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	<title>Indigo102 &#187; Mobile Services</title>
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		<title>Number of Mobile Internet users set to boom in the UK</title>
		<link>http://www.indigo102.com/archives/1624</link>
		<comments>http://www.indigo102.com/archives/1624#comments</comments>
		<pubDate>Fri, 24 Sep 2010 15:25:53 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Marketing]]></category>
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		<description><![CDATA[Published 24th September 36% of UK Mobile Consumers plan to use the Mobile Internet in Next Year The latest European study, by the Mobile Marketing Association (MMA) (www.mmaglobal.com) and research partner, Lightspeed Research (www.lightspeedresearch.com), has found over a third of UK consumers plan to use the mobile Internet in the next year. The research shows high interest in mobile websites, with [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 24th September</em></p>
<hr size="2" />
<h1>36% of UK Mobile Consumers plan to use the Mobile Internet in Next Year</h1>
<hr size="2" />The latest European study, by the Mobile Marketing Association (MMA) (<a href="http://www.mmaglobal.com/" target="_blank">www.mmaglobal.com</a>) and research partner, Lightspeed Research (<a href="http://www.lightspeedresearch.com/" target="_blank">www.lightspeedresearch.com</a>), has found <strong>over a third</strong> <strong>of UK consumers plan to use the mobile Internet in the next year. </strong></p>
<p>The research shows high interest in mobile websites, with an average of 28% of European mobile consumers expecting to access websites once a week or more using their mobile phone over the next year. British mobile consumers emerged as the most likely to use the mobile Internet regularly, with 36% stating their intentions to do so over the next 12 months, followed by Germany at 27% and France at 20%.</p>
<p><strong>Take a look a look at where we are today. In the UK,</strong> 14m consumers use the mobile internet, some 23% of time spent online is via a mobile device &#8211; this shows the reality of mobile. The issue is that today that less than 3% of businesses have a website optimised for a mobile, a staggering discord.</p>
<p>The research asked a 1,000 respondents in each country – Britian, France and Germany. <strong>Free access to websites on the mobile Internet emerged as a major driver for usage</strong>, with 56% of consumers in France and the UK, and 35% in Germany, stating that they would be very unlikely to use websites which charged them a fee. Fast loading times of websites to the mobile device and simple viewing and navigation were also key amongst French, German and British mobile consumers, with relevant and useful content whilst on the move also featuring highly for Germans.</p>
<p><strong> </strong></p>
<p><strong>Other key findings included:</strong></p>
<div>
<ul>
<li>News, weather, social networking and mobile search were cited as the sites mobile consumers were most likely to access over the coming year, with maps and directions being the most desired content in the UK and France, and headlines in Germany.</li>
</ul>
</div>
<p> </p>
<ul>
<li>On average, 30% of mobile consumers (30% UK, 25% France and 36% Germany) were willing to receive alerts from websites of interest on their mobile phone, with 38% preferring these to be via SMS rather than email.</li>
</ul>
<p> </p>
<ul>
<li>Mobile search engines emerged as the most popular means of accessing websites on the mobile handset in all three countries, followed by bookmarking in the UK and France, and alerts and notifications in Germany.</li>
</ul>
<p><em> </em></p>
<p><strong>The results show that there is a clear and growing market opportunity for the mobile Internet.</strong> Mobile is set to be a significant channel and key channel for marketers. However, organisations need to ensure that they deliver to the needs and expectations of a mobile audience.  Mobile is very different to the fixed online environment and is not about transfering your existing offer to a new screen. The mobile channel brings with it a whole load of new considerations &#8211; sadly something that many organisations are failing to grasp today. </p>
<hr size="2" />
<div>
<p><em>Posted by <strong>Martin Wilson</strong></em></p>
<p>Martin has spent almost 10 years involved in developing, marketing and commercialising mobile services and has developed an indepth knowledge. Having supported some of the world’s large media owners in developing mobile services his track record of delivery speaks for itself. Martin is a true expert in mobile who really understands how to open the mobile environment in an effective and often complimentary way for the organisations that he works.  If we can support you get in touch (<a href="mailto:martin@indigo102.c0m">martin@indigo102.com</a>).</p>
<p>(Follow us on twitter: <a href="http://www.twitter.com/indigo102">@indigo102</a>)</p>
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		<item>
		<title>Seven Shortcomings That Can Wreck Your Mobile Strategy</title>
		<link>http://www.indigo102.com/archives/1609</link>
		<comments>http://www.indigo102.com/archives/1609#comments</comments>
		<pubDate>Thu, 23 Sep 2010 08:08:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Indigo102]]></category>
		<category><![CDATA[isyndrome]]></category>
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		<category><![CDATA[local mobile services]]></category>
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		<category><![CDATA[mobile applications]]></category>
		<category><![CDATA[mobile Apps]]></category>
		<category><![CDATA[mobile devices]]></category>
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		<guid isPermaLink="false">http://www.indigo102.com/?p=1609</guid>
		<description><![CDATA[Published 23rd September  The latest column post from our Managing Director &#8211; Martin Wilson -  mSearchgroove; the leading source of analysis and commentary on mobile search, mobile advertising, and social media.  Seven Shortcomings That Can Wreck Your Mobile Strategy &#8211; Not just saying whats wrong, but suggesting solutions. Link to post on msearchgroove: Here Column post What are [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 23rd September</em></p>
<p> The latest column post from our Managing Director &#8211; Martin Wilson -  mSearchgroove; the leading source of analysis and commentary on mobile search, mobile advertising, and social media.  Seven Shortcomings That Can Wreck Your Mobile Strategy &#8211; Not just saying whats wrong, but suggesting solutions.</p>
<p>Link to post on msearchgroove: <a title="Seven Shortcomings That Can Wreck Your Mobile Strategy" href="http://www.msearchgroove.com/seven-shortcomings-that-can-wreck-your-mobile-strategy/">Here</a></p>
<hr size="2" />
<h1>Column post</h1>
<hr size="2" />
<div>
<p><img class="alignleft" src="http://www.msearchgroove.com/wp-content/uploads/2010/09/mindset.jpg" alt="" /></p>
<p>What are the pitfalls to watch when developing a mobile strategy? Why isn’t an app enough? What can you do to avoid the ‘iSyndrome’ that has blinded the industry to opportunities beyond the iPhone?<strong> Martin Wilson</strong> outlines the seven things you have to get right.</p>
<p>In one of my regular and lively chats with our very own Peggy Anne Salz, recently named <a href="http://www.aumnia.com/blog/mobile-trends/20-people-in-mobile-to-follow-on-twitter/#comment-299" target="_blank">one of the 20 people</a> you must follow in mobile, we ended up talking about why mobile strategies – even those pursued by companies with the ideas and resources to do much better – crash and burn. We concluded that many companies deserve <strong>high marks for trying to ‘think mobile’, but their execution is mediocre</strong> at best.</p>
<p>The reason: they have become confused by the hype and the technology buzz surrounding this medium. It’s a myopic condition I now call <strong><em>‘iSyndrome’</em></strong> – alluding to our current preoccupation with all things ‘i’, including <strong>iPhones, iPads, iAds – and the list goes on.</strong></p>
<p>I have struck a chord with this term – and the thinking behind it. Colleagues amplify it via Twitter and technology blogs. And<a href="http://communities-dominate.blogs.com/" target="_blank"> Tomi Ahonen</a>, considered by many (myself included) to be the mobile thought leader, has congratulated me for calling it like it is.</p>
<h2><strong>What is iSyndrome? </strong></h2>
<ul>
<li>iSyndrome: a symptom, characteristic, or belief, that building an application = mobile strategy.</li>
</ul>
<h2><strong>What are the signs?</strong></h2>
<ul>
<li>Where you see individual and organisations following oversimplified mobile strategies focused on short-term results rather than long-term value, you see a company stricken by iSyndrome.</li>
</ul>
<h2><strong>What is the solution?</strong></h2>
<p>There isn’t one. It depends on variety of factors including <strong>the nature of your business, your target audience/customer base and the priorities you have set in your business plan.</strong></p>
<p>But we can say that a mobile strategy requires a company to do <strong>much more</strong> than transfer a fixed online service to mobile (squeezing content or services onto a small screen, for example). An app alone is also not the answer.</p>
<p>And choose your mobile platform wisely. And you will have to make choices because no company has the resources to develop for all the operating systems and flavours of mobile out there.</p>
<p>Consider the newest mobile numbers from comScore. In the U.K. the iPhone makes up about 4 percent of mobile devices in circulation (that’s if we count all the legacy Apple devices in the hands of users as well). Android has an even small piece of the pie. In fact, of mobile devices; some 70 percent accessing the mobile Web are not smartphones at all (!) In addition, some 62 percent of devices using apps are simple featurephones, not smartphones.</p>
<h2><strong>Mobile check-up</strong></h2>
<p>So, why the singular focus on smartphone strategies and apps? Peggy suggested that it could be a case of <strong>cognitive dissonance</strong> (seeing but not wanting to accept the facts) and challenged me to write a column that <strong>sets the record straight.</strong></p>
<p>Having been personally involved in supporting the development, delivery and launch of mobile services for a number of organisations around the world – including Yell, DexOne and Trudon, to name a few – I know how difficult it is to be focused on what counts when companies and press everywhere are caught up in the search for ‘the next big thing.’ (Indeed, how can we even consider another technology leap as long as we haven’t solved usability, monetisation and the dozens of fundamental issues?)</p>
<p>It’s difficult to create a long-term strategy for mobile when everyone else is <strong>talking up short-term fixes.</strong></p>
<p>But the requirement for balance and reason couldn’t be more urgent. Mobile is breaking on to the mainstream. The industry is buzzing with activity and conferences around <strong>mobile education, mobile health and mobile shopping</strong> are debuting to sold-out crowds. It’s not mobile content; it’s content. It’s not mobile commerce; it’s commerce. We no longer say e-business and <strong>soon ‘m’ will disappear </strong>from our industry vocabulary altogether.</p>
<p><strong>This change is happening now – and companies can lead it or be crushed by it</strong>.</p>
<p>With this in mind I have identified seven problems that organisations must recognise and resolve if they want to develop solid mobile strategies that deliver lasting competitive advantage.</p>
<h2><strong>7 shortcomings</strong></h2>
<p><strong>1.    Thinking tactics, NOT strategy </strong></p>
<p style="padding-left: 30px;">Organisations invest in mobile without thinking it through. Because they aren’t clear about this vital detail they spend large sums of money in the process and rarely see returns. (Even worse, they create negative brand perception amongst consumers.).</p>
<p style="padding-left: 30px;"><strong>Why does this happen? </strong>Decision making is being made based on hype and technology buzz. The organisation is failing to calculate the addressable market, understand the mobile environment, and meet consumer expectations.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> View mobile platforms and devices as tactics to deliver your strategy, not just define it. The core service and foundation is the most important element to get right.</p>
<p><strong>2.    Setting aspirations, NOT expectations</strong></p>
<p style="padding-left: 30px;"><strong> </strong>Organisations state staggering mobile ambitions, forecast huge numbers of users for their services and expect immediate returns.</p>
<p style="padding-left: 30px;"><strong>Why does this happen?</strong> Unrealistic targets run the risk of rapidly losing goodwill and support. The organisation is failing to lay down manageable objectives, define controllable approaches to market, and pursue good commercial execution.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> Define realistic ambitions, factor in the barriers and challenges and map out routes to market and commercialisation.</p>
<p><strong><br />
3.    Moving goal posts, NOT fixing scope</strong></p>
<p style="padding-left: 30px;">Organisations progressing mobile in a way that is open to product, cost and schedule slip from the outset.</p>
<p style="padding-left: 30px;"><strong>Why does this happen?</strong> If it can slip it will. The organisation is failing to lay down a core scope, identify milestones and key deliverables, internal and external requirements and highlighting key risks.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> Define a scope, based around a foundation, and stick to it. For those starting out a ‘foundation’ can evolve but should not ideally change, even in time. Tactical elements focused on actual execution – such as platforms and compatible devices – can come later.</p>
<p><strong>4.    Using any available resources, NOT the right ones</strong></p>
<p style="padding-left: 30px;"><strong> </strong>Organisations progressing mobile in a way that shows they may be led (in the wrong direction) by a key supplier, or forced to go internal.</p>
<p style="padding-left: 30px;"><strong>Why does this happen?</strong> Mobile is a largely proprietary, fragmented and challenging environment. The organisation fails to deliver core components that work. Instead, features are sub-standard, services fall over on accessibility, usability or performance, and there is poor quality behind the execution.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> Ensure you have the right resources available to meet your requirements. Consider relevant internal resources and external supplier(s) – multiple if needed. It is critical to get the basics right.</p>
<p><strong>5.    Managing ‘mobile’, or NOT, in the business</strong></p>
<p style="padding-left: 30px;"><strong> </strong>As an organisation begins to develop mobile is it amazing to see how many experts appear, how many individuals suddenly have a view and want to contribute.</p>
<p style="padding-left: 30px;"><strong>Why does this happen? </strong>Scope and focus becomes a moving feast. The organisation experiences shifting ideals and sees core service offerings become diluted. Schedule and cost is impacted.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> From the outset define an approach to engaging and involving the organisation and the right team of people, and stick to it.</p>
<p><strong>6.    Meandering path, NOT focused roadmap</strong></p>
<p style="padding-left: 30px;"><strong> </strong>Once an organisation delivers a mobile service it is surprising see many have not considered a roadmap, or lifecycle.</p>
<p style="padding-left: 30px;"><strong>Why does this happen? </strong>Prioritising development and further investment becomes impossible. The organisation fails to evolve services to enhance the experience and offering. It is challenged to remain competitive and acquire/retain new users.</p>
<p style="padding-left: 30px;"><strong><em>Solution: </em></strong>Think about a roadmap from day one. And factor in elements that did not make first releases, such as usability features, commercialisation and mobile platform and device fine-tuning.</p>
<p><strong>7.    Marketing vision, NOT a tangible plan</strong></p>
<p style="padding-left: 30px;"><strong> </strong>Service has been built, user and commercial objectives set and communicated. Yet many fail to define marketing plan and identify tactics that can deliver the numbers.</p>
<p style="padding-left: 30px;"><strong>Why does this happen? </strong>Prioritisation of activity and defining contribution is challenging. The organisation fails to define an effective mix. Instead, it places resources on poor contributing tactics, relies on uncontrollable elements and – more than likely – under invests.</p>
<p style="padding-left: 30px;"><strong><em>Solution:</em></strong> Build a marketing plan that combines tactics to realistically deliver your objectives. And work to achieve a balance that incorporates partnerships and places the necessary investment behind your ambitions.</p>
<p>The end-game is all about <strong>positioning</strong>. Mobile has already earned a centrepiece role in our everyday lives and now organisations are challenged to give mobile that same significance in their strategies. To achieve this, organisations must understand that mobile is not an app or a one-off solution. Then – armed with this knowledge – they must execute strategies that deliver positive results.</p>
<p>Success requires <strong>focus, balance and a big-picture view</strong>. Several surveys, including <a href="http://www.aimelink.org/newsmedia/Sept10.aspx" target="_blank">recent research</a> from <strong>the Association for Interactive Media and Entertainment (AIME), the Internet Advertising Bureau (IAB) and the Interactive Media in Retail Group (IMRG)</strong>, point out that companies lack the knowledge, understanding and experience to implement or integrate <strong>mobile in a meaningful way</strong>. Specifically, the organisations, which surveyed of 140 marketing professionals from the retail, advertising and mobile service sectors in the U.K. to understand the attitudes and opportunities around mobile retail, concluded that consumers in the U.K. may be embracing mobile commerce faster than companies can respond.</p>
<p>It’s a gap retailers and companies across all sectors are well-advised to fill through partnership with companies and individuals with the expertise to  <strong>accelerate their mobile strategy. </strong></p>
</div>
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		<title>The Rise of Apps Culture (US market)</title>
		<link>http://www.indigo102.com/archives/1591</link>
		<comments>http://www.indigo102.com/archives/1591#comments</comments>
		<pubDate>Thu, 16 Sep 2010 10:29:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Application]]></category>
		<category><![CDATA[cell phone research]]></category>
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		<guid isPermaLink="false">http://www.indigo102.com/?p=1591</guid>
		<description><![CDATA[Published 16th September The report is from Pew Internet &#38; American Life Project written by Kristen Purcell, Roger Entner, Nichole Henderson As there are some very interesting elements of the report I have chosen to publish the complete report on my blog. Alternatively you can download a PDF version of report or use the link [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 16<sup>th</sup> September</em></p>
<p>The report is from Pew Internet &amp; American Life Project written by <a href="http://pewinternet.org/Experts/Kristen-Purcell.aspx">Kristen Purcell</a>, Roger Entner, Nichole Henderson</p>
<p>As there are some very interesting elements of the report I have chosen to publish the complete report on my blog. Alternatively you can download a PDF version of report or use the link below of visit the Pew Research centre website to view an online version.  </p>
<p>PDF Report: <a href="http://pewinternet.org/~/media/Files/Reports/2010/PIP_Nielsen%20Apps%20Report.pdf">Here</a></p>
<p>Online version: <a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Overview.aspx">Here</a></p>
<hr size="2" />
<h1>Overview</h1>
<hr size="2" />
<h2> Main findings</h2>
<p><strong><img class="alignleft" src="http://pewinternet.org/~/media//Images/Feature%20Images/2010/Apps%20Culture%20-%20homepage.jpg" alt="Internet Access" /></strong></p>
<p>Cell phone use in the U.S. has increased dramatically over the past decade.  Fully eight in ten adults today (82%) are cell phone users, and about one-quarter of adults (23%) now live in a household that has a cell phone but no landline phone. </p>
<p>Along with the widespread embrace of mobile technology has come the development of an “apps culture.”  As the mobile phone has morphed from a voice device to a multi-channel device to an internet-accessing mini-computer, a large market of mobile software applications, or “apps,” has arisen. </p>
<p>Among the most popular are apps that provide some form of entertainment (games, music, food, travel and sports) as well as those that help people find information they need and accomplish tasks (maps and navigation, weather, news, banking).  With the advent of the mobile phone, the term “app” has become popular parlance for software applications designed to run on mobile phone operating systems, yet a standard, industry-wide definition of what is, and is not, an “app” does not currently exist.  For the purpose of this report, apps are defined as end-user software applications that are designed for a cell phone operating system and which extend the phone’s capabilities by enabling users to perform particular tasks. </p>
<p>The most recent Pew Internet Project survey asked a national sample of 1,917 cell phone-using adults if they use apps and how they use them.  Broadly, the results indicate that while apps are popular among a segment of the adult cell phone using population, a notable number of cell owners are not yet part of the emerging apps culture.</p>
<p><strong>35% of adults have cell phones with apps, but only two-thirds of those who have apps actually use them </strong></p>
<p>Of the 82% of adults today who are cell phone users, 43% have software applications or “apps” on their phones.  When taken as a portion of the entire U.S. adult population, that equates to 35% who have cell phones with apps.  This figure includes adult cell phone users who:</p>
<ul>
<li>have downloaded an app to their phone (29% of adult cell phone users), and/or</li>
<li>have purchased a phone with preloaded apps (38% of adult cell phone users)</li>
</ul>
<p>Yet having apps and using apps are not synonymous. Of those who have apps on their phones, only about two-thirds of this group (68%) actually use that software.  Overall, that means that 24% of U.S. adults are active apps users.  Older adult cell phone users in particular do not use the apps that are on their phones, and one in ten adults with a cell phone (11%) are not even sure if their phone is equipped with apps. </p>
<p><strong>Apps users are younger, more educated, and more affluent than other cell phone users </strong></p>
<p>When compared with other cell phone using adults, and the entire U.S. adult population, the apps user population skews male, and is much younger, more affluent, and more educated than other adults.  Overall, the apps-using population also skews slightly Hispanic when compared with other adult cell phone users.</p>
<p><strong>App use still ranks relatively low when compared with other uses of cell phones </strong></p>
<p>While 24% of adults, 29% of adults with cell phones, use applications on their phones, apps use still ranks relatively low when compared with other non-voice cell phone activities.  Taking pictures and texting are far and away the most popular non-voice cell phone data applications, with more than seven in ten adult cell phone users embracing these features of their phones.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/~/media/D66B990CA91E41F49F0323AF92DB1010.png?w=496&amp;h=374&amp;as=1" alt="Apps use ranks low on a list of non-voice cell phone activities" width="496" height="374" /></p>
<p><strong>29% of adult cell phone users have <span style="text-decoration: underline;">downloaded</span> an app to their phone </strong></p>
<p>As with the apps-using population as a whole, downloaders are younger, more educated, and disproportionately male when compared with the total U.S. adult population.  And while they resemble adults who only have preloaded apps in terms of education, they are still disproportionately young and male even when compared with this group. </p>
<p><strong>One in ten adult cell phone users (10%) had downloaded an app in the past week; 20% of cell phone users under age 30 download apps this frequently</strong></p>
<p>Those who download apps do so fairly frequently.  Among apps downloaders, roughly half (53%) say their most recent download was in the past 30 days, including one third (33%) who say their last download was within the past week.   As a fraction of all cell phone-using adults, that equates to 15% who have downloaded apps in the past month, and 10% who have downloaded apps in the past week.  Among cell phone users under age 30, 20% have downloaded an app in the past week.</p>
<p><strong>One in eight adult cell phone users (13%) has paid to download an app</strong></p>
<p>Among the 29% of adult cell phone users who download apps, just under half (47%) have paid for an app, with the remainder saying they only download apps that are free.  Put in broader context, that means that 13% of all adult cell phone users have paid to download an app to their phone.  There are few notable demographic differences between downloaders who pay for apps and those who do not. </p>
<p><strong>Among cell phone users with apps, the average adult has 18 apps on his or her phone</strong></p>
<p>Among adult cell phone users who have software applications on their cell phones, the mean number of apps is 18.  However, the median number of apps is 10, indicating there are heavy apps users on the high end of the response scale who have a disproportionate number of apps on their phones.  This is particularly true among the youngest adults.</p>
<p>Again, there is some uncertainty among cell phone users, particularly older cell phone users, about what software they have on their phones.  Fully 18% of cell phone users with apps on their phones do not know how many they have.  That figure doubles to 36% among cell phone users age 50 and older.</p>
<hr size="2" /><strong>Findings from the Nielsen Apps Playbook Survey </strong></p>
<p><strong>Nielsen data indicate that games are the most popular apps, followed by news/weather, maps/navigation, social networking, and music.  </strong></p>
<p>In addition to drawing on results from the Pew Internet Project’s own nationwide probability sample of 2,252 adults, this report also presents findings from The Nielsen Company&#8217;s Apps Playbook, a December 2009 survey of a nonprobability sample of 3,962 adult cell phone subscribers who had downloaded an app in the previous 30 days.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Overview.aspx#footnote1"><sup>1</sup></a> Although the Nielsen survey cannot be projected to the population of all app downloaders with a known degree of accuracy, it provides an extensive snapshot of the types of apps people are downloading and a broad sense of how they are using them.  </p>
<p>Among the recent downloaders Nielsen surveyed, game apps were the most <em>downloaded</em> apps overall in terms of both volume and the percent of adults who had downloaded them.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Overview.aspx#footnote2"><sup>2</sup></a> In terms of actual apps <em>use</em>, six in ten of Nielsen’s recent downloaders (60%) said they had used a game app in the past 30 days, and roughly half said they had used a news/weather app (52%), a map/navigation app (51%), or a social networking app (47%) in that same timeframe.  While music apps ranked second on the most downloaded list, they ranked fifth on the most used list.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/~/media/4CE0162BFD4B4D278E2C5F7B620B7CBB.png?w=440&amp;h=612&amp;as=1" alt="What are the most popular types of apps?" width="440" height="612" /></p>
<p><strong>In the Nielsen survey, most recent apps downloaders said they used their apps daily but for short periods of time, and used them in a variety of situations</strong></p>
<p>Some 57% of the recent apps downloaders in the Nielsen study said they use their apps daily.  While one quarter of these recent apps downloaders (24%) said they use their apps for more than 30 minutes a day, the vast majority said they spend less time using their apps each day. </p>
<p>Asked where they use their apps most frequently, 71% of the Nielsen sample said they frequently used their apps when they were alone, and about half said they frequently used their apps while waiting for someone or something (53%) or while at work (47%).  One in three (36%) said they frequently used apps while commuting. </p>
<p><strong>The Nielsen survey indicates that different people may use apps in different ways</strong></p>
<p>There were several notable differences among the Nielsen recent-downloader sample in terms of which apps they favored and how frequently they used them. For instance:</p>
<ul>
<li>Women in the sample were more likely than men to have used a social networking app in the past 30 days (53% v. 42%), and women who used the Facebook app were also more likely to use that app everyday (64% v. 55%)</li>
<li>Women in the sample were more likely than men to have a used a game app in the past 30 days (63% v. 58%), while men were more likely to have used a productivity app (29% v. 21%) or a banking/finance app (31% v. 25%)</li>
<li>Among the Nielsen sample of recent downloaders, whites (53%) and Hispanics (47%) were more likely than African-Americans (36%) to have used a map/navigation/search app in the month prior to the survey</li>
<li>Hispanics, on the other hand, were the most likely to have used a music app recently (48% of Hispanics v. 42% of whites and 42% of African-Americans)</li>
<li>In the Nielsen sample, 75% of 18-24 year-old Twitter app users reported using that app every day, compared with 52% of the 25-34 year-olds and 48% of the Twitter users age 35 and older</li>
<li>In contrast, among Nielsen’s Facebook app users, 25-34 year-olds were more likely than both younger and older Facebook app users to report using their Facebook app daily</li>
<li>The African-Americans and Hispanics in the Nielsen sample were significantly more likely than whites to be daily users of their Youtube apps (33% of African-Americans v. 24% of Hispanics v. 12% of whites) and their Pandora music apps (33% of African-Americans v. 27% of Hispanics v. 14% of whites)</li>
</ul>
<p><strong>The Nielsen study indicates that cell phone screen real estate is valuable</strong></p>
<p>Slight majorities of Nielsen’s recent app downloaders said they organize their apps so that the most frequently used are easily accessible (59%), and that they delete apps from their phones that are not useful or helpful (56%).  And this culling process happens relatively quickly; among those who had deleted an app, 62% said they usually do it within two weeks of downloading the software.  The men in the Nielsen sample deleted apps more quickly than women; 40% of the male recent-downloaders said they delete apps they did not find useful within a week, compared with 29% of the women. </p>
<hr size="2" /><strong>About Pew Internet Project Findings</strong></p>
<p>The figures from the Pew Internet Project survey were gathered in a telephone survey of a representative sample of 2,252 U.S. adults age 18 and older between April 29 and May 30, 2010. The sample included 1,917 adult cell phone users, 744 of whom were contacted on their cell phones.  The margin of error is +/- 2.4 percentage points for results based on the total sample of adults, and +/- 2.7 for results based on cell phone users.</p>
<p>The Nielsen data are from an online, self-administered survey with a nonprobability sample of 4,265 recent apps downloaders originally identified in Nielsen’s Mobile Insights survey of cell phone subscribers.  Because the survey is not based on a probability sample, no margin of error can be computed and the results cannot be generalized to the population of recent app downloaders with a known degree of precision. The Mobile Insights sample is drawn from a combination of online panels and is augmented by a Spanish language phone survey in highly concentrated Hispanic markets using a residential phone list sample frame for improved coverage of Hispanics. The Apps Playbook follow-up survey was conducted in December of 2009, and screened for “recent downloaders”—those who had downloaded an app in the past 30 days.  The Apps Playbook data includes teen as well as adult cell phone subscribers, but for this report, percentages are based only on the 3,962 adults ages 18 and older who had downloaded an app in the past 30 days. </p>
<h2>
<hr size="2" /></h2>
<h1> Part 1. The apps landscape</h1>
<hr size="2" />
<h2> A new &#8220;apps culture&#8221;</h2>
<p>Cell phones now permeate American culture. As they become more powerful as connected, multi-media, handheld devices, a new ecosystem of computing applications is being created around them. The emergence of this pervasive mobile connectivity is changing the way people interact, share creations, and exploit the vast libraries of material that are generated for the internet.</p>
<p>The newest national phone survey of the Pew Research Center’s Internet &amp; American Life Project shows that 82% of adults are cell phone users, and about one-quarter of adults (23%) now live in cell phone only households – that is, households with no landline phone. According to Pew Internet survey data, as of September 2009, three-quarters of 12-17 year-olds had cell phones, and a 2010 Kaiser Family Foundation study indicated almost a third of 8 to 10 year-olds in the U.S. have cell phones today.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#footnote3"><sup>3</sup></a></p>
<p>The widespread embrace of mobile technology has spawned the development of an “apps culture.” As the mobile phone has morphed from a voice device to a multi-channel device to an internet-accessing mini-computer, a large market of mobile software applications designed specifically for cell phones has developed alongside it.</p>
<p>Currently, the cell phone industry lacks a standard, widely shared definition of what is and is not considered an “app.” Traditionally the term “app” has been used as shorthand for any software application. With the advent of the mobile phone, the term “app” has become popular parlance for software applications designed to run on mobile phone operating systems. For the purpose of this report, apps are defined as end-user software applications that are designed for a cell phone operating system and which extend the phone’s capabilities by enabling users to perform particular tasks. Assuming this definition, cell phone <em>apps</em> as discussed here are distinct from cell phone <em>functions</em>, which are hardware-enabled activities such as taking pictures and recording video and/or which run on systems software. Cell phone apps as defined here rely on or require certain systems software and/or hardware features to function, and may be thought of as being layered on top of them.</p>
<p>To understand whether and how U.S. adults have jumped into the emerging apps market, and how apps use compares to the use of other cell phone features, the Pew Internet Project recently conducted a national survey of adults age 18 and older that included 1,917 cell phone users.</p>
<p>Broadly, results indicate that while apps are popular among a young, tech-hungry segment of the adult cell phone using population, a notable number of adult cell phone users are not part of apps culture. Many adults who have apps on their phones, particularly older adults, do not use them, and one in ten adults with a cell phone (11%) are not even sure if their phone is equipped with apps. Moreover, apps use ranks fairly low when compared with the use of other cell phone functions such as taking pictures and texting.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#footnote4"><sup>4</sup></a></p>
<p><strong>35% of adults have cell phones with apps </strong></p>
<p>Of the 82% of adults today who are cell phone users, 43% have apps on their phones. When taken as a portion of the entire U.S. adult population, that means that 35% have cell phones with apps. This figure includes adult cell phone users who:</p>
<ul>
<li>have downloaded an app to their phone (29% of adult cell phone users), and/or</li>
<li>have purchased a phone with preloaded apps (38% of adult cell phone users)</li>
</ul>
<p>A “yes” answer to either question was sufficient to include someone in the apps population. Of course, many cell owners (23%) have both pre-loaded and downloaded apps on their cell phones.</p>
<p><strong>One in ten adult cell phone users do not know if they have apps on their phone </strong></p>
<p>While 38% of adults cell phone users report having a phone that came preloaded with apps, another 11% of cell phone users said they did not know if their phone came with any software applications. This uncertainty about cell phone features is most pronounced among cell phone users age 50 and older, 15% of whom did not know if their phone came with apps. Just 4% of cell phone users under age 30 could not say if their phone came with software applications.</p>
<p>Adult cell phone users are more confident when asked whether they have ever downloaded an app, with 29% saying yes, 70% saying no, and less than one half of one percent saying they did not know.</p>
<p><strong>Two-thirds of adult cell phone users who have apps actually use them </strong></p>
<p>While 35% of adults have apps on their phones, only about two-thirds (68%) of adults who have apps report actually using them. That means that 24% of all adults in the U.S. use apps.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/~/media/F2199AD8584A4CA0BB89A0220EFEA146.png?w=443&amp;h=422&amp;as=1" alt="Figure 1" width="443" height="422" /></p>
<p>Among those who actively use their apps, the vast majority (91%) have used them within the past 30 days.  Just 9% of apps users say it has been more than 30 days since the last time they used the apps on their phone. </p>
<p><strong>Apps users are younger, more educated, and more affluent than other cell phone users</strong></p>
<p>Apps users have a distinct demographic profile when compared with other cell phone using adults, and when compared with the entire U.S. adult population.  Apps users skew male, and they are much younger than the broader population.  Overall, they are also more educated and more affluent than other cell phone users or the adult population as a whole.  The apps-using population also skews slightly Hispanic when compared with other cell phone users and all adults.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/~/media/C27949D0DF43472D96E82863703759FA.png?w=491&amp;h=691&amp;as=1" alt="App users are disproportionately male, young, educated and affluent" width="491" height="691" /></p>
<p><strong>Among adults who have apps, age is the strongest predictor of apps use</strong></p>
<p>It is clear that young adult cell phone users are the most eager apps adopters.  While 79% of 18-29 year-olds who have apps on their phones say they use them, that figure drops to 67% among 30-49 year-olds and just 50% among adults age 50 and older. </p>
<p>Cell phone only adults (those who have a cell phone but no landline phone) are also especially likely to use the apps on their phone. Some 75% of this group who have apps say they use them. This may be due in part to a disproportionate number of cell only adults relying on their phones for internet access and participation in online activities.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#footnote5"><sup>5</sup></a></p>
<p>It is not surprising that adults who are heavy cell users in general (heavy texters and heavy voice users) are much more likely than other adults to use their apps and to have used them in the past 30 days.  The relationship between apps use and the use of other cell phone features/technologies is discussed in detail in Part III of this report. </p>
<p>Overall, adults who have more apps on their phone, those who have downloaded apps (as opposed to purchasing a phone that is preloaded with apps), those who have downloaded an app recently (within the past 30 days), and those who have paid for an app download are significantly more likely than other adults to actually use the software on their phones.  </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/~/media/02B2831F7AFD47B8B0617D4C661E172E.png?w=457&amp;h=412&amp;as=1" alt="Adults with more apps, those who download, and those who pay are most likely to use them" width="457" height="412" /></p>
<p><strong>Among those who have apps, the average number of apps is fairly high at 18</strong></p>
<p>Among adult cell phone users who have software applications on their cell phones, the mean number of apps is 18.  However, the median number of apps is 10, indicating there are heavy apps users on the high end of the response scale who have a disproportionate number of apps on their phones.  This is particularly true among the youngest adults.</p>
<p>Again, there is some uncertainty among cell phone users, particularly older cell phone users, about what software they have on their phones.  Fully 18% of cell phone users with apps on their phones do not know how many they have.  That figure doubles to 36% among cell phone users age 50 and older.</p>
<p>Looking just at those who know how many apps they have, young adult cell phone users on average have a greater number of apps on their phones.  The mean number of apps for 18-29 year-olds is 22, compared with a mean of 16 for 30-49 year-olds, and 13 for adult cell phone users age 50 and older.  However, the medians show considerably less variation, with young adults having a median of 12 apps on their phone and those over age 50 having a median of 8. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/~/media/40787EA3A89F4F19BD4BF8E4CC0D19FA.png?w=426&amp;h=303&amp;as=1" alt="The average adult with apps has 18 on their phone, and young adults have more" width="426" height="303" /></p>
<p><strong>Apps use ranks relatively low when compared with other cell phone activities</strong></p>
<p>While 24% of adults, or 29% of adult cell phone users, report using apps on their phones, apps use is not the most popular feature of cell phones when compared with other non-voice cell phone activities.  Taking pictures and texting are far and away the most popular cell phone activities, with apps use ranking lowest among the various activities Pew Internet has asked about.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/~/media/60B49E788E364721A1212761C7F81B30.png?w=470&amp;h=352&amp;as=1" alt="Apps use ranks low" width="470" height="352" /></p>
<p>These data may reveal again, however, some uncertainty among adult cell phone users about when they are, and are not, using apps.  Many of the activities in the above table, such as playing a game and sending and receiving email, often make use of software applications, and therefore constitute apps use.  Thus, one would expect the percent who say they use apps to be higher.  Yet, apps use garners a slightly lower percentage of “yes” responses from cell phone users than do other app-enabled activities. </p>
<p>One might infer from these figures that adults are not always aware when engaging in various activities using their phones that they are, in fact, using an app or software application.  This may be due, in part, to confusion among the public over whether the different software that comes preloaded on their phone are “apps,” or whether an app is something that must be purchased separately or downloaded from the internet.</p>
<h1>
<hr size="2" /></h1>
<h1> Part 2: Apps downloading</h1>
<hr size="2" />
<h2>The downloading population is demographically skewed</h2>
<p>As noted above, while 43% of adult cell phone users have apps on their phone, significantly fewer (29%) have actually downloaded an app.  The remaining 14% only have preloaded apps on their phone.  Apps downloaders are slightly different demographically from those who have only preloaded apps, and are distinct from cell phone users in general.</p>
<p><strong>The downloading population is demographically skewed</strong></p>
<p>As with the apps-using population as a whole, apps downloaders are younger, more educated, and disproportionately male when compared with the full U.S. adult population.  When downloaders are compared just to other adults with apps—those who have preloaded apps but do not download—they are similar in their educational attainment yet are still disproportionately young and male.   </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-2/~/media/31A2D92F761C41A4BE847E1339D33B18.png?w=460&amp;h=635&amp;as=1" alt="App downloaders are demographically distinct from those with only preloaded apps and U.S. adults in general" width="460" height="635" /> </p>
<p><strong>One in ten adults with a cell phone has downloaded an app in the past week; one in five 18-29 year-old cell phone users has done so</strong></p>
<p>In the Pew Internet survey, respondents who had downloaded apps were asked when their most recent download had occurred.  About half (53%) say their most recent apps download was in the past 30 days, including 33% who say their last download was within the past week.  As a fraction of all cell phone-using adults, that equates to 15% who have downloaded an app in the past month, including 10% who have downloaded an app in the past week. </p>
<p>Thus, even among downloaders, the portion who is very actively engaged in apps culture is relatively small.  A significant percentage of downloaders, 43%, say they have not downloaded an app in more than a month.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-2/~/media/595E4BA27CDA4584B79858F8021C5A09.png?w=437&amp;h=431&amp;as=1" alt="What was your most recent download?" width="437" height="431" /></p>
<p>Again, it is the youngest adult cell phone users leading the way, with 62% of 18-29 year-old apps downloaders having downloaded software to their phone in the past month (including 39% in the past week).  That equates to 20% of adult cell phone owners under age 30 who had downloaded an app to their phone in the past week. </p>
<p><strong>One in eight adults with a cell phone has paid to download an app</strong></p>
<p>Among the one-third of adult cell phone users who download apps, just under half (47%) have paid for an app, with the remainder saying they only download apps that are free.  Put in broader context, that means that 13% of all adult cell phone users have paid to download an app to their phone.  The more apps someone has on her phone, the more likely she is to have paid for one at some point. </p>
<p>There are very few notable demographic differences between downloaders who pay for apps and those who do not.  Only one subgroup of downloaders stands out in this regard, and that is heavy cell voice users.  Downloaders who make more than 30 calls on their phone per day are significantly more likely than other downloaders to have paid for an app (61% v. 45%). </p>
<p>For more on what types of apps downloaders pay for, and how much they spend, see Part IV of this report. </p>
<hr size="2" />
<h1> Part 3: Mobile computing</h1>
<hr size="2" />
<h2> The transition to mobile computing devices</h2>
<p>The rise of “apps culture” reflects the transition of cell phones from voice communication devices to mobile computing devices.  As cell phone use in general increases, wireless internet use is also on the rise, particularly among Hispanic and African-American adults.<a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/Mobile.aspx#footnote6"><sup>6</sup></a>  Fully 59% of adults are now mobile internet users, meaning they access the internet wirelessly via a laptop or cell phone.  As mobile computing and internet use become the norm, cell phones are increasingly taking on functions once served by desktops and laptops.  And for a significant portion of low income and nonwhite adults, cell phones represent their <em>only</em> means of accessing the internet and engaging in some online activities.  Thus, many adults today expect (and need) their phones to serve a wide range of functions.  </p>
<p>As one might expect, adult cell phone users who embrace “apps culture” also tend to embrace other cell features and other technologies in general.  These patterns are difficult to disentangle, as there are circular relationships between apps use and the use of the internet and other technologies.  For instance, social media users (adults who use either social network sites such as Facebook or status update sites such as Twitter) are twice as likely as other cell phone users to have apps on their phones (59% v. 24%). Yet many cell phone apps enable social media use, and these apps are in fact among the most popular (see Part IV of this report).  Likewise, wireless internet users are more likely than other online adults to be apps users.  Yet downloading an application in and of itself requires wireless internet access, which would mean that apps downloaders are wireless internet users by default.  Moreover, these relationships are even further complicated by the fact that not all cell-using adults recognize activities they engage in on their phones as app-enabled, when in fact they might be. </p>
<p>Therefore, rather than pinpoint causal direction in these relationships, in this section we simply show the strong correlations between apps use and various online activities, cell phone activities, and technology use in general. </p>
<p><strong>Heavy technology users are particularly likely to have apps on their phones and to use the apps they have</strong></p>
<p>As noted earlier in the report, 38% of cell phone users have purchased a phone with preloaded apps and 29% have downloaded an app themselves.  About a quarter of adult cell phone users (23%) have <em>both</em> paid and preloaded apps on their phones.  Not surprisingly, heavy technology users are more likely than other adults to both download apps and to purchase phones with apps.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/~/media/0C98707A90EC44E881DFF6F81CAD8349.png?w=459&amp;h=731&amp;as=1" alt="Heavy phone and internet users are more likely to have apps, download apps, and buy phones equipped with apps" width="459" height="731" /></p>
<p>As the above table indicates, adult cell phone users who use the text features on their phones, and particularly heavy texters (those who send more than 50 texts on a typical day), are significantly more likely than other cell phone users to download apps.  About four in ten texters (39%) have downloaded an app, a figure that drops to just 4% among adult cell phone users who do not text.  Among the heaviest texters, those who send and receive more than 50 texts a day, 63% have downloaded an app to their phone.</p>
<p><strong>Heavy technology users on average have more apps on their phones </strong></p>
<p>As one might expect, heavy technology users in general tend to have more apps on their phones than cell phone users who do not embrace other technologies. The table below shows that some of the highest reported mean numbers of apps are among heavy cell voice users and heavy texters.  Cell-using adults who have premium broadband at home, those who use status update sites such as Twitter and adults who go online from their phones on a daily basis also report a higher average number of apps on their phones. These groups are also especially likely to report using the apps they have.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/~/media/4AEC597A6BE24786B00A0130813EF7AE.png?w=522&amp;h=413&amp;as=1" alt="The mean number of apps is 18; heavy tech users have more and are more likely to use them" width="522" height="413" /></p>
<p><strong>App users are more likely to take advantage of all of their phone’s features</strong></p>
<p>Overall, apps users are significantly more likely than other adult cell phone users to take advantage of every feature of their cell phone asked about in the survey, including email, texting, taking pictures, playing music, instant messaging, recording a video, playing a game, accessing the internet, purchasing a product online, and accessing social networking sites from their phone. </p>
<p>Again, it is important to note that apps use and use of these other cell phone features are not mutually exclusive.  Many of these activities make use of apps, and apps that enable these activities are among the most popular downloads (see Part IV of this report). </p>
<p>It is also important to note that these figures include adults whose phones may not be equipped to perform some of these tasks.  Apps users are likely to have phones that are able to perform more of these functions, which explains, in part, their higher reported use of different phone features. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/~/media/4218EE3FCCDB4CAD9EF1CEE8D08237BE.png?w=445&amp;h=546&amp;as=1" alt="App users are more likely to embrace other phone features as well" width="445" height="546" /></p>
<p><strong>Apps users are more engaged in a wide range of online activities</strong></p>
<p>Due in part to the web accessibility and increased engagement many apps provide, it is logical that apps users are more likely than other adults to engage in almost every online activity asked about in the survey.  They are particularly likely to use social network sites such as Facebook and status update sites such as Twitter when compared with internet users as a whole. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/~/media/C137B972E98C421C8C79EDA3E6AF1AC2.png?w=530&amp;h=752&amp;as=1" alt="What do apps users do online?" width="530" height="752" /></p>
<hr size="2" />
<h1> Part 4: The Nielsen Apps Playbook  </h1>
<h2>
<hr size="2" /> Apps and app users</h2>
<p>As part of its ongoing research into telecom trends, the Nielsen Company conducts a quarterly tracking survey of more than 80,000 mobile subscribers age 13 and older sampled from a combination of online panels and augmented with listed Hispanic telephone sample.  Among other measures, the Mobile Insights survey identifies mobile subscribers who have downloaded an app to their phone.  In the fourth quarter of 2009, Nielsen found that 13% of their <em>adult</em> (age 18 and older) mobile subscribers had downloaded an app in the past 30 days.  As noted earlier, the current Pew Internet survey finds that as of April 2010, 15% of cell-phone using U.S. adults age 18 and older had downloaded an app to their phone in the past 30 days.</p>
<p>In December 2009, Nielsen completed online, self-administered surveys with 4,265 apps downloaders originally identified in the Mobile Insights survey.  This follow-up survey (The Nielsen Apps Playbook) asked “recent downloaders”—those who had downloaded apps in the past 30 days—more detailed questions about the types of apps they download, in what contexts they use their apps, and whether and how much they pay for apps.  The results reported here are based on the 3,962 <em>adults</em> ages 18 and older in the Nielsen sample who had downloaded an app in the past 30 days.</p>
<p>It should be noted that because Nielsen’s Mobile Insights survey is administered to a nonprobabilty sample, it is not representative of all recent apps downloaders and the findings reported here should be considered descriptive.  However, the Nielsen data produce overall estimates of adult apps downloading rates comparable to the most recent Pew Internet survey.  As the table below indicates, after weighting, the two samples are similar in terms of sex and race/ethnicity, though the Nielsen sample is skewed slightly toward white non-Hispanics and away from African-Americans.  The two samples diverge more notably on education and income, with the Nielsen sample overrepresenting college graduates and the highest income categories.  In terms of age, the Pew probability sample produces a recent-downloader population that is slightly older than the Nielsen sample.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/2CB67873FB0F45299B3D7B20A5F3E123.png?w=480&amp;h=667&amp;as=1" alt="Weighted demographic profiles of recent apps downloaders from the Pew Internet and Nielsen surveys" width="480" height="667" /></p>
<p><strong>Adult apps users are hooked on games </strong></p>
<p>As indicated by the Pew Internet survey data, apps downloading and apps use are not synonymous.  Some adults may download apps that they do not actually use.  Thus, the Nielsen App Playbook asks about both recent <em>downloading</em> behavior, as well as which apps recent-downloaders have <em>used</em> in the past 30 days, how frequently they use them, and in what contexts.</p>
<p>As the table below indicates, the adult downloaders in the Nielsen sample are hooked on games.  Six in ten of these recent downloaders said that they had used a game app in the past 30 days.  By comparison, roughly half said they had used a news/weather app, map/navigation app, or social networking app in that same timeframe.  While music apps ranked second in terms of total <em>downloads</em>, they ranked fifth on the most used list for this group.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/97EC267E89E641C2975BEBBFB59A6599.png?w=503&amp;h=538&amp;as=1" alt="The most popular types of apps" width="503" height="538" /></p>
<p>In the Nielsen sample, some demographic groups were more likely than others to use particular categories of apps.  For instance, men in that sample were more likely than women to have used banking/finance, sports, productivity, and video/movie apps in the past 30 days.  Women recent-downloaders in the sample, on the other hand, were more likely to have used games, social networking, music, and entertainment/food apps. </p>
<p>The tables below show rates of use for the major categories of apps across demographic groups.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/BDA4A99BE59F4E12A56D5F6CB0FC8A8B.png?w=476&amp;h=857&amp;as=1" alt="The percentage of Nielsen recent downloaders in each group who have used each kind of app in the past month" width="476" height="857" /></p>
<p>Within the different categories of software applications, some apps stood out as particularly popular among the Nielsen sample.  Asked which specific apps they had used in the past 30 days, puzzle/strategy games ranked highest in the games category, while the Weather Channel was far and away the most used news/weather app for this group.  Google applications comprised three of the top four map/navigation/search apps, while Facebook topped the list of social networking apps used by Nielsen’s adult downloaders. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/9FFBDD51C59B4FCCB98FADB1A2F14CF8.png?w=487&amp;h=680&amp;as=1" alt="The percentage of Nielsen recent downloaders who used each type of app in the past month" width="487" height="680" /></p>
<p><strong>Frequency of Apps Use</strong></p>
<p>More than half of the Nielsen recent apps downloaders (57%) reported using their apps daily, yet the vast majority said they spend less than 30 minutes per day using their apps.  Just one quarter of Nielsen’s downloaders (23%) said they use their apps for at least a half an hour a day.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/5C671C7B56F6486C871BFA5B2670CB17.png?w=434&amp;h=784&amp;as=1" alt="57% of Nielsen’s recent downloaders say they use their apps daily" width="434" height="784" /></p>
<p>Somewhat surprising is the fact that the youngest apps downloaders in the Nielsen sample, those age 18-24, were not the most frequent apps users.  While 29% of this age group said they use their apps <em>multiple times a day</em>, the same was true of 44% of the 25-34 year-olds and 44% of those age 35 and older.  Nielsen’s young apps users were also more likely than their older counterparts to say they use their apps for <em>less than 30 minutes per day</em> (84% of the 18-24 year-olds v. 74% of the 25-34 year-olds v. 75% of those age 35 and older).</p>
<p>Among Nielsen’s sample of downloaders, the frequency of apps use varied by race as well, with the white and Hispanic downloaders more likely than the African-Americans to use their apps daily (57% whites v. 54% Hispanics v. 48% African-Americans).  However, Nielsen’s white apps downloaders were also the most likely to say that they use their apps for less than 10 minutes a day (30% whites v. 25% Hispanics v. 23% African-Americans). </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/3A26C007382C4AB1869624247EF7A363.png?w=521&amp;h=466&amp;as=1" alt="How often some of the most popular apps are used" width="521" height="466" /></p>
<p>Adult downloaders in the Nielsen sample reported using their apps in a variety of contexts.  Asked in which situations they most frequently use their apps, seven in ten (71%) said they frequently use their apps when they are alone, and about half said they frequently use their apps while they are waiting for someone or something (53%) or while at work (47%).  Roughly one in three Nielsen downloaders (36%) said they frequently use their apps while commuting.  Overall, the adults in the Nielsen sample reported using their apps for a mix of entertainment and instrumental purposes. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/5771CB8A55BA453F98BC140388B61D9B.png?w=530&amp;h=554&amp;as=1" alt="When and where Nielsen’s adult downloaders are using their apps" width="530" height="554" /></p>
<p>In the Nielsen sample, men were more likely to report using apps at work (52% v. 40% of women), while women were slightly more likely to report using apps while alone (73% v. 70% of men) and while waiting for someone (59% v. 52%).  Nielsen’s Hispanic and African-American downloaders were more likely than the whites in the sample to report using their apps at school (17% Hispanics v. 17% African-Americans v. 6% whites) and while socializing with friends (33% Hispanics v. 33% African-Americans v. 22% whites).  The Hispanics in the sample were also more likely than whites to report using their apps while commuting, while finding a place to eat, and while shopping. </p>
<p>The Nielsen sample also produced some interesting situational use differences across age groups.  The table below shows that young adult apps users in the Nielsen sample (those age 18-24) were the most likely to report using their apps while socializing with friends, while Nielsen’s middle-age users were the most likely to report using their apps while at work, commuting, shopping or finding a place to eat.  App users age 55 and older in the Nielsen sample were the most likely to report using their apps while alone, while waiting for someone/something, and to help in an activity they are currently doing.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/9C745C6953A440FB9D5ABAD611705D97.png?w=484&amp;h=414&amp;as=1" alt="Among Nielsen’s downloaders, apps use varied by age" width="484" height="414" /></p>
<p><strong>What kinds of apps are being downloaded most often by this group?</strong></p>
<p>Among Nielsen’s recent adult downloaders, game apps were the most downloaded apps overall in terms of sheer volume, followed distantly by music and entertainment/food.  Overall, apps that are used for personal entertainment made up a greater portion of this group’s recent downloads than those that are used for instrumental purposes, such as productivity, navigation, and finance apps. </p>
<p>For the Nielsen sample, games and music were the most popular in terms of the percent of downloaders <em>who have downloaded each type in the past 30 days</em>.  Games were far and away the most popular, with almost half of Nielsen’s recent-downloaders saying they had downloaded at least one paid or free game app in the previous month.  Roughly equal percentages of Nielsen recent-downloaders (about one in five) said they had downloaded a music app, a news/weather app, a social networking app, a map/navigation app, or a food/entertainment app in the 30 days prior to the survey.</p>
<p>Games and music were also the most commonly downloaded <em>paid</em> apps for this group, as measured by the percent of Nielsen recent-downloaders who had purchased at least one of these types of apps in the past month.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/E8A384582298457CADE11D340379A940.png?w=463&amp;h=531&amp;as=1" alt="The most frequently downloaded types of apps by the Nielsen sample " width="463" height="531" /></p>
<p>The Nielsen sample produced some interesting downloading differences across age group, race/ethnic groups, and income categories, yet these differences only occurred in the case of <em>free</em> downloads.  For instance, Nielsen downloaders between the ages of 25 and 44 had a higher mean number of free game downloads in the past 30 days (2.0) than both the younger (1.4) and the older (1.7) adults in the sample.  Similarly, downloaders ages 25-34 in the Nielsen sample had the highest mean number of free social networking apps downloads in the month prior to the survey (.9 for the 25-34 year-olds v. .5 for the younger adults and .7 for the older adults).</p>
<p>The tables below show some demographic differences that emerged in the Nielsen sample in the mean number of free downloads for major categories of apps.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/80E55AA626F34FD9ADDECF6B6BE3F96F.png?w=495&amp;h=902&amp;as=1" alt="Mean number of free apps downloads by Nielsen’s sample in the past 30 days" width="495" height="902" /></p>
<p>Consistent with the Pew Internet survey data, the Nielsen sample produced few notable demographic differences between recent-downloaders who have paid to download an app and those who have not.  Nielsen’s youngest apps downloaders, those age 18-24, and adults with incomes below $50,000 were only slightly less likely than the older and more affluent downloaders in the sample to have paid for apps. </p>
<p><strong>What do Nielsen’s downloaders report paying for apps?</strong></p>
<p>In the Nielsen Apps Playbook, 37% of the recent-downloaders said they had paid for an app in the past 30 days.  As noted earlier, games accounted for the highest <em>percentage</em> of paid apps by this group, followed by music apps.  Asked if they had ever converted from a free/lite trial version to a full paid version of an app, one in three (33%) Nielsen downloaders said they had done so.</p>
<p>To determine what the recent-downloaders are paying for apps, the Apps Playbook asked respondents how many of the <em>total</em> apps they had downloaded in the past 30 days fell into each of eight different price categories.  Responses indicate that among this sample of downloaders, most paid downloads were between $0 and $2.99.  Fully 60% of paid downloads from the month prior to the survey fell in this price range. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/73E1BA907FF3473DB1E2E63294C43212.png?w=524&amp;h=446&amp;as=1" alt="What do Nielsen downloaders report paying for apps?" width="524" height="446" /></p>
<p>When they did pay for an app, about a third (34%) of the downloaders in the Nielsen sample said their preference was to have it billed directly by their cell phone provider, while just under a third (29%) said they preferred to put it on a credit card.  Asked what factors drive those preferences, eight in ten Nielsen downloaders (80%) said that convenience was a factor, while roughly six in ten said they take into account bill consolidation (63%) and security (57%).</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/9BB40071045F483AB1366003A8BDB400.png?w=482&amp;h=542&amp;as=1" alt="When paying for apps, Nielsen downloaders prefer to be billed by their provider" width="482" height="542" /></p>
<p><strong>Where do downloaders say they learn about apps?</strong></p>
<p>Asked how they discover the apps they download, the two most common responses from downloaders in the Nielsen sample were searching an apps store on their phone and relying on recommendations from friends and family.   About half (49%) of this group said they discover apps by browsing an apps store on their phones, and about one in three (34%) said they hear about them from friends and family. </p>
<p>The women in the sample were slightly more likely than the men to say they learn about apps from friends and family (39% v. 33%), while the men were twice as likely to say they learn about apps from third party websites (25% v. 12%).  Nielsen’s older apps downloaders, those age 55+, were also particularly likely to say they hear about apps from friends and family (42% v. 34%), and were twice as likely as the younger apps downloaders in the sample to discover apps through newspapers, magazines and radio (15% v. 7%). </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/2AD05425D853447F8D72485A4C7C76A2.png?w=471&amp;h=489&amp;as=1" alt="How do Nielsen’s downloaders learn about apps?" width="471" height="489" /></p>
<p>In the Nielsen sample, apps downloaders in the highest income categories, those earning $100,000 or more annually, were particularly likely to say they discover apps by searching the apps store on their phones and through sync software, while those in the lower income categories were more likely to say they hear about apps through their carrier’s homepage. </p>
<p>The African-American and Hispanic downloaders in the sample were also particularly likely to say they find apps through their carrier’s homepage (25% African-American v. 18% Hispanic v. 12% white) and their device homepage (24% African-American v. 19% Hispanic v. 15% white).  </p>
<p>Nielsen’s downloaders reported not only relying on the recommendations of friends and family in downloading apps, but also relying on the recommendations of strangers.  The Nielsen App Playbook asked recent-downloaders how important user reviews and ratings are in their decision to download an app.  Almost nine in ten downloaders in this survey (88%) said that user reviews are at least somewhat important, including 19% who said they are extremely important.</p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/D8777DA0E7834684B9A9EA1E4DC5DD68.png?w=430&amp;h=494&amp;as=1" alt="The importance of user ratings for this group in choosing downloads" width="430" height="494" /></p>
<p><strong>Cell phone real estate is valuable</strong></p>
<p>Most apps users in the Nielsen sample report organizing their apps so that the most frequently used are most easily accessible. They also report deleting apps from their phones.  The most common reasons given by this group for deleting an app is that it is not useful.  And they report that this culling process happens relatively quickly; among those who had deleted an app, the majority (62%) said they usually did it within two weeks of downloading the software.  The men in the sample tended to delete apps they did not find useful more quickly than the women did; 40% of the male recent-downloaders said they deleted apps they do not like within a week of getting them, while only 29% of the women said they delete apps that quickly. </p>
<p><img src="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-4/~/media/F212BE88D1AD43C1A5DC8AE6F13E44DE.png?w=415&amp;h=563&amp;as=1" alt="Nielsen’s app downloaders organize their apps and delete those that aren’t useful" width="415" height="563" /></p>
<hr size="2" /> <strong>Notes</strong></p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Overview.aspx#content1"><strong><sup>1</sup></strong></a> In <em>probability sampling</em>, all individuals in the population have some opportunity of being included in the sample, and the mathematical probability that any one of them will be selected can be calculated. In <em>nonprobability sampling</em>, individuals are selected on the basis of their availability (e.g., volunteering for an online panel) and an unknown portion of the population is excluded (e.g., those who did not volunteer). Because Nielsen’s Mobile Insights survey is administered to a nonprobabilty sample, the results cannot be projected to the entire population of recent apps downloaders and the findings reported here should be considered descriptive. When compared to the Pew Internet probability sample, the Nielsen sample of recent-downloaders is similar in racial/ethnic and gender makeup, but overrepresents high income adults and college graduates. It also skews younger than the Pew sample.</p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Overview.aspx#content2"><strong><sup>2</sup></strong></a> For more on the popularity of games and other apps among mobile subscribers, see Nielsen’s September 9, 2010 report “Games Dominate America’s Growing Appetite for Mobile Apps.” Available at: <a href="http://blog.nielsen.com/nielsenwire/online_mobile/games-dominate-americas-growing-appetite-for-mobile-apps/">http://blog.nielsen.com/nielsenwire/online_mobile/games-dominate-americas-growing-appetite-for-mobile-apps/</a></p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#content3"><strong><sup>3</sup></strong></a> Kaiser Family Foundation, Generation M2: Media in the Lives of 8 to 18 year-olds, January 2010. Available at: <a href="http://www.kff.org/entmedia/upload/8010.pdf">http://www.kff.org/entmedia/upload/8010.pdf</a></p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#content4"><strong><sup>4</sup></strong></a> Aaron Smith, Mobile Access 2010, July 7, 2010. Available at: <a href="http://pewinternet.org/Reports/2010%20/Mobile-Access-2010.aspx">http://pewinternet.org/Reports/2010 /Mobile-Access-2010.aspx</a></p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-1/A-new-apps-culture.aspx#content5"><strong><sup>5</sup></strong></a> In the current Pew Internet Project survey, adult cell phone users who either only have a cell phone or who have a landline but rely mainly on their cell phone to make calls are significantly more likely than other adults to be wireless internet users (74% of cell only adults and 86% of dual phone users who rely mainly on their cell are wireless internet users, compared with just 47% of other adults).</p>
<p><a href="http://pewinternet.org/Reports/2010/The-Rise-of-Apps-Culture/Part-3/Mobile.aspx#content6"><strong><sup>6</sup></strong></a> Aaron Smith, Mobile Access 2010, July 7, 2010. Available at: <a href="http://pewinternet.org/Reports/2010%20/Mobile-Access-2010.aspx">http://pewinternet.org/Reports/2010 /Mobile-Access-2010.aspx</a></p>
<hr size="2" />
<h1> Methodology and topline</h1>
<h2>
<hr size="2" /> Pew Internet Project Survey</h2>
<p>This report is based on the findings of a daily tracking survey on Americans&#8217; use of the Internet. The results in this report are based on data from telephone interviews conducted by Princeton Survey Research Associates International between April 29 and May 30, 2010, among a sample of 2,252 adults, age 18 and older.  Interviews were conducted in English.  For results based on the total sample, one can say with 95% confidence that the error attributable to sampling and other random effects is plus or minus 2.4 percentage points.  For results based on cell phone users (n=1,917), the margin of sampling error is plus or minus 2.7 percentage points.  In addition to sampling error, question wording and practical difficulties in conducting telephone surveys may introduce some error or bias into the findings of opinion polls.</p>
<p>A combination of landline and cellular random digit dial (RDD) samples was used to represent all adults in the continental United States who have access to either a landline or cellular telephone. Both samples were provided by Survey Sampling International, LLC (SSI) according to PSRAI specifications.  Numbers for the landline sample were selected with probabilities in proportion to their share of listed telephone households from active blocks (area code + exchange + two-digit block number) that contained three or more residential directory listings. The cellular sample was not list-assisted, but was drawn through a systematic sampling from dedicated wireless 100-blocks and shared service 100-blocks with no directory-listed landline numbers.</p>
<p>New sample was released daily and was kept in the field for at least five days. The sample was released in replicates, which are representative subsamples of the larger population. This ensures that complete call procedures were followed for the entire sample.  At least 7 attempts were made to complete an interview at a sampled telephone number. The calls were staggered over times of day and days of the week to maximize the chances of making contact with a potential respondent. Each number received at least one daytime call in an attempt to find someone available. For the landline sample, half of the time interviewers first asked to speak with the youngest adult male currently at home. If no male was at home at the time of the call, interviewers asked to speak with the youngest adult female. For the other half of the contacts interviewers first asked to speak with the youngest adult female currently at home. If no female was available, interviewers asked to speak with the youngest adult male at home. For the cellular sample, interviews were conducted with the person who answered the phone. Interviewers verified that the person was an adult and in a safe place before administering the survey. Cellular sample respondents were offered a post-paid cash incentive for their participation. All interviews completed on any given day were considered to be the final sample for that day.</p>
<p>Non-response in telephone interviews produces some known biases in survey-derived estimates because participation tends to vary for different subgroups of the population, and these subgroups are likely to vary also on questions of substantive interest. In order to compensate for these known biases, the sample data are weighted in analysis. The demographic weighting parameters are derived from a special analysis of the most recently available Census Bureau’s March 2009 Annual Social and Economic Supplement. This analysis produces population parameters for the demographic characteristics of adults age 18 or older. These parameters are then compared with the sample characteristics to construct sample weights. The weights are derived using an iterative technique that simultaneously balances the distribution of all weighting parameters.</p>
<p>Following is the full disposition of all sampled telephone numbers:</p>
<p>The disposition reports all of the sampled telephone numbers ever dialed from the original telephone number samples. The response rate estimates the fraction of all eligible respondents in the sample that were ultimately interviewed. At PSRAI it is calculated by taking the product of three component rates:</p>
<ul>
<li>Contact rate – the proportion of working numbers where a request for interview was made</li>
<li>Cooperation rate – the proportion of contacted numbers where a consent for interview was at least initially obtained, versus those refused</li>
<li>Completion rate – the proportion of initially cooperating and eligible interviews that were completed</li>
</ul>
<p>Thus the response rate for the landline sample was 21.8 percent. The response rate for the cellular sample was 19.3 percent.</p>
<hr size="2" />
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		<title>M-publishing, a future for media owners&#8230;</title>
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		<pubDate>Wed, 02 Jun 2010 13:26:33 +0000</pubDate>
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				<category><![CDATA[Indigo102]]></category>
		<category><![CDATA[Mobile]]></category>
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		<description><![CDATA[Published 2nd June Yesterday Camerjam events hosted another great mobile service focused conference. The event titled &#8216;M-publishing&#8217; focused on the future of publishing in the mobile environment. The event opened with a great key note from the effervesent Jonathan MacDonald. Below: The future of publishing June 2010 As you can imagine there was a lot of talk [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 2nd June</em></p>
<p><img src="http://thereallymobileproject.com/wp-content/uploads/m-pub.jpg" alt="M-Publishing" width="597" height="194" /></p>
<p>Yesterday Camerjam events hosted another great mobile service focused conference. The event titled &#8216;M-publishing&#8217; focused on the <strong>future of publishing in the mobile environment.</strong></p>
<p>The event opened with a great key note from the effervesent Jonathan MacDonald. Below:</p>
<div id="__ss_4390358" style="width: 425px;"><strong style="display: block; margin: 12px 0 4px;"><a title="The future of publishing June 2010" href="http://www.slideshare.net/indigo102/the-future-of-publishing-june-2010">The future of publishing June 2010</a></strong><object id="__sse4390358" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=thefutureofpublishingjune2010-100602081143-phpapp02&amp;stripped_title=the-future-of-publishing-june-2010" /><param name="name" value="__sse4390358" /><param name="allowfullscreen" value="true" /><embed id="__sse4390358" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=thefutureofpublishingjune2010-100602081143-phpapp02&amp;stripped_title=the-future-of-publishing-june-2010" allowscriptaccess="always" allowfullscreen="true" name="__sse4390358"></embed></object></div>
<p>As you can imagine there was a <strong>lot of talk about applications</strong>, I don&#8217;t how many times the iPhone was mentioned (<em>a lot</em>). I sat on a panel talking about the iPad, a core question &#8211; would the iPad market change the publishing industry? </p>
<p>In short <strong>NO</strong> - publishers are the ones that will/should change the industry not a device! Why? - relying on  <strong>traditional models will simply not work in mobile</strong> the business approach and mentality needs to change, and fast. I have previously written about: <a title="Real Reasons Why Traditional Media Can Really (Still) Win Big In Mobile Advertising " href="http://http://www.indigo102.com/archives/1333" target="_blank">Real Reasons Why Traditional Media <em>(&amp; publishers)</em> Can Really (Still) Win Big In Mobile. </a></p>
<p>Following on from yesterday there were <strong>a lot of topics covered</strong>, different approaches spoken about; native applications, web applications, paywalls, freemium, advertising&#8230; there were also some areas that were not really addressed, context (service and advertising), hybrid applications, user retention&#8230;  I felt compelled to share some thoughts. </p>
<p>My <strong>advice to media owners and publishers</strong> when progressing a mobile strategy:</p>
<p><em>First of all:</em> Mobile is a proprietary environment that is emerging and fragmented &#8211; <strong>there are NO right answers! </strong>There are methods to approaching mobile that will enable you to <strong>build a sustainable foundation and trial elements that establish the right strategic approach</strong> for your business. Having defined, delivered and successfully taken to market mass audience services in three continents there are many challenges and barriers that organisations need to understand. There are some methods that you should not use to approach the market. (See: <a title="Mobile: Why Run before you Walk…" href="http://http://www.indigo102.com/archives/1258">Mobile: Why Run before you Walk…</a>).  Start point:</p>
<div id="__ss_4389960" style="width: 425px;"><strong style="display: block; margin: 12px 0 4px;"><a title="Core principles when thinking mobile" href="http://www.slideshare.net/indigo102/indigo102-core-principles-when-thinking-mobile-june-10">Core principles when thinking mobile</a></strong><object id="__sse4389960" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="355" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=indigo102-coreprincipleswhenthinkingmobilejune10-100602070748-phpapp02&amp;stripped_title=indigo102-core-principles-when-thinking-mobile-june-10" /><param name="name" value="__sse4389960" /><param name="allowfullscreen" value="true" /><embed id="__sse4389960" type="application/x-shockwave-flash" width="425" height="355" src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=indigo102-coreprincipleswhenthinkingmobilejune10-100602070748-phpapp02&amp;stripped_title=indigo102-core-principles-when-thinking-mobile-june-10" allowscriptaccess="always" allowfullscreen="true" name="__sse4389960"></embed></object></div>
<p><strong> </strong></p>
<p><strong>MOBILE</strong> is another channel but it has very different characteristics to fixed online</p>
<ul>
<li>Reality of mobile &#8211; device is very personal, lifestyle orientated, user is paying (or percieves to be), no-one ever reads a manual, device is generally difficult to use (relatively poor interface)&#8230;</li>
<li>Consumers when mobile &#8211; typically want something, immediacy is often critical, relevance is key, pulling information is not an issue, actionable is a pre-requisite&#8230;</li>
</ul>
<p><strong>MOBILE</strong> = COMMUNICATION &amp; SOCIAL (Both natural parts of our life)</p>
<ul>
<li>Offer &#8211; unlikely we will find a new use for our mobiles so more than likely any service or product has to dovetail in to our existing habits and activities and offer value (or fun)  </li>
</ul>
<p><strong>PRESENCE </strong>= LOGICAL, RELEVANT &amp; TRUSTABLE (The ’how’, ’why’ and ’what’ is so important) </p>
<ul>
<li>Why? &#8211; Why are you interesting in mobile and why is your offer relevant to a mobile user (not just because it is a big audience!) </li>
<li>What? &#8211; What do you want a consumer to do as a result of interacting with your service</li>
<li>How? - A common mistake that many make is to focus on the device or platform - iPhone, Andriod and now iPad etc. &#8211; tactics come into play as you consider execution, not from the outset.</li>
</ul>
<p><em>Thinking tactically is fine if you wish to progress a niche path into the market &#8211; or develop a showcase service. If you wish to establish as strategic foundation this can be fatal. <strong>Don&#8217;t get caught up in the hype and technology</strong>. (See: </em><a title="‘i Syndrome’ – Why limit your slice of the pie? " href="http://http://www.indigo102.com/archives/1370" target="_blank"><em>‘iSyndrome’ – Why limit your slice of the pie?)</em></a><strong> </strong></p>
<p><strong>ENGAGEMENT</strong> = ATTRACTIVE, FUNCTIONAL &amp; EASY TO USE (Services have to offer utility and deliver results)</p>
<ul>
<li>Features &#8211; Can add value or create barriers (i.e. some carriers/operators in the require applications to be individually signed if they use device features like PIM (contacts book) </li>
<li>Retention &#8211; Roadmap and adding new features/funtionality is important otherwise users will not comeback (See: <a title="Flurry of stats paints shocking picture of Application loyalty " href="http://http://www.indigo102.com/archives/1063" target="_blank">Flurry of stats paints shocking picture of Application loyalty</a>)</li>
</ul>
<p><strong>DISCOVERY</strong> = ACCESSIBLE, COMPATIBLE &amp; PERFORMANT (Steps simply represent barriers) </p>
<ul>
<li>Approaches &#8211; Re-directed, Leveraged, dedicated, unchartered, in-direct (each can play its role)</li>
</ul>
<p><strong>REPORTING</strong> = KNOWLEDGE, COMPARISON &amp; EVOLUTION (Everything in mobile is potentially measureable) </p>
<ul>
<li>Metrics - distribution, in-service activity, campaign tracking</li>
</ul>
<p><strong>REVENUE</strong> = RELEVANT, INFLUENCING &amp; ACTIONABLE (Everything should firstly deliver value)</p>
<p>Key is to understand limiting factors – <strong>potential barriers</strong> – from the outset develop a mobile approach that can be controlled by the individual organisation and built from a consistent foundation, not one reliant on or constrained by third parties.  Get as much out in the open from the start! Think about the market – not individual devices and platforms – think about the consumer and the offer.</p>
<p><strong>At Indigo 102 we specialising in bringing out the realities – communicate the benefits and risks – at the early stages.</strong> We work with organisations to build mobile strategies that deliver value over time and develop services that are sustainable. If we can support you to invest wisely and establish a sustainable mobile platform get in touch (<a href="mailto:martin@indigo102.c0m">martin@indigo102.com</a>).</p>
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		<title>Manual for the 2nd Internet Revolution &#8211; Mobile Mania</title>
		<link>http://www.indigo102.com/archives/1419</link>
		<comments>http://www.indigo102.com/archives/1419#comments</comments>
		<pubDate>Fri, 09 Apr 2010 15:48:56 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Digital technology]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[Mobile content]]></category>
		<category><![CDATA[mobile devices]]></category>
		<category><![CDATA[mobile internet]]></category>
		<category><![CDATA[Mobile Services]]></category>
		<category><![CDATA[mobile strategy]]></category>
		<category><![CDATA[simon silvester]]></category>
		<category><![CDATA[young and rubicam]]></category>

		<guid isPermaLink="false">http://www.indigo102.com/?p=1419</guid>
		<description><![CDATA[Published 9th April Two videos based on a great publication from Young and Rubicam &#8211; presented by Simon Silvester. MOBILE Always on Always with you Always connected The world is changing as the mobile becomes the computer. Part 1: Part 2:]]></description>
			<content:encoded><![CDATA[<p><em>Published 9th April</em></p>
<p>Two videos based on a great publication from Young and Rubicam &#8211; presented by Simon Silvester.</p>
<p><strong>MOBILE</strong></p>
<ul>
<li>Always on</li>
<li>Always with you</li>
<li>Always connected</li>
</ul>
<p>The world is changing as the mobile becomes the computer.</p>
<p><strong>Part 1:</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/SAnB-fe56Aw&amp;hl=en_GB&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/SAnB-fe56Aw&amp;hl=en_GB&amp;fs=1&amp;" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p><strong>Part 2: </strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/UjNe5dS1aF0&amp;hl=en_GB&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="640" height="385" src="http://www.youtube.com/v/UjNe5dS1aF0&amp;hl=en_GB&amp;fs=1&amp;" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
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		<title>&#8216;iSyndrome&#8217; &#8211; Why limit your slice of the pie?</title>
		<link>http://www.indigo102.com/archives/1370</link>
		<comments>http://www.indigo102.com/archives/1370#comments</comments>
		<pubDate>Wed, 07 Apr 2010 10:14:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[mobile applications]]></category>
		<category><![CDATA[Mobile Services]]></category>
		<category><![CDATA[mobile strategy]]></category>
		<category><![CDATA[msearchgroove]]></category>
		<category><![CDATA[Tomi Ahonen]]></category>

		<guid isPermaLink="false">http://www.indigo102.com/?p=1370</guid>
		<description><![CDATA[Published 7th April iSyndrome (ai sindreum) n. a symptom, characteristic, or belief, that building an iPhone application translates to = mobile strategy. In conversation with leading mobile search expert Peggy Ann Salz, of mSearchGroove (of which I am a Guest columnist), we ended up talking about some of the fundamental challenges that organisations face when [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 7th April</em></p>
<p><strong>iSyndrome</strong> (ai sindreum) <em>n</em>. a symptom, characteristic, or belief, that building an iPhone application translates to = mobile strategy.</p>
<p><img class="alignleft" title="pie2" src="http://futurity.org/wp-content/uploads/2009/06/pie2.jpg" alt="pie2" width="316" height="290" /></p>
<p>In conversation with leading mobile search expert Peggy Ann Salz, of <a href="http://www.msearchgroove.com/">mSearchGroove</a> (of which I am a Guest columnist), we ended up talking about some of the fundamental challenges that organisations face when defining and developing a mobile strategy. Having delivered mass market services in three continents – trust me there are many!</p>
<p><em>(Peggy has challenged me to make my next mSearchgroove column post around this topic).</em></p>
<p>After the conversation I was making some notes – a phrase sprung into my mind ‘<strong>iSyndrome</strong>’, as I was thinking about how many individuals and organisations that have been drawn in by the hype, media, technology buzz surrounding mobile – caught in the iPhone trap.</p>
<p><em>I shared on Twitter, leading Author Tomi Ahonen was quick to respond with a ROTFL – Rolling On The Floor Laughing – and will provide the great honour of attributing the phrase to me in future presentations.</em></p>
<p><strong>So here is What I meant&#8230;</strong></p>
<p>Having been involved in supporting the development, delivery and launch of mass market mobile services for customers around the world I wanted to highlight one of the fundamental issues I continually witness. </p>
<p>I see so many organisations investing in mobile without really understanding what they are getting themselves into. Many are spending large sums of money and sadly will likely see very little return (or even worse create negative brand perception amongst consumers). <strong>Why?  They are delivering tactical solutions</strong> – failing to recognise the addressable market, the mobile environment, understand the ongoing costs of their decisions, falling short of consumer expectations, led by people who are not acting in their best interests.</p>
<p>I am not going to knock the iPhone as I believe that it is a great device, although I no longer use one for daily activity, I have owned two and still frequently use one to trial applications. However, I wish to put the device in perspective in terms of the market and more importantly strategic thinking.</p>
<p><strong>i Syndrome:</strong> in the UK the iPhone makes up about 4% of mobile devices in circulation (that’s if we count all the legacy devices too), Android even less – a small slice of the pie. Of all mobile devices; some 70% accessing the mobile web are not Smartphones, some 62% using Applications are not Smartphones. The penetration of Operating Systems (OS) Apple, Blackberry, Android are all low single percentage figures - niches &#8211; <em>ask Comscore</em>.</p>
<p><strong>The mass market does not use Smartphones</strong>. Yet organisations are spending huge sums of money targeting the Smartphone segment, and worse niches of it, rather than viewing the addressable market. They are getting drawn in by ‘cool’ factors. Doing so they are failing to understand the barriers that exist in what is a highly fragmented proprietary environment and that those barriers will potentially significantly limit their ability to get traction.</p>
<p>People may/will argue that iPhone users make up a disproportionate amount of the time on mobile web sites. That may be true but iPhone users are a relatively small number and are very service transient. As reported by Flurry 70% of application users typically stop using a service after just 60 days.</p>
<p>Developing the coolest iPhone App on the planet is a great ambition, some believe it demonstrates a dynamic business, but the reality it hugely limits market potential. <strong>I ask sometimes why even an App?</strong> The more features added the more expensive it is to develop and the more likely that fewer people will be able to use it. Many of those features will not be transferable to other devices or platforms &#8211; creating your own micro fragmentation and adding to the overall managment headache.</p>
<p><strong>Think iPhone</strong>, not everyone in the UK has an iPhone 3GS some have older devices and operate on different Operating System (OS) versions. Despite this <strong>many do not consider key elements</strong> &#8211; backwards compatibility, potential for bugs, updates, version control, signing and approval processes&#8230;. they don’t understand the implications of their decisions.</p>
<p>Key is to understand these limiting factors – potential barriers – from the outset develop a mobile approach that can be controlled by the individual organisation and built from a consistent foundation, not one reliant on or constrained by third parties.  Get as much out in the open from the start! Think about the market &#8211; not individual devices and platforms &#8211; think about the consumer and the offer.</p>
<p><strong>At Indigo 102 we specialising in bringing out the realities &#8211; communicate the benefits and risks &#8211; at the early stages.</strong> We work with organisations to build mobile strategies that deliver value over time and develop services that are sustainable. If we can support you to invest wisely and establish a sustainable mobile platform get in touch (<a href="mailto:martin@indigo102.c0m">martin@indigo102.com</a>).</p>
<p>(Follow us on twitter : <a href="http://www.twitter.com/indigo102">@indigo102</a>)</p>
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		<title>Mobile: Why Run before you Walk&#8230;</title>
		<link>http://www.indigo102.com/archives/1258</link>
		<comments>http://www.indigo102.com/archives/1258#comments</comments>
		<pubDate>Tue, 02 Mar 2010 17:32:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Mobile Services]]></category>
		<category><![CDATA[mobile specialists]]></category>
		<category><![CDATA[mobile strategy]]></category>

		<guid isPermaLink="false">http://www.indigo102.com/?p=1258</guid>
		<description><![CDATA[Published 2nd March The DUST has settled from this 2010’s mighty industry event – Mobile World Congress (MWC) in Barcelona – yet a FRENETIC interest in EVERYTHING mobile remains. Mobile the HOT topic and a MUST have. For many ORGANISATIONS it almost seems that if mobile is not on the AGENDA someone is going to [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 2nd March</em></p>
<p><img class="alignleft" src="http://www.sxc.hu/pic/m/c/co/cobrasoft/1133804_sign_success_and_failure.jpg" alt="" width="210" height="158" />The DUST has settled from this 2010’s mighty industry event – Mobile World Congress (MWC) in Barcelona – yet a FRENETIC interest in EVERYTHING mobile remains. Mobile the HOT topic and a MUST have.</p>
<p><a href="http://www.indigo102.com/wp-content/uploads/2010/03/success.jpg"></a>For many ORGANISATIONS it almost seems that if mobile is not on the AGENDA someone is going to be held RESPONSIBLE. The result we are seeing a STREAM of services launching – many with no real PURPOSE, offering no real VALUE.</p>
<p>Rather than ADDING to the ecosystem they are actually potentially causing DAMAGE. They are turning consumers AWAY and WASTING large sums of money in the process. The low RETENTION levels amongst users of applications and services [reported by Flurry analytics] testament.</p>
<p>ORGANISATIONS need to understand that mobile is VERY different. The DEVICE; personal, a communication medium, lifestyle orientated&#8230;.CONSUMER; perceives to be paying, never reads a manual, typically wants something, patience and tolerance is far less.</p>
<p>STRATEGY needs to be returned to the forefront. Forget the COOL, the PLATFORM, the TECHNOLOGY, the DEVICE – they come later, at the point of EXECUTION. The important part is to get the OFFER, the consumer PROPOSITION right FIRST.</p>
<p>It APPEARS many organisations have be SUBSUMED by the technology and are SUFFERING as a result. For many they NEED to get SPECIALISTS in to help understand the channel and HOW they can deliver VALUE. To capitalise in the FIXED-ONLINE environment most have developed SPECIALIST teams – mobile should be NO different.</p>
<p>Mobile has the potential to be a far BIGGER opportunity for many organisations than the fixed-online environment REPRESENTS, even today. For those that WANT to succeed they should SEEK support from those that really UNDERSTAND the channel.</p>
<h6><span style="color: #888888;">Image from </span><a href="http://www.sxc.hu/photo/1133804"><span style="color: #888888;">from Cobrasoft at Stock.xchng</span></a></h6>
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		<title>8 Core principles when thinking mobile</title>
		<link>http://www.indigo102.com/archives/970</link>
		<comments>http://www.indigo102.com/archives/970#comments</comments>
		<pubDate>Thu, 26 Nov 2009 09:59:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[Mobile Services]]></category>
		<category><![CDATA[mobile strategy]]></category>
		<category><![CDATA[principles of mobile]]></category>

		<guid isPermaLink="false">http://www.indigo102.com/?p=970</guid>
		<description><![CDATA[Published 26th November Below 8 Core principles we typically talk through with our clients when thinking mobile. Get the core right and success rate is greatly improved. 1. MOBILE is already a reality that is growing by the day 2. MOBILE is another channel but it has very different characteristics to fixed online 3. MOBILE = [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 26th November<br />
</em></p>
<p>Below 8 Core principles we typically talk through with our clients when thinking mobile. Get the core right and success rate is greatly improved.</p>
<p><img class="alignleft" src="http://perrybelchersuccess.com/wp-content/uploads/2009/05/core.jpg" alt="" width="259" height="248" />1. MOBILE is already a reality that is growing by the day</p>
<p style="padding-left: 30px;">2. MOBILE is another channel but it has very different characteristics to fixed online</p>
<p style="padding-left: 30px;">3. MOBILE = COMMUNICATION &amp; SOCIAL (Both natural parts of our life)</p>
<p style="padding-left: 30px;">4. PRESENCE = LOGICAL, RELEVANT &amp; TRUSTABLE (The ’how’, ’why’ and ’what’ is so important)</p>
<p style="padding-left: 30px;">5. ENGAGEMENT = ATTRACTIVE, FUNCTIONAL &amp; EASY TO USE (Services have to offer utility and deliver results)</p>
<p style="padding-left: 30px;">6. DISCOVERY = ACCESSIBLE, COMPATIBLE &amp; PERFORMANT (Steps simply represent barriers) </p>
<p style="padding-left: 30px;">7. REVENUE = RELEVANT, INFLUENCING &amp; ACTIONABLE (Everything should firstly deliver value)</p>
<p style="padding-left: 30px;">8. REPORTING = KNOWLEDGE, COMPARISON &amp; EVOLUTION (Everything in mobile is potentially measureable)</p>
<p> The question of iPhone and Android is invariably raised - they are tactics that fall under no. 4 PRESENCE and &#8216;How&#8217;.</p>
<p>If you are thinking about the role of mobile and how it can add value to your business drop us a line.</p>
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		<title>Mobile strategy &#8211; iPhone should factor but certainly not dominate.</title>
		<link>http://www.indigo102.com/archives/824</link>
		<comments>http://www.indigo102.com/archives/824#comments</comments>
		<pubDate>Wed, 21 Oct 2009 11:45:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Mobile Services]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[linkedin]]></category>
		<category><![CDATA[mobile strategy]]></category>

		<guid isPermaLink="false">http://www.indigo102.com/?p=824</guid>
		<description><![CDATA[Published 21st October Apple’s push into the mobile market has been interesting – some say a game change – they have certainly shaken the market up, but have they really delivered the results? If only they had sold as many devices as column inches that they have achieved. There seems to have been a global [...]]]></description>
			<content:encoded><![CDATA[<p><em>Published 21st October</em></p>
<p><img class="alignleft" src="http://www.smh.com.au/ffximage/2008/07/09/iphone_narrowweb__300x358,2.jpg" alt="" width="147" height="176" />Apple’s push into the mobile market has been interesting – some say a game change – they have certainly shaken the market up, but have they really delivered the results? If only they had sold as many devices as column inches that they have achieved.</p>
<p>There seems to have been a global obsession with the iPhone. From the moment of first launch back in the summer of 2007 the iPhone has been headlining, the fixation still continues today. Apple has yet again demonstrated that it is a remarkable media machine. The iPhone receives a disproportionate amount of attention from the media, mobile industry and businesses alike.</p>
<p>Rather than being an explosive entrance the iPhone has seen a very steady growth to date and is likely to continue to do so. The iPhone today has very low single digit penetration in every market that it is sold. Since launch we believe that globally Apple has sold in the region of 34 million devices. If you are to factor in devices upgrades it could be safe to suggest that 2/3<sup>rd </sup>of those devices are active, or just over 20 million. In the UK that would mean less than 1 million active devices. Apple is a very small player.</p>
<p>An interesting element is that iPhone users make up a high percentage volume of mobile Internet activity. A sign of where the market is going. The masses will become prolific users of mobile Internet services. A stimulant the increasing number of devices that provide simple access the mobile Internet and lower costs associated to mobile data consumption. The majority are unlikely to be iPhone users, they will be owners of devices from one of the top five handset manufacturers.</p>
<p>Talk mobile to those looking to develop a mobile presence they all seem fixated with developing an iPhone application as a priority. This is equivalent to the Blackberry effect from three to four years ago. Despite the disproportional cost, those developing applications had to deliver Blackberry variants as a priority as that was the device the Executives typically used. The iPhone is a showcase opportunity, to demonstrate what can be done and gain engagement. It is not a mass market play. For those looking to develop a mobile strategy the iPhone should factor but certainly not dominate.</p>
<p>To understand how to develop a balanced mobile strategy &#8211; get in touch.</p>
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