U.S. local application remains mainstream mobile network development is not ideal

Source: Internet
Author: User
Keywords Ideal moving
Local applications account for 86% of the total time used by US consumer mobile terminals, six times times more than the mobile network, according to a mobile analysis published by Market Research Institute Flurry in Tuesday. The average American consumer spends 2 hours and 42 minutes a day on mobile devices, the report said. By contrast, this number was 2 hours and 38 minutes a year ago. Local applications account for 86% of the total time, 2 hours and 19 minutes a day, while American consumers spend only 22 minutes a day on mobile networks. Flurry said that some years ago, applications were thought to be just rage, but today they still dominate the use of mobile terminals. Browsers are just a product of many mobile applications. Flurry said: It is still too early to predict the trend of application development in the 2014. But it is already clear that local apps have won and browsers have taken a backseat. Now almost all companies in the world, including Google (Weibo), are adjusting to this reality. This also means that network technologies such as HTML5 are hard to match with local applications for mobile devices. U.S. mobile users still spend more time on their local apps than on the internet (Tencent tech maps) games occupy 32% of the time that American consumers spend on mobile devices. The proportion of social and instant messaging applications increased from 24% a year ago to the current 28% per cent. The use of recreational and applied applications was maintained at about 8% of last year. At the same time, the proportion of productive applications increased from 2% last year to 4% per cent. The average American spends more than 4 minutes a year on mobile devices, an increase of 2.5%, and a 9.5% increase in application time to 2 hours and 19 minutes. Compared with the growth rate of the first five years, the current growth rate is modest. Facebook, the social network, is a powerful force on the mobile side and can maintain its position on the mobile side only by Instagram its acquired photo-buying network. In addition, Google's video-site YouTube application occupies half of the total time spent on recreational applications. Overall, however, the market is still fragmented. Google and Facebook add up to only 25% of the time the U.S. consumer spends on the mobile side. And the top ten most popular mobile apps account for just 40% of the amount of time the American consumer spends on the mobile side. It also means that although the mobile industry has developed for six years, there are plenty of opportunities for emerging applications. Advertising revenue is still proportional to the consumer's time of use. At this point, Facebook is a classic example. As of the end of 2013, Facebook accounted for 17.5% of total mobile advertising revenue, according to market research institute emarketer. This is proportional to the proportion of consumer time used by consumers. However, Google occupies 49.3% of the total mobile advertising revenue, significantly higher than its use of timeProportion。 However, the advertising revenue from other applications is not proportional to the time it attracts consumers. Other apps, excluding Google and Facebook, occupy 65.3% of the time consumers spend on the mobile side, but they only reap 32% of the total mobile ad revenue. As a result, other applications such as games still have great potential for further monetization. EMarketer predicts the mobile ad market will grow 75% this year.
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