Survey says consumers use social apps to match mobile games

Source: Internet
Author: User
Keywords Consumer survey mobile games flat social networking

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The share of social applications has increased significantly over the past year

  

Survey says consumers use social apps to match mobile games

Sina Science and technology news Beijing time of April 28, mobile analysis Agency Flurry Friday released a new survey said that the first quarter of this year, global consumers in social networking applications spend a significant increase in time, has been the same as mobile games.

The game has been ahead of consumer spending on mobile devices, Flurry's January survey showed that half of consumer spending time is spent on games and 30% on social networking apps.

"We view the promotion of social networking application consumption time as a sign of the platform's maturity," said Peter Farago, senior vice president of Flurry Marketing, "as the demand for the game is likely to reach saturation point, consumers will also seek other applications, which is social networks." ”

The share of social applications has soared, and today's short video-sharing apps Viddy, mobile video apps Socialcam and photo-sharing apps Instagram are already the top five free apps for the US iOS platform, and a year ago most of the rankings were games.

Flurry found that changes in spending time also affected the revenue of social networks and gaming applications. For the first time, Appcircle's social network advertising revenue in the flurry ad network exceeded the revenue of the game ad. However, it should be noted that the revenue from game applications relies more on virtual currency purchases within the application. If you look at the application revenue rankings for the iOS platform, the top 25 are still games.

Flurry's survey shows a hint of concern about the mobile gaming industry, where users of the mobile gaming industry may have reached a certain scale without much room for growth. "The game class starts behaving more like a ' 0 and a game ', which means that game companies need to scramble for a limited user base to grow their business." "Farrago said. (Wind flute)

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