&Q, Bank, Blacks, Brora, Cartridge People, Clarks, Crocus, Debenhams, Deckers, Dune, Dunelm Mill, Freeman Grattan Holdings (Freemans, Grattan, Look Again, Kaleidoscope, Curvissa, Swimear365, Witt International UK), Get The Label, Hobbs, Home & Cook, JD Sports, John Lewis, LK Bennett, M and M Direct, Marks & Spencer, Matalan, Millets, Moss Bros, New Look, Philip Kingsley, Schuh, Scott, Silentnight, Size, Sparkling Strawberry, Super GA, The Body Shop, The White Company & This is Pulp.
Overall, 52% of the traffic to retail sites came from a mobile device, either a smartphone or a tablet. Tina Spooner, chief information officer at IMRG commented “considering that as recently as 2010 mobile visits to e-retail sites accounted for less than 3 per cent of traffic, this latest milestone represents staggering growth of 2,000 per cent over the past four years.”
In addition, the study found that over 1/3 (36%) of online purchases were made over mobile. For retailers in clothing and apparel, the figure was over 40%.
With the total UK online sales reaching just over £24 billion (about US$40 billion) for the months May, June, and July, sales using smartphones and tablets was over £8 billion.
One of the most interesting findings was that about 80% of the mobile sales were using tablets, and only 20% were with smartphones, indicating that customers still value larger screens."

Roku has sold 10 million streaming players in the US

"Today we’re happy to announce that we have sold 10 million Roku players in the United States! This is a huge milestone for our company and we want to thank all of you for helping us to achieve it. We are dedicated to bringing consumers the best streaming TV experience and we’re grateful that our fans continue to support and recognize us for making America’s favorite streaming players.
Just over six years ago we shipped the very first Roku player to stream Netflix to the TV and now our players are synonymous with TV streaming. Today Roku players feature more than 1,800 channels – that’s 1,000 more channels than available on other streaming players. And because of this vast selection of entertainment, Roku players stream more than other streaming players. In fact, new NPD data1 found that Roku is the popular choice among streaming players and accounts for an aggregate 37 million hours of video streamed per week compared to Apple TV at 15 million hours, Chromecast at 12 million hours and Amazon Fire TV at six million hours. You’re also referring your friends to Roku more than any other streaming device, according to NPD. Thank you!"