According to venturebeat, Simon Khalaf, CEO of mobile analytics company Flurry, said at the recent Flurry Source 13 conference that the current number of iOS and Android users in the United States has reached 181 million, China has 167 million, the United Kingdom has 35 million, and Japan has 28 million. Although the United States still leads in the number of iOS and Android device activations, China's device activations have also increased by 293% last year, Vietnam's growth rate reached 269%, and Colombia's by 260%. In terms of average daily usage time, American users spend 127 minutes using apps, 168 minutes watching TV, and 70 minutes surfing the Internet. In 2010, the average daily Internet usage time for American users was 70 minutes, the app usage time was 66 minutes, and the TV usage time was 162 minutes. Since 2008, the compound annual growth rate of app revenue has reached 129%. Originally, app advertising revenue ranked first, followed by virtual goods, and third was free value-added games. But now virtual goods revenue has far exceeded advertising revenue; in 2012, mobile app revenue reached $18 billion. People spend 43% of their time on smartphone games, 26% on social networks, 10% on entertainment content, and 10% on utilities. In 2012, users' visits to mobile social applications increased by 387%, visits to media and entertainment content increased by 268%, and visits to games increased by 107%. Microtransactions are the main driver of app revenue growth. In September 2012, 53% of the top 1,000 free games on iOS had an average daily active user revenue of less than 25 cents (a year ago, this proportion was as high as 82%); 32% of the transactions were between 25-75 cents (a year ago, this proportion was 15%); and currently 15% of the transactions are less than 75 cents (a year ago, this proportion was 3%). Of the time users spend on mobile social apps, social networks such as Facebook account for 47%; 29% is spent on communication apps, 19% on video and photo sharing apps, and 5% on dating apps; the peak usage period for media and entertainment apps is similar to the prime time of evening TV. |
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