AdMob Stats

August 30, 2009

AdMob just released its July stats. As always, it is very interesting to have a look at. Simply because with more than 100 billion ads served since launch and roughly 10bn in July 09 alone, they are representative of trends happening in the industry, particularly in the mobile advertising space. You can download their reports here at http://metrics.admob.com/

In addition, AdMob has always been clear about the representativness of the data: “AdMob does not claim that this information will be necessarily representative of the mobile Web as a whole or of any particular countrymarket. AdMob’s traffic is driven by publisher relationships and may be influenced accordingly. Because the data is pulled across ads served on more than 7,000 sites, we feel the data will be useful and may help inform business decision making”.

This month’s takeaway will raise many questions and comments in the industry:

* Android, iPhone and iPod touch users are all highly engaged with apps. Android and iPhone users
download 9-10 new apps per month, while iPod touch users download 18. Over half of Android and
iPhone users spend more than 30 minutes per day using apps
.

* iPhone and iPod touch users are more likely to regularly purchase paid apps than Android users. 19%
of Android users download at least 1 paid app per month, compared to 50% of iPhone users and 40% of
iPod touch users
.

* However, of those users who regularly purchase paid apps, downloading behavior is similar across
platforms. These users spend an average of $9 on about 5 paid apps per month.

AdmobIphoneAppStats

AdMob is quite clear about the Methodology too:
All data in the feature section is based on survey results taken by users on their mobile device.
Respondents were sourced by responding to mobile ads throughout AdMob’s iPhone and Android networks.
There was no incentive offered to participate in the survey.
There were 1,117 total respondents: 390 Android, 380 iPhone and 347 iPod touch. The survey was run from
August 14th – August 21st.
The geographic representation of the respondents was designed to approximate the distribution of
Android and iPhone users in the AdMob network.

I have some concerns about the way these stats are extrapolated all over the worldwide blogosphere as:

- mid August is a very specific timing to ask consumers
- cautious extrapolation is required as the analysis has been conducted only during one week
- consumers who click on ads have probably a different behavior than others
- data is likely to be US centric given the distribution of ad requests within the AdMob network

My takeway would be:

- thanks to AdMob as the data always give food for thought
- be cautious when extrapolating and read the methodology carefully
- we don’t care about downloads, what your brand should care is real usage: how many of your customers use your app on a daily / weekly basis once they have downloaded it?
- Does AdMob really want to position itself as (exclusively) an iPhone ad network?: competitors in the off-portal space such as BuzzCity have a very different approach


La réponse du berger à la bergère

April 20, 2009

sfr-iphonesfrtv1

PS: désolé pour la qualité du scan…


iPhone by SFR

April 9, 2009

SFR finally launched the iPhone yesterday after Orange lost the exclusivity on the French territory. Pricing will be the same for new customers but I wonder what the price is for existing SFR customers: how many points do they need to redeem? If anyone is a Carré Rouge customer, feel free to post a comment below.

Bouygues will follow on April 29th

Updated: same price for existing SFR customers confirmed. SFR plans to sell 800,000 iPhones by end 2010


Mobile gaming $

December 6, 2008

Following the publication of this article in Moconews, I had a call with Greg Ballard, CEO of mobile gaming company GLU.

Glu is adamant that despite a smaller size than EA Mobile or Gameloft, the company is very well placed in porting games on the balkanized mobile handset market. He righlty pointed out that if smaller in revenues, Glu has a scalable business and claimed to be ahead of its competitors in some regions of the world (n2 after EA in the US and after Gameloft in Latam, n1 in China and Australia). He also made the point that Tetris still represents a significant chunk of EA revenues. Having posted posted this comment about the Jamdat acquisition in December 2005, I have no other choice than to agree.

So, let me precise that my comment “the larger companies have economies of scales that their smaller rival doesn’t” mainly addresses the smaller players in the mobile gaming industry. Despite consolidation that took place over the last few years, this market is still very fragmented. Also, it is fair to point out that Gameloft’s developer/production/porting teams represent close to 90% of the workforce (and thousands of employees). But I am not a financial analyst so I can’t really make a call here.

However, I still believe that:

- EA and increasingly Gameloft (due to the fact that the company is part of the Ubisoft galaxy and that it started developing games for consoles) can develop synergies by licensing content on multiple platforms and not only for mobile. They also have their own IP rights, reducing the needs to pay royalties to the likes of Fox or Celador.

- GLU did not join the iPhone train yet, contrary to Gameloft. Building for new platforms and alternative distribution channels (iPhone, N-Gage, Android,…) is key. See here the reasons why.

- Some companies may be hurt in the decline, doesn’t mean all companies won’t do well, or that some parts of the mobile gaming sector won’t thrive. Indeed, there will be a slowdown due to the economic downturn (mainly because of longer handset renewal cycles and potentially because of the need to cut non-core telecom spending) particularly for traditional java games. It thus all the more important to develop for new platforms and to innovate (new merchandizing, biz models…)


Apple AppStore – Top Apps

December 6, 2008

Apple recently released its top downloaded applications on the AppStore since launch in July 08. No mention of the split here between apps downloaded on the iPhone and on the iPod touch.

Top 10 Free Downloads (Overall). My comments in italic

1-Pandora Radio (music, 2 million iPhone subs who spend 90 minutes listening on average)
2-Facebook (social networking)
3-Tap Tap Revenge (game)
4-Shazam (music)
5-Labyrinth Lite Edition (game)
6-Remote (entertaining app)
7-Google Earth (only launched 2 months ago)
8-Lightsaber Unleashed (cool and fun app, close to a game for Dark Vador fans…)
9-AIM (highlights the strength of AIM in the US vs Europe)
10-Urbanspoon

My first take:

- 2 music apps in the Top 5, highlighting the role of free in music today. I wonder what are the stats on iTunes. How does buying tracks on iTunes from the iPhone / iPod touch perform?
- lots of gaming / entertaining apps
- 2 social networking / IM apps in the top 10
- Where’s video???

Top Paid Apps (Overall):

1-Koi Pond
2-Texas Hold’em (game)
3-Moto Chaser (game)
4-Crash Bandicoot: Nitro Kart 3d (game)
5-Super Monkey Ball (game)
6-Cro-Mag Rally (game)
7-Enigmo (game)
8-Pocket Guitar
9-Recorder
10-iBeer

Well, doesn’t it speak for itself? The iPhone (and to a lesser extent the iPod) are gaming platforms. Beyond the great user experience, the good marketing catalyst and the need for game developers / publishers to look for new source of revenues, there is another explanation: it is easier to merchandize content on the iPhone than on operator decks. More on this here.

UPDATED: According to Macworld’s iPhone Central, Apple has purchased full-page ads in both the New York Times and the Wall Street Journal that include the news – in small print at the bottom of the ads – that the iTunes App Store has now distributed “over 300 million” iPhone apps from a total of “over 10,000″ titles available. I was initially skeptical that Apple could sustain such a high growth-rate since the beginning of the AppStore launch, back in July 2008. That’s really a significant number.


Apple AppStore and mobile merchandizing

November 17, 2008

Embracing Apple’s early and innovative success (200M app donwloads in 3.5 months), several players have announced the launch of mobile stores such as Microsoft (Skymarket), Google (Android Market) or RIM. Despite having been availabe for years on numerous Symbian phones, Nokia Donwload! did not manage to achieve comparable success. We know this is all about the user-experience and about the innovative marketing catalyst the iPhone represents for brands, retailers and content publishers.

However, I think many things could be improved. What about the ability to sort apps by prices and other criteria (languages, size, launch date, number of reviews), preview of the apps, obtain more detailed descriptions…

Mobile merchandizing is still in its early days.

I was interviewed last week by GPS business news about this precise topic. check out for the video interview here.

Note:

If you are not yet familiar with Google Earth on your iPhone or if names such as Palringo, Fring, LightSaber, Mylighter, Newton’s cradle, Devise or Mylite Flashlight and Colored Strobe do not ring a bell, have a look at this thorough review (in French) of the TOP 50 FREE iPhone Apps according to Mobinaute. List is available here.


Follow

Get every new post delivered to your Inbox.