http://xinternetculturesy.blogspot.my/2016/12/tidbits-mobile-app-usage.html
This is an in-depth discussion about the time spent on mobile devices.
As suggested by said post, many users spend 90% of the time on mobile apps. So the first question one should ask is, what apps? The statistics was gathered from an annual report by the Flurry, in the 2nd quarter of 2015, the majority of the time spent were on Facebook, Entertainment (Youtube, etc) and Gaming. Now while Facebook was considered a separate category, one can also consider it a Messaging/Social app.
Now that we are aware that essentially most of the time spent is on Social apps, what are users using it for? A study done by Millward Brown Digital suggests that is it used for consuming media. Consuming media means to create content designed for today’s digital media ecosystem. This content is designed to ‘find’ targeted users inline with their specific content consumption behaviors, engage them and allow them to easily ‘share’ with other interested users.
To conclude, based of the statistics, when it comes to mobile app productions, it seems to heavily suggest that content has become one of the most important selling points to grab users attentions.
References
Shaun Moores (1993). Interpreting audiences : the ethnography of media consumption. London: Sage.
Sullivan, W. (2016). Trends on Tuesday: Content is King for Mobile Apps. [online] DigitalGov. Available at: https://www.digitalgov.gov/2015/09/22/trends-on-tuesday-content-is-king-for-mobile-apps/ [Accessed 17 Dec. 2016].
Yahoo Developer Network. (2016). Seven Years Into The Mobile Revolution: Content is King… Again. [online] Available at: https://yahoodevelopers.tumblr.com/post/127636051988/seven-years-into-the-mobile-revolution-content-is [Accessed 17 Dec. 2016].
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