Flurry Blog

Over the past 5 years, Apple and Google have maintained a healthy duopoly in the smartphone market. Android has picked up market share dominance, especially internationally. Meanwhile, Apple has maintained a perceived lead in software and customer engagement, something many analysts refer to as the “Apple Magic”.   At Flurry, we have always measured consumer engagement by the time spent in apps, which allows us to put metrics behind the “Apple Magic”.

 

We have studied the usage of over 6,800 iPhone and iPad apps listed in the health and fitness category on Flurry’s platform and we have seen a 62% increase in usage of health and fitness apps over the past six months.
 

When the iPad was first introduced in early 2010, we analyzed its early use cases and pegged it as a media consumption device as opposed to a personal productivity device and a PC replacement. The image we built for the iPad in particular and the tablet in general is that of a living room device rooted in gaming, media and entertainment with a potential to replace the physical magazine rack, the set-top box and eventually the television set.

 

In May of 2013, KPCB’s Partner and world-renowned analyst Mary Meeker shared her latest Internet Trends Report. In that report, Ms. Meeker shared an interesting stat: “The average mobile consumer checks their device 150 times a day”.  That number raised a few eyebrows and led many analysts to question the difference between existing smartphones and highly anticipated “Wearables”. In this report, we have used data from Flurry Analytics to analyze the behavior of consumers that heavily use their smartphones or tablets, a segment we refer to as the “Mobile Addict”.

 

In this report, Flurry analyzed time-spent on mobile devices by the average US consumer using data collected between January and March of 2014.
 
In this report, Flurry takes a look at the retention matrix for 1,382 of the top gaming apps for Android.

 

In August of 2013 Google suffered a rare two minute outage. During that infamous two minutes 40% of the web went dark. Forty percent! This event was a clear reminder of the ultimate control Google has over the web and web traffic.

 

Developers devote a lot of attention to the time immediately after an app is launched. How quickly is it growing? Will it go viral? How is it ranking in app stores? While that launch period is critical, managing apps well throughout their entire lifecycle means also paying special attention to what happens after an app peaks. Does it decline precipitously or manage to hold much of its audience for a long time?

In November 2013, Benedict Evans, a well-respected and widely followed analyst, shared an updated version of his famous slide deck called “Mobile is Eating the World”. This deck quickly made the rounds on social media and was highly referenced by industry and financial analysts who cover mobile. We can’t help but agree with Benedict’s conclusion.

 

Flurry’s data showed another record-breaking level of app downloads this Christmas, but it also provides further evidence that, in the early mobile markets at least, devices are evolving from being our new shiny toys to our everyday companions.
 

December 27, 2013 |

In less than a decade, connected devices have become an integral part of Christmas. They are commonly wished for and given as gifts, and Christmas is the biggest day of the year for new device activations. That tradition continued this Christmas, with device activations up by 63% compared to an average day in the first three weeks of December.