Nielsen Reveals Mobile Shopping Stats

By Alex Spencer

The full list of mobile shopping activitiesThe full list of mobile shopping activities29 per cent of smartphone owners use their phone for shopping-related activities, according to Nielsen’s US Digital Consumer Report. Top activities include in-store price comparisons (38 per cent of mobile shoppers), browsing products (38 per cent) and reading product reviews (32 per cent).

Consumers in the US downloaded twice as many shopping and retail apps than they did in 2010 – and although only nine per cent used their phone to pay in-store, 71 per cent said they would be interested in doing so.

The Digital Consumer Report also takes a wider view of the digital landscape in US. It found that 44 per cent of US mobile users own a smartphone, as of October 2011. In 2006, that number was just 3.2 per cent. 31.4m people in the US access the Internet through their mobile phone, according to the report, and the majority of mobile phone time (64 per cent) was consumed by app usage.

 

The future of Mobile 2012 from comScore

Mobile Marketing comScore Looks Into Its Crystal Ball for the 2012 Mobile Future in Focus ReportOn Thursday, comScore released the 2012 Mobile Future in Focus report. And it’s generating no shortage of buzz in response to some of the data and projections listed.

The annual report, if you’re not familiar, explores the intricate and always-fascinating mobile and connected device landscape, covering several mobile markets measured by comScore.

“2011 proved to be a groundbreaking year for the mobile industry, with smartphones hitting the mainstream, tablets emerging as a formidable fourth screen, and consumers increasingly integrating mobile behaviors into their lifestyles,” says Mark Donovan, comScore Senior Vice President of Mobile. “As the industry continues to innovate and more consumers look to multiple devices and platforms to consume digital media, we expect the mobile and connected device landscape to be shaken up even further in 2012.”

Without further ado, are are some of the key findings highlighted in comScore’s new report:

  • Nearly 42 percent of all U.S. mobile subscribers now use smartphones, along with 44.0 percent of mobile users across the EU5 (comprised of France, Germany, Italy, Spain, and the UK).
  • Mobile media use – defined as browsing the mobile web, accessing applications, or downloading content – saw increased growth as a result, surpassing the 50-percent threshold in many markets, supported by the proliferation of high-speed networks and increased public WiFi availability.
  • The Google Android and Apple iOS smartphone platforms emerged as the leaders of the U.S. smartphone market in 2011, with Android just a few points shy of capturing half of the smartphone market and iOS accounting for nearly 30 percent of the market.
  • In 2011, both the U.S. and EU5 saw the growth in mobile app use exceed the growth in mobile browser use, leading to both markets seeing the same percentage of their mobile audience use both apps and browsers to access mobile media.
  • Health ranked as the fastest-growing mobile media category in the U.S. in 2011, followed by Retail and other commerce-related categories such as Electronic Payments and Auction Sites.
  • More than half of the U.S. smartphone population used their phone to perform retail research while inside a store in 2011, illustrating the emergence of savvy smartphone shoppers who bring online shopping behaviors in-store – a trend seen in other markets as well.
  • At the end of 2011, nearly 1 in 5 smartphone users scanned product barcodes and nearly 1 in 8 compared prices on their phone while in a store.

To check all the fascinating insights in the whitepaper for yourself, click here.

10 Days After Launch, This Hot New App Has 1.2 Million Downloads

Alyson Shontell | 21 hours ago 

 

Dan Porter spent the last three years trying to create viral games.  He joined a social gaming company, OMGPOP, in 2008.

 

OMGPOP created Facebook games; the games performed well enough, but engagement was not amazing.

Now Porter and his company are dabbling in social mobile games and they’re finding instant success.

A game they launched 10 days ago, Draw Something, has been downloaded 1.2 million times and users are playing it multiple times per day.

Draw Something is social pictionary for the iPhone.  Like Words With Friends, users can connect to people on Facebook.  They’re given three words and can choose one to draw. The image is then sent to a friend who guesses what it is.

Draw Something is the #1 free app in multiple European countries and 50-75 drawings are bring produced per second; 5-10 millions are being created per day.

“I’ve done a lot of things in my career but I’ve never seen anything scale like this,” says Porter.

Here’s what happened.

Porter used a little bit of paid marketing to promote the app at launch. He also advertised it on OMGPOP. Both initiatives resulted in the first 40,000 downloads. 

When the app hit 100,000 users, word of mouth marketing took over and downloads exploded.  Users attracted friends by posting pictures to Instagram and Twitter and downloads started pouring in.

“It’s user generated content people want to share,” says Porter of the phenomenon.  “No one goes on Twitter and says, ‘Look how many cows are on my farm.’ But people are going on Twitter and saying, ‘Look at this drawing, it’s cracking me up.'”

The app has also attracted some celebrities and their managers who now want to work with Porter.  Some of the words to draw are people like Lil Wayne, and celebrities want to create deliberate Draw Something promotions moving forward.

Porter is taking Draw Something and running with it.  He’ll be adding chat features and an ability to save drawings soon.

His next goal? To take down Zynga’s With Friends franchise.  Porter’s first mobile app, Puppy World, attracted 1 million downloads and, now that Draw Something has taken off, he’s ready to double down on social mobile games.


Time Spent In Mobile Far Outpaces Ad Spending

by Mark Walsh, Yesterday, 9:42 PM

Web publishers have long lamented the lack of ad spending online in relation to the amount of time spent online. Now Flurry is making the same case for mobile. In a new study, the mobile advertising and analytics firm says mobile is the most imbalanced medium when it comes to ad spending versus time spent, at 1% compared to 23%. That makes the split of ad spending and time spent on the desktop Web — at 16% versus 22% — look a lot better.

By contrast, print gets 29% of ad dollars but only 6% of time spent. Flurry derived the cross-media figures from publicly available sources including comScore, Veronis Suhler, Mary Meeker, Alexa and its own data tracking more than 140,000 iOS and Android apps.

So why is mobile getting short-changed in ad budgets?

“We believe the main reason for this disparity is that the mobile app platform has emerged so rapidly over such a short period of time. With the iOS and Android app economy only three-and-half years old, Madison Avenue and brands have yet to adjust to an unprecedented adoption of apps by consumers,” stated a blog post Monday by Peter Farago, VP, marketing at Flurry.

Prior research by the firm found that iOS and Android smart devices have seen twice the growth rate as that of Internet adoption and four times that of PC adoption. Farago also notes that mobile advertising lacks sophisticated platform tools, standard metrics and an established standard for ad-serving, tracking and settlement that make ad buying easier in other media.

If mobile follows the same pattern as the desktop Web, that disparity between ad dollars spent and time spent should shrink over time as the audience grows and the metrics and practices around mobile advertising become standardized. But since mobile is inherently more fragmented than the Web, and offers an even smaller screen to advertisers, there may always bee a sizeable gap between spending and time spent.

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Lead Developer for Text And The City

Pinpoint is excited to announce that we have added Damon Hermann to our Text And The City team as Lead Developer. Damon comes to us with over 17 years of coding experience with companies such as Rapid 7, eHarmony, CBS Corp and Countrywide Financial. This is the first of several exciting announcements that we will be making over the next couple of weeks. Keep your eyes open for more news soon!

Mobile Study: New App Economy Driving U.S. Job Growth

Mobile Marketing Mobile Study: New App Economy Driving U.S. Job GrowthAll is not dismal on the U.S. employment front. In addition to upward trending employment statistics, TechNet, the bipartisan policy and political network that promotes the growth of the innovation economy, published a new study Tuesday showing that mobile app development is creating jobs at a dramatic pace.

According to the report, there are now roughly 466,000 jobs in the so-called “App Economy” in the United States. That’s a dramatic improvement over 2007, when that number was… well, zero.

TechNet also found that these App Economy jobs are spread throughout the nation. The top metro area for App Economy jobs is New York City and its surrounding suburban counties, although together San Francisco and San Jose together substantially exceed New York.

“America’s App Economy – which had zero jobs just 5 years ago before the iPhone was introduced – demonstrates that we can quickly create economic value and jobs through cutting-edge innovation,” said Rey Ramsey, President and CEO of TechNet. “Today, the App Economy is creating jobs in every part of America, employing hundreds of thousands of U.S. workers today and even more in the years to come.”

“The App Economy, along with the broad communications sector, has been a leading source of hiring strength in an otherwise sluggish labor market,” said Dr. Michael Mandel, the report’s author and President of South Mountain Economics and former Chief Economist for BusinessWeek.

Read Full Report