SlideShare a Scribd company logo
Keep Your IP. Hold on to Your Hat.




Peter Farago                @FlurryMobile
VP Marketing               GAP@flurry.com
App Measurement & Advertising Platform

Flurry Analytics
Better apps on iOS, Android, BB, WP, HTML5
 App Developers:                  70,000
 Live Applications:              190,000
 Devices per month:                540M
 Sessions per month:                 38B
 Events per month:                  400B

AppCircle Ad Network
Acquisition & Monetization: iOS, Android
 App Developers:                   6,200
 Devices per month:                250M
 Daily Completed Views                3M
“Software is Eating the World” Andreessen in WSJ
iOS & Android Addressable Market




  GLOBAL
POPULATION
 7 BILLION
                  Sources: United States Census Bureau, based on Accenture analysis
iOS & Android Addressable Market

                        GLOBAL POPULATION 7 BILLION




MOBILE PHONE
SUBSCRIPTIONS
  6 BILLION
        Sources: US Census Bureau; International Telecommunication Union; based on Accenture analysis
iOS & Android Addressable Market

                         GLOBAL POPULATION 7 BILLION

  MOBILE PHONE SUBSCRIPTIONS 6 BILLION




 INTERNET
   USERS
2.3 BILLION
         Sources: US Census Bureau; International Telecommunication Union; based on Accenture analysis
iOS & Android Addressable Market

                                    GLOBAL POPULATION 7 BILLION

        MOBILE PHONE SUBSCRIPTIONS 6 BILLION



  INTERNET USERS 2.3 BILLION




iOS & ANDROID
550 MILLION
             Sources: US Census Bureau; International Telecommunication Union, Flurry; based on Accenture analysis
iOS & Android Addressable Market

                         GLOBAL POPULATION 7 BILLION

MOBILE PHONE SUBSCRIPTIONS 6 BILLION
                                                                                        9%
                                                                                        VS
                                                                                      MOBILE
INTERNET USERS 2.3 BILLION

                                      24%
                                          VS
                                    INTERNET

iOS & ANDROID
550 MILLION
                     Sources: US Census Bureau; CIA World Factbook; Flurry; based on Accenture analysis
Penetration of WW Population, 5 Years After Launch


     8X             3X                               2X
                                                                                      8%


                                                      4%
                     3%
     1%

   PCs (1988)   Facebook (2009)                 Internet (2000)             iOS & Android (2012)
                  Sources: United States Census Bureau, International Telecommunication Union, Facebook, Flurry
Apps Eating the Internet

           U.S. MOBILE APPS VERSUS WEB CONSUMPTION

 WEB BROWSING        MOBILE APPS
                                                                                             94
                                                           81                              MINUTES


                      70 66                  74           MINUTES             72
64                   MINUTES
                               MINUTES
                                           MINUTES                          MINUTES
MINUTES


          43
          MINUTES




   June 2010             Dec 2010                June 2011                         Dec 2011

                                         Sources: comScore, Alexa, Flurry Analytics; Smartphones & Tablets, U.S.
iOS & Android Games Command Consumer Time

DAILY SMARTPHONE APP CONSUMPTION, MINUTES PER CATEGORY, WW

                                                     7
                   7                                10
                  10                                12
                  11
                                                    24
                  15


                  25                                24

          Q1 2011(68 minutes)              Q1 2012 (77 minutes)
  Games         Social Networking   News      Entertainment                Other
                                                   Source: Flurry Analytics, Smartphones, WW
iOS & Android Games Eat Traditional Gaming Revenue

               U.S. PORTABLE GAME SOFTWARE BY REVENUE



      19%
                                   34%                                                          36%
11%
                                                   57%                 58%
                    70%
                                    9%                                                         6%

            2009                         2010                                      2011

                   iOS & Android         Sony PSP                      Nintendo DS
                                         Source: Flurry Analytics, The NPD Group; Flurry analysis & estimates
Indies Dominate on iOS & Android

  INDIE VS. ESTABLISHED GAME SESSIONS ON iOS & ANDROID, WW




               40%                                                         32%
                                             44%
60%                         56%
                                                         68%


   Q1 2010                         Q1 2011                      Q1 2012

 Independent iOS & Android Game Developers     Game Companies from other Platforms
                                                                     Source: Flurry Analytics
Business Model: App Store Top 25 Grossing
  UNITED KINGDOM             FRANCE                     GERMANY
                                4%
           16%
                                                                   24%


    84%                     96%                      76%


   UNITED STATES              CHINA                        TOTAL

           8%                     12%                           13%



     92%                    88%                       87%


            IN APP PURCHASE PRICING     PREMIUM PRICING
                                          Source: iTunes App Store, May 2012, Flurry analysis
Apps vs. Games: App Store Top 25 Grossing
  UNITED KINGDOM           FRANCE                       GERMANY



            28%                                     40%
                                    36%
                     64%                                            60%
   72%


   UNITED STATES           CHINA                           TOTAL

          12%                 12%
                                                                     30%

                                                    70%
    88%               88%


                   GAMES        APPLICATIONS
                                          Source: iTunes App Store, May 2012, Flurry analysis
Gen Y Pays

                  TIME SPENT BY DEMOGRAPHIC
18%
                                            Males (53%)   Females (47%)
16%
                  17%           17%
14%                     15%
12%
                                      12%
10%         11%
      11%
8%

6%
                                              7% 7%
4%

2%                                                           2% 1%
0%
      13 – 17      18 – 24       25 – 34        35 – 54          55+
Gen X Pays

      MOBILE FREE-TO-PLAY GAMES: MONEY SPENT BY DEMOGRAPHIC

30%
                               29%         Males (58%)   Females (42%)
25%


20%
                                     20%
15%
                                             16%
10%
                                                   12%
                 9%
5%    3% 2%            7%
                                                            1% 1%
0%
      13 – 17     18 – 24       25 – 34        35 – 54         55+
                                                              Source: Flurry Analytics
Women Thrifty. Men Binge.
      MOBILE FREE-TO-PLAY GAMES: TRANSACTION SIZE BY DEMOGRAPHIC

$16
                                          $16.4
                          $15.5
        Males ($15.6)
$14                                                       $15.2           $14.8
        Females ($11.9)

$12
                                  $12.0           $12.0           $12.5
      $11.8
$10
                                                                                  $10.4
$8
              $8.2
$6

$4

$2

$0
        13 – 17             18 – 24         25 – 34         35 – 54          55+
                                                                            Source: Flurry Analytics
Sessions per Category, Smartphones vs. Tablets

                            Smartphones                                          Tablets


          Games                           50%              Games                                       58%

Social Networking                22%            Social Networking               14%

   Entertainment       6%                          Entertainment              11%

         Lifestyle    5%                                   Utilities      3%

          Utilities   4%                                     News        2%

           News       2%                                    Books        2%

            Other          11%                               Other           10%


                                                 Source: Flurry Analytics, Q1 2012; 160,500 apps, 97 Billion Sessions
Engagement Comparison, Smartphones vs. Tablets




                                        Source: Flurry Analytics
Time of Day Usage, Smartphones vs. Tablets




                                      Source: Flurry Analytics
Gender by Category, Smartphones vs. Tablets




                                       Source: Flurry Analytics
Age Distribution, Smartphones vs. Tablets

Average Age
Smartphones:                                        41%
                 27
Tablets:         38


           21%            20%                 22%
                                    20%
                                                                    17%
 13%                                                          14%
                  9%
                                                                             3%


     13 - 17          18 - 24             25 - 34     35 - 54          55+

                            Smartphones             Tablets

                                                                     Source: Flurry Analytics
Top 6 Successful Game Types




ENDLESS PASS TIME   NURTURING & COLLECTING   BUILDING & SIMULATION




   SOCIAL RPG           GAMER’S GAME            POKER / CASINO
Endless Pass Time
                    Examples                                      Age Distribution
                                                  30%
                                                  25%
                                                  20%
                                                  15%
                                                  10%
                                                   5%

      Angry Birds            Fruit Ninja           0%
                                                         13-17    18-24   25-34   35-54     55+


            Key Genre Attributes
•   Intuitive, simple puzzle/arcade mechanics
                                                                 58%                   42%
•   Leverages h/w (touch, accelerometer)
                                                DAU                               1,000,000
•   Cute, often original IP; mass-mkt appeal
                                                Monthly Revenue                      $500,000
•   Infinite replay value; lots of power-ups
                                                Investment (minor)                   $100,000
•   May have social leaderboards
                                                Investment (major)                   $400,000
Nurturing & Collecting
                   Examples                                       Age Distribution
                                                  35%
                                                  30%
                                                  25%
                                                  20%
                                                  15%
                                                  10%
                                                   5%
      Dragonvale          Dream Pethouse           0%
                                                         13-17    18-24   25-34   35-54        55+


            Key Genre Attributes
•   Nurturing (tamagotchi) gameplay
                                                                 41%                   59%
•   Avatar / dress-up style content
                                                DAU                                  300,000
•   Endless variety of virtual goods
                                                Monthly Revenue                      $900,000
•   Strong social / show-your-friends sharing
                                                Investment (minor)                   $100,000
•   Often w/ underlying econ sim mechanics
                                                Investment (major)                   $400,000
Building & Simulation
                  Examples                                      Age Distribution
                                                40%
                                                35%
                                                30%
                                                25%
                                                20%
                                                15%
                                                10%
                                                 5%
    Smurfs’ Village     Kingdoms of Camelot      0%
                                                       13-17    18-24   25-34   35-54        55+


            Key Genre Attributes
•   Building & simulation gameplay
                                                               49%                   51%
•   “Empire” expansion / leveling up
                                              DAU                                  400,000
•   Content / power-up unlocks
                                              Monthly Revenue                   $1,200,000
•   Has both virtual currency & goods
                                              Investment (minor)                   $100,000
•   Light social collaboration & sharing
                                              Investment (major)                   $500,000
Social RPG
                   Examples                                    Age Distribution
                                               40%
                                               35%
                                               30%
                                               25%
                                               20%
                                               15%
                                               10%
                                                5%
      Crime City         Original Gangstaz      0%
                                                      13-17    18-24   25-34   35-54        55+


           Key Genre Attributes
•   Text-based RPG mechanic
                                                              79%                   21%
•   Player-vs-player gameplay
                                             DAU                                  150,000
•   Energy / HP depletion
                                             Monthly Revenue                      $600,000
•   Clan / team dimension + message / chat
                                             Investment (minor)                   $100,000
•   Mission-based & level progression
                                             Investment (major)                   $400,000
Gamer’s Game
                   Examples                                       Age Distribution
                                                  50%

                                                  40%

                                                  30%

                                                  20%

                                                  10%

    Infinity Blade II       Real Racing 2          0%
                                                         13-17    18-24   25-34   35-54        55+


            Key Genre Attributes
•   Platform-leading graphics
                                                                 91%                    9%
•   Strong physics engine / middle-ware
                                                DAU                                   50,000
•   Sports / battle / racing style sub-genres
                                                Monthly Revenue                      $400,000
•   Defined win-lose outcomes
                                                Investment (minor)                   $100,000
•   Premium pricing model, often $4.99+
                                                Investment (major)                   $400,000
Texas Poker / Casino
                    Examples                                     Age Distribution
                                                 40%
                                                 35%
                                                 30%
                                                 25%
                                                 20%
                                                 15%
                                                 10%
                                                  5%
      Zynga Poker          Card Ace: Casino       0%
                                                        13-17    18-24   25-34   35-54        55+


           Key Genre Attributes
•   Synchronous, Online Multi-player
                                                                68%                   32%
•   Private + public tables, chat enabled
                                               DAU                                  200,000
•   Texas Poker dominates, inherently social
                                               Monthly Revenue                   $1,000,000
•   Blend of competition + social
                                               Investment (minor)                   $100,000
•   Acquiring chips = perfect freemium model
                                               Investment (major)                   $400,000
Flurry Services


    Analytics: Increase Your App Engagement and Retention
1   •   Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5)
    •   Understand and segment app audiences to maximize engagement and revenue


    AppCircle: Build & Grow Your App Audience
2   • Acquire users with high-quality app recommendations and videos (iOS, Android)
    • Win-back your best users to build the most loyal and best monetizing audience


    AppSpot: Maximize Your App Audience Revenue
3   •   2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads
    •   Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set
    •   Max eCPMs selling direct, segmented parts of your audience to top advertisers
Thank You!




Peter Farago                 @FlurryMobile
VP Marketing                GAP@flurry.com

More Related Content

PPTX
"Новые герои индустрии социальных игр: приложения для iOS и Android", Richar...
PPTX
Mobile Outlook 2013
PDF
Next11 Xyologic - In The App Economy Germany Is Not A Technology Adoption Isl...
PDF
Jordan Bitterman on The Makegood: The Future of Video
PDF
"Миллиарды игроков - насколько может вырасти рынок мобильных игр?" - Саймон П...
PDF
Snapshot of digital India
PPTX
Mobile Breakfast 2013 - Henry Blodget Presentation
PDF
WWTH 11.0: comScore Presentation
"Новые герои индустрии социальных игр: приложения для iOS и Android", Richar...
Mobile Outlook 2013
Next11 Xyologic - In The App Economy Germany Is Not A Technology Adoption Isl...
Jordan Bitterman on The Makegood: The Future of Video
"Миллиарды игроков - насколько может вырасти рынок мобильных игр?" - Саймон П...
Snapshot of digital India
Mobile Breakfast 2013 - Henry Blodget Presentation
WWTH 11.0: comScore Presentation

What's hot (14)

PDF
Richard Firminger
PPTX
The Mobile Market : Singapore's Outlook
PDF
Vietnam mobile internet_2014_mwork_vietnam_mobile_day
PDF
Mobile and Luxury Retail Brands
PDF
OGDC 2014 - Vietnam Mobile Internet Overview by mWork Corp
PPTX
Flurry the appside_publishing_june2012
PDF
Millennialmedia_Mobile Mix: 2012 in Review
PDF
Мобильная реклама 2012 (Millennialmedia)
PDF
Social Media and Retail Marketing
PPTX
Digiday Mobile with Business Insider: Will Mobile Ever Live Up to Its Promise?
PDF
Mobile Marketing Slide Deck
PDF
Wavemaker MESH IPL Report 2021
PDF
We Are Social’s Guide to Social, Digital and Mobile in Vietnam (2nd Edition, ...
Richard Firminger
The Mobile Market : Singapore's Outlook
Vietnam mobile internet_2014_mwork_vietnam_mobile_day
Mobile and Luxury Retail Brands
OGDC 2014 - Vietnam Mobile Internet Overview by mWork Corp
Flurry the appside_publishing_june2012
Millennialmedia_Mobile Mix: 2012 in Review
Мобильная реклама 2012 (Millennialmedia)
Social Media and Retail Marketing
Digiday Mobile with Business Insider: Will Mobile Ever Live Up to Its Promise?
Mobile Marketing Slide Deck
Wavemaker MESH IPL Report 2021
We Are Social’s Guide to Social, Digital and Mobile in Vietnam (2nd Edition, ...
Ad

Viewers also liked (8)

PPT
Dennis Yu - SMO to Go: Where do Mobile and Social Meet?
PPTX
Dr. Riza Berkan Presentation
PDF
Day1 1345 lovell_26_minutes
PPT
Drew Warren Presentation
PPTX
Scott Brinker Presentation
PDF
Matt Esslinger Presentation
PPT
Benjamin Goering - Teen Entrepreneurs Give the Inside Scoop on Social Media
PDF
Matthew Griffin Design Tools
Dennis Yu - SMO to Go: Where do Mobile and Social Meet?
Dr. Riza Berkan Presentation
Day1 1345 lovell_26_minutes
Drew Warren Presentation
Scott Brinker Presentation
Matt Esslinger Presentation
Benjamin Goering - Teen Entrepreneurs Give the Inside Scoop on Social Media
Matthew Griffin Design Tools
Ad

Similar to Peter Farago (20)

PPTX
Flurry: Mobile Outlook 2013
PPTX
Flurry report 2013 simonkhalaf
PPT
Live Mobile: "An Audience Of Billions - Just How Big Can The Mobile Market Ge...
PPT
Презентация Flurry на Live Mobile
PPTX
The AppStore Business Model: A Survey With Case Studies
PPTX
Smartphone Strategy (Telecom Operators)
PDF
iPhone Apps - What, how, why?
PPTX
Fresh Digital Group: Mobile Marketplace Statistics
PDF
Flurry: миллиардная аудитория – насколько большим может быть рынок мобильных ...
PDF
Rml flurry 2012_sp
PDF
Blog Talk 2010 | Apps are Bad
PPTX
Flurry Mobile App Industry Trends Presentation, Business Insider Mobile Adver...
PDF
Flurry Analytics - NOAH12 London
PDF
Flurry Analytics - NOAH12 London
PPTX
CASMA Globant Mobile Presentation
PPTX
Mobile Trends - Sosyal Medya Akademi
PDF
Mobile Application Monetization Strategy
KEY
The Chronicles of a Mobile-Web Economy
PDF
App life cycle management company - Appcessorize Everything!
PDF
Vincent Hoogsteder - Distimo
Flurry: Mobile Outlook 2013
Flurry report 2013 simonkhalaf
Live Mobile: "An Audience Of Billions - Just How Big Can The Mobile Market Ge...
Презентация Flurry на Live Mobile
The AppStore Business Model: A Survey With Case Studies
Smartphone Strategy (Telecom Operators)
iPhone Apps - What, how, why?
Fresh Digital Group: Mobile Marketplace Statistics
Flurry: миллиардная аудитория – насколько большим может быть рынок мобильных ...
Rml flurry 2012_sp
Blog Talk 2010 | Apps are Bad
Flurry Mobile App Industry Trends Presentation, Business Insider Mobile Adver...
Flurry Analytics - NOAH12 London
Flurry Analytics - NOAH12 London
CASMA Globant Mobile Presentation
Mobile Trends - Sosyal Medya Akademi
Mobile Application Monetization Strategy
The Chronicles of a Mobile-Web Economy
App life cycle management company - Appcessorize Everything!
Vincent Hoogsteder - Distimo

More from Mediabistro (20)

PDF
Elements of a Successful Job Listing
PDF
Kelvin Wee_Inside 3D Printing Melbourne 2014
PDF
Kelvin Wee_Inszi
PPT
Melb oleg2
PDF
Paul Taylor_Inside 3D Printing Melbourne
PDF
Paul Mignone_Inside 3D Printing Melbourne
PPTX
Angela Daly_Inside 3D Printing Melbourne
PDF
Chris Leigh-Lancaster_Inside 3D Printing Melbourne
PDF
Terry Wohlers_Inside 3D Printing Melbourne
PPTX
2014 07-09 Juan Llanos Presentation
PPTX
Gary Anderson_Inside 3D Printing Melbourne
PPTX
James canning inside bitcoin melbourne final
PPTX
Gst & bitcoins slides- Potential Pitfalls
PPTX
Building a trading platform from scratch
PPT
Bitcoin Lateral Economics
PDF
State of Ethereum, and Mining
PPTX
Future of Bitcoin Mining- Josh Zerlan
PPTX
Evan Wagner and Robby Dermody Presentation
ODP
Crypto Law
PPTX
Morning Keynote: Bobby Lee
Elements of a Successful Job Listing
Kelvin Wee_Inside 3D Printing Melbourne 2014
Kelvin Wee_Inszi
Melb oleg2
Paul Taylor_Inside 3D Printing Melbourne
Paul Mignone_Inside 3D Printing Melbourne
Angela Daly_Inside 3D Printing Melbourne
Chris Leigh-Lancaster_Inside 3D Printing Melbourne
Terry Wohlers_Inside 3D Printing Melbourne
2014 07-09 Juan Llanos Presentation
Gary Anderson_Inside 3D Printing Melbourne
James canning inside bitcoin melbourne final
Gst & bitcoins slides- Potential Pitfalls
Building a trading platform from scratch
Bitcoin Lateral Economics
State of Ethereum, and Mining
Future of Bitcoin Mining- Josh Zerlan
Evan Wagner and Robby Dermody Presentation
Crypto Law
Morning Keynote: Bobby Lee

Recently uploaded (20)

PDF
STKI Israel Market Study 2025 version august
PDF
Assigned Numbers - 2025 - Bluetooth® Document
PDF
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
PDF
Hybrid model detection and classification of lung cancer
PDF
Getting Started with Data Integration: FME Form 101
PDF
A comparative study of natural language inference in Swahili using monolingua...
PDF
Zenith AI: Advanced Artificial Intelligence
PDF
Web App vs Mobile App What Should You Build First.pdf
PDF
WOOl fibre morphology and structure.pdf for textiles
PDF
2021 HotChips TSMC Packaging Technologies for Chiplets and 3D_0819 publish_pu...
PDF
A contest of sentiment analysis: k-nearest neighbor versus neural network
PDF
Architecture types and enterprise applications.pdf
PPTX
Chapter 5: Probability Theory and Statistics
PPTX
The various Industrial Revolutions .pptx
PDF
Hindi spoken digit analysis for native and non-native speakers
PPTX
Final SEM Unit 1 for mit wpu at pune .pptx
PPTX
MicrosoftCybserSecurityReferenceArchitecture-April-2025.pptx
PDF
gpt5_lecture_notes_comprehensive_20250812015547.pdf
PPTX
cloud_computing_Infrastucture_as_cloud_p
PPTX
observCloud-Native Containerability and monitoring.pptx
STKI Israel Market Study 2025 version august
Assigned Numbers - 2025 - Bluetooth® Document
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
Hybrid model detection and classification of lung cancer
Getting Started with Data Integration: FME Form 101
A comparative study of natural language inference in Swahili using monolingua...
Zenith AI: Advanced Artificial Intelligence
Web App vs Mobile App What Should You Build First.pdf
WOOl fibre morphology and structure.pdf for textiles
2021 HotChips TSMC Packaging Technologies for Chiplets and 3D_0819 publish_pu...
A contest of sentiment analysis: k-nearest neighbor versus neural network
Architecture types and enterprise applications.pdf
Chapter 5: Probability Theory and Statistics
The various Industrial Revolutions .pptx
Hindi spoken digit analysis for native and non-native speakers
Final SEM Unit 1 for mit wpu at pune .pptx
MicrosoftCybserSecurityReferenceArchitecture-April-2025.pptx
gpt5_lecture_notes_comprehensive_20250812015547.pdf
cloud_computing_Infrastucture_as_cloud_p
observCloud-Native Containerability and monitoring.pptx

Peter Farago

  • 1. Keep Your IP. Hold on to Your Hat. Peter Farago @FlurryMobile VP Marketing GAP@flurry.com
  • 2. App Measurement & Advertising Platform Flurry Analytics Better apps on iOS, Android, BB, WP, HTML5 App Developers: 70,000 Live Applications: 190,000 Devices per month: 540M Sessions per month: 38B Events per month: 400B AppCircle Ad Network Acquisition & Monetization: iOS, Android App Developers: 6,200 Devices per month: 250M Daily Completed Views 3M
  • 3. “Software is Eating the World” Andreessen in WSJ
  • 4. iOS & Android Addressable Market GLOBAL POPULATION 7 BILLION Sources: United States Census Bureau, based on Accenture analysis
  • 5. iOS & Android Addressable Market GLOBAL POPULATION 7 BILLION MOBILE PHONE SUBSCRIPTIONS 6 BILLION Sources: US Census Bureau; International Telecommunication Union; based on Accenture analysis
  • 6. iOS & Android Addressable Market GLOBAL POPULATION 7 BILLION MOBILE PHONE SUBSCRIPTIONS 6 BILLION INTERNET USERS 2.3 BILLION Sources: US Census Bureau; International Telecommunication Union; based on Accenture analysis
  • 7. iOS & Android Addressable Market GLOBAL POPULATION 7 BILLION MOBILE PHONE SUBSCRIPTIONS 6 BILLION INTERNET USERS 2.3 BILLION iOS & ANDROID 550 MILLION Sources: US Census Bureau; International Telecommunication Union, Flurry; based on Accenture analysis
  • 8. iOS & Android Addressable Market GLOBAL POPULATION 7 BILLION MOBILE PHONE SUBSCRIPTIONS 6 BILLION 9% VS MOBILE INTERNET USERS 2.3 BILLION 24% VS INTERNET iOS & ANDROID 550 MILLION Sources: US Census Bureau; CIA World Factbook; Flurry; based on Accenture analysis
  • 9. Penetration of WW Population, 5 Years After Launch 8X 3X 2X 8% 4% 3% 1% PCs (1988) Facebook (2009) Internet (2000) iOS & Android (2012) Sources: United States Census Bureau, International Telecommunication Union, Facebook, Flurry
  • 10. Apps Eating the Internet U.S. MOBILE APPS VERSUS WEB CONSUMPTION WEB BROWSING MOBILE APPS 94 81 MINUTES 70 66 74 MINUTES 72 64 MINUTES MINUTES MINUTES MINUTES MINUTES 43 MINUTES June 2010 Dec 2010 June 2011 Dec 2011 Sources: comScore, Alexa, Flurry Analytics; Smartphones & Tablets, U.S.
  • 11. iOS & Android Games Command Consumer Time DAILY SMARTPHONE APP CONSUMPTION, MINUTES PER CATEGORY, WW 7 7 10 10 12 11 24 15 25 24 Q1 2011(68 minutes) Q1 2012 (77 minutes) Games Social Networking News Entertainment Other Source: Flurry Analytics, Smartphones, WW
  • 12. iOS & Android Games Eat Traditional Gaming Revenue U.S. PORTABLE GAME SOFTWARE BY REVENUE 19% 34% 36% 11% 57% 58% 70% 9% 6% 2009 2010 2011 iOS & Android Sony PSP Nintendo DS Source: Flurry Analytics, The NPD Group; Flurry analysis & estimates
  • 13. Indies Dominate on iOS & Android INDIE VS. ESTABLISHED GAME SESSIONS ON iOS & ANDROID, WW 40% 32% 44% 60% 56% 68% Q1 2010 Q1 2011 Q1 2012 Independent iOS & Android Game Developers Game Companies from other Platforms Source: Flurry Analytics
  • 14. Business Model: App Store Top 25 Grossing UNITED KINGDOM FRANCE GERMANY 4% 16% 24% 84% 96% 76% UNITED STATES CHINA TOTAL 8% 12% 13% 92% 88% 87% IN APP PURCHASE PRICING PREMIUM PRICING Source: iTunes App Store, May 2012, Flurry analysis
  • 15. Apps vs. Games: App Store Top 25 Grossing UNITED KINGDOM FRANCE GERMANY 28% 40% 36% 64% 60% 72% UNITED STATES CHINA TOTAL 12% 12% 30% 70% 88% 88% GAMES APPLICATIONS Source: iTunes App Store, May 2012, Flurry analysis
  • 16. Gen Y Pays TIME SPENT BY DEMOGRAPHIC 18% Males (53%) Females (47%) 16% 17% 17% 14% 15% 12% 12% 10% 11% 11% 8% 6% 7% 7% 4% 2% 2% 1% 0% 13 – 17 18 – 24 25 – 34 35 – 54 55+
  • 17. Gen X Pays MOBILE FREE-TO-PLAY GAMES: MONEY SPENT BY DEMOGRAPHIC 30% 29% Males (58%) Females (42%) 25% 20% 20% 15% 16% 10% 12% 9% 5% 3% 2% 7% 1% 1% 0% 13 – 17 18 – 24 25 – 34 35 – 54 55+ Source: Flurry Analytics
  • 18. Women Thrifty. Men Binge. MOBILE FREE-TO-PLAY GAMES: TRANSACTION SIZE BY DEMOGRAPHIC $16 $16.4 $15.5 Males ($15.6) $14 $15.2 $14.8 Females ($11.9) $12 $12.0 $12.0 $12.5 $11.8 $10 $10.4 $8 $8.2 $6 $4 $2 $0 13 – 17 18 – 24 25 – 34 35 – 54 55+ Source: Flurry Analytics
  • 19. Sessions per Category, Smartphones vs. Tablets Smartphones Tablets Games 50% Games 58% Social Networking 22% Social Networking 14% Entertainment 6% Entertainment 11% Lifestyle 5% Utilities 3% Utilities 4% News 2% News 2% Books 2% Other 11% Other 10% Source: Flurry Analytics, Q1 2012; 160,500 apps, 97 Billion Sessions
  • 20. Engagement Comparison, Smartphones vs. Tablets Source: Flurry Analytics
  • 21. Time of Day Usage, Smartphones vs. Tablets Source: Flurry Analytics
  • 22. Gender by Category, Smartphones vs. Tablets Source: Flurry Analytics
  • 23. Age Distribution, Smartphones vs. Tablets Average Age Smartphones: 41% 27 Tablets: 38 21% 20% 22% 20% 17% 13% 14% 9% 3% 13 - 17 18 - 24 25 - 34 35 - 54 55+ Smartphones Tablets Source: Flurry Analytics
  • 24. Top 6 Successful Game Types ENDLESS PASS TIME NURTURING & COLLECTING BUILDING & SIMULATION SOCIAL RPG GAMER’S GAME POKER / CASINO
  • 25. Endless Pass Time Examples Age Distribution 30% 25% 20% 15% 10% 5% Angry Birds Fruit Ninja 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Intuitive, simple puzzle/arcade mechanics 58% 42% • Leverages h/w (touch, accelerometer) DAU 1,000,000 • Cute, often original IP; mass-mkt appeal Monthly Revenue $500,000 • Infinite replay value; lots of power-ups Investment (minor) $100,000 • May have social leaderboards Investment (major) $400,000
  • 26. Nurturing & Collecting Examples Age Distribution 35% 30% 25% 20% 15% 10% 5% Dragonvale Dream Pethouse 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Nurturing (tamagotchi) gameplay 41% 59% • Avatar / dress-up style content DAU 300,000 • Endless variety of virtual goods Monthly Revenue $900,000 • Strong social / show-your-friends sharing Investment (minor) $100,000 • Often w/ underlying econ sim mechanics Investment (major) $400,000
  • 27. Building & Simulation Examples Age Distribution 40% 35% 30% 25% 20% 15% 10% 5% Smurfs’ Village Kingdoms of Camelot 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Building & simulation gameplay 49% 51% • “Empire” expansion / leveling up DAU 400,000 • Content / power-up unlocks Monthly Revenue $1,200,000 • Has both virtual currency & goods Investment (minor) $100,000 • Light social collaboration & sharing Investment (major) $500,000
  • 28. Social RPG Examples Age Distribution 40% 35% 30% 25% 20% 15% 10% 5% Crime City Original Gangstaz 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Text-based RPG mechanic 79% 21% • Player-vs-player gameplay DAU 150,000 • Energy / HP depletion Monthly Revenue $600,000 • Clan / team dimension + message / chat Investment (minor) $100,000 • Mission-based & level progression Investment (major) $400,000
  • 29. Gamer’s Game Examples Age Distribution 50% 40% 30% 20% 10% Infinity Blade II Real Racing 2 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Platform-leading graphics 91% 9% • Strong physics engine / middle-ware DAU 50,000 • Sports / battle / racing style sub-genres Monthly Revenue $400,000 • Defined win-lose outcomes Investment (minor) $100,000 • Premium pricing model, often $4.99+ Investment (major) $400,000
  • 30. Texas Poker / Casino Examples Age Distribution 40% 35% 30% 25% 20% 15% 10% 5% Zynga Poker Card Ace: Casino 0% 13-17 18-24 25-34 35-54 55+ Key Genre Attributes • Synchronous, Online Multi-player 68% 32% • Private + public tables, chat enabled DAU 200,000 • Texas Poker dominates, inherently social Monthly Revenue $1,000,000 • Blend of competition + social Investment (minor) $100,000 • Acquiring chips = perfect freemium model Investment (major) $400,000
  • 31. Flurry Services Analytics: Increase Your App Engagement and Retention 1 • Free and powerful. Leading app analytics (iOS, Android, WP, BB, J2ME, HTML5) • Understand and segment app audiences to maximize engagement and revenue AppCircle: Build & Grow Your App Audience 2 • Acquire users with high-quality app recommendations and videos (iOS, Android) • Win-back your best users to build the most loyal and best monetizing audience AppSpot: Maximize Your App Audience Revenue 3 • 2X revenue, reduce cost with free ad serving and mediation, yield-optimized ads • Max eCPMs with mediation and yield optimization leveraging Flurry’s big data set • Max eCPMs selling direct, segmented parts of your audience to top advertisers
  • 32. Thank You! Peter Farago @FlurryMobile VP Marketing GAP@flurry.com

Editor's Notes

  • #4: Andreessen wrote that every sector is being disrupted by software.But the truth is that APPS are eating software. They are the deliver mechanism of software today, and growing faster than anything any of us have ever seen.Read and reference the WSJ article, “Why Software is Eating the World” by Marc Andreessen, August 11, 2011.
  • #8: VS. TAM, iOS & Android only ¼ PENETRATED. LOTS OF GROWTH LEFT.TOTAL ADDRESSABLE MARKET OF AFFLUENT ADULTS (TAM)ADULT = 15 – 64 YEAR OLDS (INTERNATIONAL MONETARY FUND)AFFLUENT = MIDDLE-CLASS AND ABOVE
  • #9: VS. TAM, iOS & Android only ¼ PENETRATED. LOTS OF GROWTH LEFT.TOTAL ADDRESSABLE MARKET OF AFFLUENT ADULTS (TAM)ADULT = 15 – 64 YEAR OLDS (INTERNATIONAL MONETARY FUND)AFFLUENT = MIDDLE-CLASS AND ABOVE
  • #11: Jan 2012 – 36hrs online according to comscore. Europe: Feb 2012 – 28.2hrs online according to comscore.
  • #12: … but they are challenged for the first time by other categories. With more competition for the consumer’s time, games companies must work harder and smarter to retain and monetize the users they do acquire.
  • #13: Games are a disruptive force in the total gaming category, decimating the portable (aka handheld) category, traditionally dominated by Nintendo and Sony.
  • #18: Men lead women in spending, with the greatest difference occurring in the 25 – 34 year old age group.  For freemium games, spending is concentrated between the ages of 25 - 54, with men in this age range representing nearly half (45%) of spending and women representing another third (32%).