Mobile hardware devices, mobile products, and mobile user habits

Source: Internet
Author: User
Keywords nbsp trend
Tags analysis android app app development application change change machine tide channel

In its recent report, "Moving the 2013-2014", the alliance has summed up the changes in mobile Internet-related aspects, such as mobile hardware devices, mobile products and mobile user habits over the past 2013 years, in a comprehensive response to the changes in the Internet sector in China during the last year, Highlights the top ten trends in the mobile internet world.

Trend One: Change machine tide 60% equipment for the past six months to buy

In the third quarter of 2013 and the fourth quarter of new equipment, the replacement of equipment accounted for 56% and 59% (other net users), the ratio of new equipment in the increase in the trend. Analysis that the smartphone general life cycle of 14-18 months, the 2012 large-scale influx of mobile internet users began to upgrade equipment, led the 2013-year change machine tide.

Trend two: "Tyrants machine" is not a small majority of more than 3000 equipment accounted for up to 27%

Alliance Active Equipment Data: The number of integrated Android phone and iphone, China's most equipment is the Android thousand machine, accounting for 35%, but more than 3000 of high-end equipment in the second place, accounted for 27%, of which 80% is the iphone. And, "Tyrants machine" users rely more on the mobile Internet, the need for high-performance equipment.

Trend Three: The vertical field Matthew Effect strengthens

Strong stronger: In the early hot field, the large-scale application is not because the user total mass expansion, but loses to the market occupation, "the dominant position" is stable, "the strong stronger" The Matthew effect has been existing: December 2013, music audio, photography beautification, Life Assistant category, top 3 User coverage in the application is over 80%, consistent with data for the same period 2012. At the same time, the top 3 application per capita daily start-up times have increased, an average growth of 10%.

The analysis thinks, the large-scale application promotion ability and the channel resources are more formidable, can through the pre-installed and so on channel powerful expansion new user; In addition, new developers often look for new areas or more subdivided areas for app development and promotion.

Trend four: The application of the emerging information, medical applications into the new blue sea

In 2013, the fastest growing number of users in five areas (except games) for: News information, health care, social networking, business office, traffic navigation.

Interestingly, social networking applications in the 2013 increased user growth to the top three, and new ways (images, gif/short videos) and demand (dating, marriage, parenting, etc.) reactivated the word "social" at the mobile level.

Trend five: China's 4G is just beginning to be expected to explode in 2015

In December 2013, 4G started up to 0.1% of all launches, starting more than 2 million times a day. 2013 6-December, the number of start-up through 4G networking increased by 57%, 2014 China 4G is still in its infancy. According to the alliance, the 3G business, which started in May 2009, accounted for 18% of the Android device's networking mode in the third quarter of 2011 (based on the number of start-up times);

At present, the domestic 4G users of the equipment to Samsung, HTC, Sony, Cool faction and other brands to support LTE's new mobile phone, for some time, the growth of 4G users rely on the promotion of operators and manufacturers to launch 4G new mobile phone speed.

Trend six: Social sharing as app development "standard configuration"

People with mobile apps are more interested in "social sharing." In the December 2013, the average number of users of mobile Internet users sharing on social platforms every day was 3 times times that of July 2013. The reason behind this is that the promotion of social sharing encourages developers to share more easily, and to integrate with users who share them.

Currently, of the top 1000 app and game in the Chinese market, 46% have social elements (including social media account logons and sharing with social platforms), and that percentage rises to 55% in the upper 100. Social sharing is becoming a "standard configuration" for app development. How many developers are using it? Data from the end of 2013: app and games for top 1000, the number of apps using third party social components is 3 times times the size of six months ago. It is obvious that the third party social component eliminates many of the developer's configuration work and becomes the best strategy for fast iterations.

Trend Seven: Hand tour will appear to rob IP tide

2013 is known as the Hand tour IP year, to the brand as the core of the Hand tour promotion model rise. Data show that the game list top 100 of the game, there are 20% of the game has IP, such as "Where Daddy go Mobile game", "Pocket Ninja", "God Stole Milk Dad", and this proportion in June 2013 is only 13%. The analysis thinks, the developer pays attention to the channel promotion effect at the same time, pays attention to the IP brand to bring the formidable promotion effect, conforms to the fan economy trend, obtains more more loyal user, the promotion game income.

Trend eight: Game preemption user "full period"

Mobile gaming is no longer just a user's time to fragment, but rather a large, complete time. 2013, mobile game per capita daily start-up times, a single use of the growth, especially in the adventure, leisure, chess and card game per capita single time growth fastest. People began to spend more time on their mobile phones to play games.

Trend nine: "Tyrants machine" User love heavy Game "cock Silk machine" User preferred light game

League Annual report found an interesting data: the use of more than 3000 mobile phone high-end users to play heavy games longer, per capita daily game time is 1.6 times times the Thousand machine. But the situation of light game is opposite, thousand yuan machine user's per capita use time is longest, is 1.6 times times of high-end machine. Analysts believe that high-end machine hardware configuration is more suitable for heavy games, so that high-end users spend more time, while the thousand machine users, usually price sensitive, will be more affected by pre-installed app, hand Tour "entry level" users more.

Trend Ten: TOP10 Android brand made up of seven seats

13 In recent months, the top 10 of the domestic active Android devices were carved up by Samsung and Millet. From the top 10 Android brands, the brand from mainland China accounts for seven seats. Relatively low prices and close cooperation with operators is a more important reason.

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