Which gaming company’s first app just shipped 1m? Which music giant has 30m paying subs? What impact with mobile have on global ad spend?
You’ll find the answers to these and many more mobile data related questions in this week’s MEF market stats round up…
Just 1.9 per cent of gamers make in-app purchases
Mobile gaming is more dependent than ever on a small cohort of gamers who spend big.
Swrve’s 2016 Mobile Monetization Report says just 0.19 per cent of all players account for 48 per cent of all revenue.
The study covers is based on real user data covering tens of millions of mobile gamers. It shows that things are improving, but not much. The 1.9 per cent figure is up on 1.5 per cent in 2014, while the average monthly spend was $24.33, up from $22 in the 2014 report.
Here are more key Findings:
- Of paying customers, 64per cent make one purchase, while only 6.5 per cent make five or more
- The typical paying player makes 1.8 purchases, averaging $13.82 per purchase
- 2.5 per cent of all purchases are now over $50 in value, and these purchases contribute over 17 per cent of all mobile game revenue
Banks no longer consumers’ first choice for mobile wallets
New stats from market watcher Javelin reveal that PayPal and Visa have surpassed the primary bank as the mobile wallet providers of choice.
For the past two years, banks have topped Javelin’s customer survey. Now, consumer preference has shifted. PayPal (63 per cent) and Visa (56 per cent) are preferred to the primary bank (51 per cent).
The report, What’s in your Mobile Wallet? Lessons from Bank-Branded Wallet Pioneers quizzed 3,100 US consumers over three years.
It suggests that banks have the brand and relationships to prevail on mobile, but that they need to do more to counter the innovation of new entrants.
“The customer relationship is the trump card that issuers have to play in the mobile wallet game. Tapping into existing card functionality that your customers have come to expect quickly sets a higher bar for third-party wallet providers,” said Daniel Van Dyke, Analyst, Mobile, at Javelin.
Mobile key to global ad spend rising 4.4 per cent this year
Advertisers will spent $90 billion on mobile-specific ads in 2017 – that’s 44 per cent of all online ad investment.
The buoyant channel is helping global ad spend to hit $561 billion this year, despite economic uncertainty and cooling interest in desktop and traditional sectors.
These are the key findings of analyst WARC. It says mobile social and mobile video advertising are expected to be worth $28 billion and $10 billion respectively in 2017
Meanwhile spend on desktop Internet has stagnated at around $112 billion and is likely to decline further from this year.
“Despite an air of economic uncertainty, consumer spending will rise globally both this year and next, and with it the level of advertising investment aimed at influencing the flow,” said Warc research analyst James McDonald.
Digital banking tops list of ‘most risky’ online activity
Online banking worries people more than any other activity when it comes to having personal data hacked.
So says The Future of Cybersecurity report by IEEE, the Institute of Electrical and Electronics Engineers. The report surveyed nearly 2000 technology enthusiasts.
It asked respondents to rank the platform from least to most risky. Here’s what they said:
- Web browsing – 34 per cent
- Email – 47 per cent
- Social networking – 48 per cent
- Syncing to cloud – 53 per cent
- Banking/mortgage information – 60 per cent
- Online banking – 72 per cent
Interestingly, 49 per cent said that they’d rather store data in their phone than their computer. And 42 per cent worry about identity theft.
The report also quizzed people about mobile payments, and revealed that the widespread believe that they will overtake traditional payment methods by 2030.
One million gamers download Nintendo’s first mobile app
Nintendo was very late into mobile phone gaming, but its debut launch Miitomo already looks set to be a substantial hit.
After just three days, it was downloaded by more than one million registered users in Japan.
Miitomo is more of a social app than a game. It challenges players to create, on to which they can develop a personality. The character then becomes a kind of avatar they can use to communicate with others across all Nintendo consoles.
The app is on the iPhone, iPad and Android devices, and is free but offers in-app purchases. It will launch in other countries shortly, and is the first of five mobile apps that Nintendo will launch over the next 12 months.
Spotify has 30 million paid subscribers
Spotify CEO Daniel Ek has just tweeted that Spotify had passed the 30m milestone – less than a year after the music streaming firm confirmed 20m.
It was a throwaway tweet, but must be gratifying for Spotify given the added competition offered by Apple Music since last September.
Spotify is on a mission to convert is free ad-funded users to paid subscribers. Over the years it has limited the plays available to free users while offering more paid options and bundles. The firm is rumoured to have between 75m and 100m users overall.
39.8 million Tanzanians have a mobile connection
The number of phone subscribers in Tanzania rose by 25 per cent in 2015 to 39.8 million, said the country’s industry regulator.
the state-run Tanzania Communications Regulatory Authority (TCRA) also confirmed that the number of Internet users rose 52 per cent to 17.26 million last year from 2014.
Tanzania is widely regarded as one of Africa’s more progressive mobile economies, with an m-money sector to match Kenya’s. It is east Africa’s second-largest economy, with a population of more than 47 million.