Flurry Blog

 

At the recent Le Web conference in France, Google Chairman Eric Schmidt declared that “Android is ahead of the iPhone now.”  According to Schmidt, Android’s success is due to “unit volume, Ice Cream Sandwich,” because “the price is lower” and because “there are more vendors.”

 

In this blog post, Flurry focuses on how mobile devices have severely altered the shape and flow of revenue in the multi-billion dollar portable game category.

The era of mobile computing, heralded by Apple in 2007 with the debut of the iPhone, has put powerful, networked computers into consumers’ hands.   Onto these devices, consumers have downloaded billions of apps.  In 2011 alone, we estimate that 25 billion iOS and Android apps will be downloaded.  And Flurry expects that number to roughly double in 2012.

On broadcast television, brands seek to reach their target audiences as efficiently as possible.  For example, a brand might run a TV campaign targeting 24 – 35 year old females through prime-time shows that reach that desired audience.

Prime-time, from 7 pm to 11 pm, is widely known as the part of the day that attracts the most viewers on television.   In advertising parlance, this is referred to as a “daypart.”   And given its popularity, networks charge significantly more for ads aired during this time.

 

In this post, Flurry investigates how freemium consumer behavior varies between men and women. We’ll compare differences in time spent, money spent, transaction volume and average price per transaction.

 

In this report, Flurry studies differences between those who play and those who spend money in mobile freemium games.

 

In this report, Flurry focuses on the size and growth of available advertising inventory within iOS and Android applications. We used data from over 100,000 applications tracked by Flurry to estimate the size of this media channel.
 
With over a year’s worth of data, Flurry categorized over 57 million purchase transactions across a set of freemium iOS and Android games.

 

In this report, Flurry compares the usage of dating websites (combined desktop and mobile web) to native mobile applications over the past 12 months.

 

This report from Flurry dissects transaction sizes within iOS and Android freemium games, the current juggernaut of smartphone game business models.

In this new age of mobile computing, the long-term success of Apple and Google depends largely on their ability to amass third-party developer support. Developer innovation improves the way consumers connect with others, entertain themselves, work, and more, all through apps. The more a platform provider can attract unique and superior content, the more appealing the hardware device appears to consumers prior to purchase and the more loyal they become afterwards.

To free, or not to free

Among the most common questions we get from game developers is whether the free-to-play (a.k.a. freemium) model makes sense for their next game. For teams that have always charged players up-front with a premium pricing model, the thought of distributing games for free makes them very uncomfortable.  I made the switch myself when I joined a free-to-play social games startup as a Studio Director in 2009, so I’m well aware of both the anxiety and the opportunity.

Although the Internet entered the mainstream a mere 15 years ago, life without it today is nearly incomprehensible.  And our use of the web has rapidly changed as well.  In simple terms, it has evolved from online directories (Yahoo!) to search engines (Google) and now to social media (Facebook).  Built on the desktop and notebook PC platform, the web’s popularity is significant.

In 2006, European mobile analysts dubbed mobile the “seventh mass media channel” following print, recordings (e.g., albums, cassettes, DVDs, etc.), cinema, radio, television and the web.  However, mobile failed to fulfill its promise.  For mobile to have reached its true potential as a mass media channel, it needed to overcome slow and expensive carrier data networks, poorly managed carrier decks, and a heavily fragmented handset base which featured a myriad of small screens, weak processors, confusing user interfaces and clumsy WAP browsers.

 
Flurry investigates how the increasing popularity of iOS (iPhone, iPod touch and iPad) and Android games continue to increase their U.S. video game market share.