Contenu connexe Similaire à State Of The Industry_Apps (20) State Of The Industry_Apps1. State of the Industry: APPS
A DM2PRO and Quattro Wireless Collaboration,
December 2009
Quattro Wireless
A groundbreaking study on
Corporate Headquarters
100 Fifth Avenue the current strategies and
Waltham, MA 02451
781 209 4030 future plans of more than
Sales Headquarters 600 major advertisers,
594 Broadway, Suite 206
New York, NY 10012
646 367 2175
agencies, publishers and
Additional offices in Chicago, Dallas,
social and mobile application
Los Angeles and San Francisco.
developers
2. State of the Industry: APPS
EXECUTIVE SUMMARY
The rise of social applications and multi-function mobile devices have dramatically changed the marketing
landscape over the past two years. Marketers have been forced to address new business models and
marketplaces, as consumers increasingly shifted their media time from traditional to digital channels.
This research study, previewed by DM2PRO.com and Quattro Wireless at the digiday:APPS summit in Los Angeles
on December 10, 2009, is the first in-depth look at the entire social and mobile application ecosystem. The full
slide deck is available at DM2PRO.com.
This report will mainly focus on mobile platforms, as overall the study found that investment in social applications
will remain flat, while mobile investment will grow significantly.
As the mobile landscape continues to evolve, this data provides an essential window into where the industry
stands today and where it is headed:
· More than half of the advertisers and agencies surveyed did not develop a mobile or social app in 2009,
but 65% plan to develop mobile apps in 2010, with iPhone being the clear winner in terms of intended
platform of choice at 91% (followed by Android at 39%, RIM at 33%). For those that do have apps today,
Facebook apps lead iPhone apps by about 12%. One-third expect their budgets to increase by more than
75% in 2010 some by greater than 200%.
· For the smaller number of publishers who have already developed apps, the inverse of advertisers social-
to-mobile app preference is true: iPhone leads Facebook in terms of the platforms they plan to develop
for. More than 35% of publishers say that even in today s challenging economic times, they expect their
mobile app-related revenues to increase by more than 50% in 2010.
· Social-only developers focus mainly on Facebook (74%), but 90% of this group are going mobile in 2010,
with 75% working on iPhone apps and 55% on RIM.
Considering that more than half the total advertising respondents represent agencies (n = 130), presumably with
multiple clients, the number of branded mobile applications entering the market next year should be substantial.
METHODOLOGY
DM2 Media and Quattro Wireless used their extensive customer lists to conduct an online survey of ad agency,
advertiser, media and app developer executives in November and December 2009.
DM2Media holds conferences for digital media and marketing pros on a variety of media-transforming
technologies, including mobile and social networks and applications, and publishes the digiday:DAILY free e-
newsletter and DM2PRO.com paid content resource. More than 30,000 interactive industry professionals read
digiday:DAILY, or have attended conferences, a majority of these serving in various executive marketing positions
for brands or agencies, with approximately a third in publishing-related media posts.
Quattro Wireless serves these markets, along with the application developer community. Some of these
developers serve publishers, brands or advertisers, but the majority are independent entrepreneurs.
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3. State of the Industry: APPS
Together, these advertisers/agencies, developers and publishers comprise an ecosystem whose attitudes will
impact the growth of the apps marketplace in 2010. Each sector was examined for mobile app market direction.
Of the more than 600 respondents, 236 were
developers, 125 were publishers, 130 were
Are you, or is your company, a/an:
agencies and 114 were brand or direct marketers.
Applications Developer
Among developers, the overwhelming portion
245 236
83% were entrepreneurs (developers who build 40% 39%
apps as a business), 9.6% work for agencies with Publisher or publisher-related,
(not yourself a developer) or
multiple clients, 5% worked for publishers, and
only 2.2% were advertiser or client-side 126 Agency/ advertiser / marketer
developers. 21% (not yourself a developer)
Of the 100+ publishers, 88% were content N=605 ©2009 DM2PRO.com State of the Industry: APPS in collaboration with Quattro Wireless
publishers, with around 6% each representing
social networks or portals.
FINDINGS
ADVERTISER/AGENCY IPHONE AND RIM LEAD CURRENT
DEVELOPMENT
Asked whether they develop mobile or social apps, a
small majority of respondents said no. But 65% of Among those who have developed mobile applications,
those who haven t yet taken the plunge say they plan to advertisers and agencies rank iPhone at a 95%
develop mobile apps in 2010. Of those, 91% plan to preference, but put RIM over Android at 44% vs. 33%.
develop for iPhone, 39% for Android and a third for RIM. (There s clearly overlap.) Palm trails in both experienced
and aspiring cohorts at 19% and 15% respectively.
Have you developed mobile
or social apps?
For what MOBILE platforms do you develop?
Palm 15%
Yes
46% RIM / BlackBerry 44%
No
54%
Android 31%
iPhone 95%
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in collaboration with Quattro Wireless
0% 20% 40% 60% 80% 100%
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4. State of the Industry: APPS
Could the personal choice of mobile phone by those in WHY BUILD APPS? ENGAGEMENT LEADS
our survey impact app development? More than half of
advertiser or agency respondents 52% use an iPhone,
while 38.5% use a RIM device. Only 13% have an Android Which of the following types of apps do
phone. Obviously, some have more than one. you employ?
Base: Advertisers or Agencies Who Have Used Apps
There are marked differences among advertisers, Mobile
developers and publishers about the future of Android. 11%
The advertiser/agency group was less optimistic about
Android s ability to meet or surpass iPhone s market Both Mobile
and Social
reach. When asked how long this might take, half the 69%
Social
20%
respondents (of an admittedly small set 42 total) said it
either wouldn t happen or would take five years or
more.
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How long do you think it will take for
Android to meet or surpass iPhone reach? The vast majority (nearly 70%) of app-savvy respondents
in the advertising community develop both mobile and
Six months, social apps. Only 10.5% do only mobile apps; 20% do just
2.4% One year, social. Many of these developers overlap, so we can
19.0% determine why they prefer one platform over another:
Won't
happen,
38.1% If you selected "both," when would you choose a mobile vs. a
social application? (For the desired results, which platform
would you more likely select? You can choose both mobile and
social if you view them as equivalent, or N/A if no experience.)
Two years, Click-throughs
21.4%
Audience targeting
Low cost
Five years Three years,
or more, 7.1% Social Branding potential
11.9%
N=42 ©2009 DM2PRO.com eCommerce M-
State of the Industry: APPS in collaboration with Quattro Wireless commerce
Engagement
That doesn t mean that advertisers won t develop for Sharing potential
Android as the platform s popularity increases, so long as Mobile Persistence
the user demographic is a good fit for advertisers Reach
campaign aims. Creative control
0 10 20 30 40 Time to market
While reach was the primary reason cited for developing N=95 ©2009 DM2PRO.com
State of the Industry: APPS in collaboration with Quattro Wireless N/A
for both iPhone and RIM, when asked about their target
universe for apps ( How many mobile downloads would
be minimally acceptable to you in considering whether to Engagement leads as the top reason why either format is
develop a mobile application? ), more than half said, A selected, followed by sharing potential in the case of
few thousand is fine; we re highly targeted, and another
social apps and tied with audience targeting for mobile.
27% said 50K-100K. Both rank high in branding potential, but persistence and
creative control stand out as key reasons why a campaign
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5. State of the Industry: APPS
might call for a mobile rather than a social app. Mobile
In your opinion, what one or two
lags social in perceived reach. The only other response
circumstances would most positively affect
specified: Buzz. your MOBILE apps development budget
next year:
MOBILE INVESTMENT TO GROW Base: Advertisers or Agencies Who Have Used Apps
Increase in mobile use by our
The top third of the market (agencies and advertisers target audience 59%
who have used mobile apps) expect their mobile apps
investment to rise by more than 75% some by more Client demand 46%
than 200%. More than three times as many reported More standardization between
plans to spend $500,000 or more in 2010 than did for mobile interfaces 44%
2009. Ability to use Flash to create
cross-platform apps 24%
The most important factors for spend increase are: a
Better distribution (i.e. apps
bigger bump in the size of the apps market, client networks) 17%
demand and greater standardization.
More control over the user
experience 15%
Specifically, next year I expect our total
Better tools / easier to build
budget for MOBILE apps (development and apps 15%
promotion) to increase by:
Base: Advertisers or Agencies Who Have Used Apps
Better connectivity (true 3G) 10%
5%-10%
Better mobile search (improved
10%-20%
discoverability) 10%
3%3% 15% 20%-30%
10%
30%-40% N=41 ©2009 DM2PRO.com
0% 50% 100%
State of the Industry: APPS in collaboration with Quattro Wireless
40%-50%
10%
15% 50%-75%
75%-100%
8%
>100%
5% >200%
15%
10% 5% No change
Will more likely
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6. State of the Industry: APPS
IF YOU BUILD IT, WILL THEY COME? Once your mobile app is developed, what's
the most effective method of promoting it?
The study shows that competition in the app stores will Base: Advertisers or Agencies Who Have Used Mobile Apps
grow significantly in 2010. However, many advertisers
Online advertising 2.11
and agencies are limiting their success by not investing in
promoting their apps; more than a third spent less than
Mobile advertising (network buy) 2.09
5% of their app budget on promotion in 2009. To stand
out in 2010, they will need to follow the example of the Mobile advertising
(direct buy) 2.06
15% that invest more than 60% of their budget on
promotion. PR Agency 1.76
Traditional advertising
As a percent of your company's total (Broadcast, Print, Direct Mail) 1.68
spending on mobile apps, how much is
spent on promoting them Carrier paid placement 1.57
(vs. development)?
Base: Advertisers or Agencies who have used Mobile Apps Rely on the APP Store Index 1.52
4%
0% 3% We don't promote our own apps
0% -- just sponsor others 0.89
10% <5%
- 0.50 1.00 1.50 2.00 2.50
5% 5-10%
4% N=40 ©2009 DM2PRO.com State of the Industry: APPS in collaboration with Quattro Wireless
33% 10-20%
5% 20-30%
When choosing a network to help them promote their
5% 30-40% apps, advertisers and agencies care more about targeting
40-50% capability than reach. In order of preference (high
10%
50-60% preference ranked a one ), targeting capability was
7%
60-70% followed by reach, ease of use, ability to re-target and
18%
70-80% transparency (pre- and post-download).
80-90%
If you use a network to place ads in mobile
90-99% apps, please rank the following criteria to you in
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State of the Industry: APPS in collaboration with Quattro Wireless order of importance in choosing that network.
1 =most Important, 5 = least important.
Base: Advertisers or Agencies Who Have Used Mobile Apps
What is clear is that they re not relying on the different 0 2 4
app stores to do their promotion for them ranking in
Targeting capability 1.56
the app store fell above only we don t promote as a Reach 1.61
selection for app pros. In order, their promotions Ease of use 2.04
Ability to re-target 2.19
preferences from most to "least" effective or n/a :
Transparency 2.29
online advertising, mobile advertising (network buy), Cost per download 2.36
mobile advertising (direct buy), PR Agency, traditional Ability to optimize in real time 2.41
advertising, carrier-paid placement, rely on the app store Customer service 2.5
Ability to screen out users 3.14
index, and we don t promote our own apps, we only
Self service option 3.32
sponsor others. Other promotional means: social media Offer creative services 3.38
and promoting in other apps.
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7. State of the Industry: APPS
As for what makes an app successful for this group,
What is your brand category -- or, if you're
engagement, user feedback and the number of times the an agency -- what brands do you primarily
app was downloaded or shared rank highest. support with mobile apps?
0.0% 10.0% 20.0% 30.0%
How do you measure the effectiveness of a
mobile app? Rate the following options in CPG 27.5%
their importance to you. Retail 27.5%
Base: Advertisers or Agencies Who Have Used Mobile Apps Automotive 25.0%
0.00 0.50 1.00 1.50 2.00 2.50 Entertainment 20.0%
Financial 20.0%
Engagement (time spent) 1.19 Health/Pharma 17.5%
Media 15.0%
User feedback 1.31
Technology 12.5%
Number of times the app 1.31 B2B 12.5%
Beverage 10.0%
Monthly average users 1.46 Travel 10.0%
Sports/Recreation 10.0%
Brand impact 1.49
Education 10.0%
Impact on product sales 1.70 Restaurant 7.5%
Consumer 5.0%
Click-throughs to Web site 1.83 Telecom 2.5%
Agricultural 2.5%
Traffic to advertiser's Web 1.91
Housing 2.5%
Sales of the app itself 1.96 Construction 0.0%
Honestly, we DON'T 2.00
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Ranking in App Store 2.06 State of the Industry: APPS in collaboration with Quattro Wireless
List building (opt ins) 2.09
Almost 18% of advertisers and agencies noted that
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mobile apps over delivered or succeeded beyond their
State of the Industry: APPS in collaboration with Quattro Wireless wildest expectations, with 73.8% having met
expectations.
CPG AND RETAIL LEAD FOR INVOLVEMENT IN
So, what would induce the reluctant to develop mobile
APPS; B2B AND PHARMA LAG
apps? There s a list for that. In order of response: Need
to wait till the ROI is better quantified, Money s tight;
Brands that are most and least engaged in mobile apps
sticking with the tried and true, Mobile platform is too
were determined by asking advertisers and agencies who
fractured, Can t think of any good application, Too
didn t yet employ them what brand categories they
confusing, don t understand it, Can t find a good
represented (these would thus be the least engaged)
developer, We ve invested too much money in our
and apps pros were asked what categories they
regular Website, Eventually the whole Web will be
represent.
mobile anyway, the communities we target aren t
mobile, and afraid of what happens with the consumer
takes control plus 33 write-in answers! Predominant
among the write-ins was some version of we re going to
do it next year.
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8. State of the Industry: APPS
APPLICATION DEVELOPER MOBILE or MOBILE+ SOCIAL DEVELOPERS
Are you Primarily a/an :
Developers generally fall into two groups those who
work for themselves, and those who work for an
advertiser, agency or publisher. Each of these develop Entrepreneur (Develop
Apps as a Business)
mobile apps, social apps or both. The largest, and most
2.2% 5.1%
interesting group within the study, were entrepreneurial 9.6%
app developers building apps as a business. This group Agency developer (work
was questioned in depth to determine how they for multiple clients)
monetize their apps (consumer sale, advertising or both),
and how they promote them.
Client-side developer /
Advertiser (work directly
As a group, nearly 75% of developer respondents
for an advertiser or brand
develop for just mobile platforms, while another 25% client)
focus on both mobile and social apps. Only 1% of 83.1%
Publisher developer (work
developers polled do strictly social apps, making for a destination site)
investment comparisons difficult.
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State of the Industry: APPS in collaboration with Quattro Wireless
Developers: Mostly Mobile
Do you develop apps for: On the whole, more than 83%, would be classified as
entrepreneurs ( develop apps as a business ). As with
agency/advertiser respondents as a whole, the iPhone
Both leads for personal use (51%), but a large number of
25%
Androids are also at hand (33%).
Social
platforms Developers: What mobile phone do you employ
1% for personal use?
Mobile Palm
platforms BlackBerry 3%
74% RIM
13%
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State of the Industry: APPS in collaboration with Quattro Wireless
iPhone
51%
Android-
based
phone
33%
There were only 20 social only developers in our set,
for whom Facebook continues to lead, with 74% of
respondents saying they produce 75-100% of their apps
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9. State of the Industry: APPS
for this platform. A third of respondents never bother How do you measure the effectiveness of a
with MySpace, and only 14% of respondents have ever MOBILE app? Rate the following options in their
importance to you.
developed an app for LinkedIn. Some 90% of these
developers say they intend to add mobile to their
portfolio in the coming year. Of those, 75% plan to User feedback 1.29
develop for iPhone, 55% for RIM and 30% for Android. Revenue from sales of the app 1.32
Number of times the app was
DIRECT SALES + ADVERTISING: MOST USE downloaded or shared
1.33
BOTH Ranking in App Store 1.67
Nearly 150 developers told us they develop apps as a Monthly average users 1.82
business. Of these, the largest number 55% monetize Engagement (time spent)
2.16
within the app
their apps either with advertising or through sale. Some
27% only sell apps directly to consumers, and around Traffic to Web site 2.45
18% are only ad supported. Honestly, we DON'T measure
2.67
results
Developers: Do you build apps that are: 0 1 2 3
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Sold to Only State of the Industry: APPS in collaboration with Quattro Wireless
consumers supported
and/or by
supported advertising When looking to 2010, the same number of these
by or developers expect sales revenue increases of greater
advertising sponsorship
56% 17% than 100% as expect no change; 38% looked for
increases of greater than 50%. Their own spending is
expected to rise modestly: For 2009 the largest percent
(52%) fell into the <$50K spending category, while for
Only sold to 2010 that number falls to 44%, and the number of
consumers developers looking to invest between $500K and $1MM
27%
N=147 ©2009 DM2PRO.com is likely to double. Nearly 54% expect no change in
State of the Industry: APPS in collaboration with Quattro Wireless
spending.
DEVELOPERS WHO ONLY SELL APPS: SALES Surprisingly, for those that monetize apps only through
TO INCREASE IN 2010 BY 50+% sales, the majority spend little on promoting them; 69%
spend less than 5% of their total budgets on promoting
Of those who just sell apps to consumers, 69% are priced their apps to an audience (half of those spend nothing at
in the $1-$5 range per download. More than half (54%) all). For those that are spending (and likely driving their
say it takes between one week and six weeks to develop apps higher in the rankings), most use a mobile ad
a successful app; 46% say longer. network to help them promote their apps. Reach,
revenue, and cost-per-download are the top three
One of the most interesting responses from this group reasons for selecting a network.
was the value they assigned to results. User feedback
was deemed as slightly more important than total
revenue and number of downloads, which all impact the
fourth-most important measure, ranking in the app
store.
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10. State of the Industry: APPS
DEVELOPERS WHO MONETIZE BY SALES OR
ADVERTISING: 25-50% REVENUE GROWTH How do you measure the effectiveness
of a MOBILE app?
Rate the following options in their importance to you.
Among those who include advertising as a revenue
strategy, iPhone is the preferred platform for 76.4%, but
Number of times the app
Android makes a strong second-place showing at 57%. was downloaded or shared
1.32
This group says that just shy of a quarter of their apps are Sales of the app itself 1.35
free/ad-supported (24.3%), while nearly 50% are sold
(48.6%.) Like those developers who only sell apps, the Monthly average users 1.41
majority of these are priced at between $1 and $5. Engagement (time spent)
within the app 1.42
Nearly 64% say the average time spent making an app is
User feedback 1.54
between a month and six weeks.
Ranking in App Store 1.57
For what MOBILE platforms do you develop?
Impact on product sales 1.98
Base: Developers Who Sell Apps &/or Ads
Click-throughs on ads in
the app 2.01
iPhone 76.4%
Brand impact 2.03
Android 56.9% Honestly, we DON'T
measure results
2.25
RIM / BlackBerry 22.2% Opt ins for List Building 2.51
Traffic to Web site 2.52
Palm 8.3%
0.00 1.00 2.00 3.00
0.0% 25.0% 50.0% 75.0% 100.0%
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in collaboration with Quattro Wireless
Ad-savvy apps developers favor the iPhone for their
Developers have higher expectations for distribution of a
personal phone (76%). But 57% say they own an Android
successful app than advertisers, with the largest group
phone. More than a third (36.5%) say Android could pull
(39.4%) setting a goal of between 50K and 100K
even or ahead of the iPhone in overall market popularity
downloads for mobile apps.
in two years.
Both app sales and app ad revenue are expected to grow
In measuring effectiveness, the need for reach in order to
in 2010. More than 18% of respondents expect an
better monetize via ad sales pushes distribution even
increase of more than 100% in revenue from each
with sales, followed by monthly average users and
category. The largest number of respondents expects an
engagement, with user feedback and app store ranking
increase in ad revenue of between 25 and 50%.
close behind.
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11. State of the Industry: APPS
Revenue, reach and eCPC lead as reasons to select a
By what percent do you anticipate each
revenue category to grow in 2010?
network to place advertising in ad-supported apps.
While double the number of developers will have
100% budgets of between $200K and $500K and between
90% 18.3% 18.6% $500K and $1MM respectively on apps development and
80% 8.5% promotion, the largest number of developers still have
8.6%
70% 8.5% 8.6% budgets of less than $50K. Some 24% of individual
60%
15.5% 20.0% developers predict no change in budgets for 2010, but
50%
the top third (30%) will see their budgets rise by more
40% 15.5% 5.7%
than 50%.
30% 18.6%
15.5%
20%
9.9% 10.0%
10% 1.4% 0.0% For this year and next, estimate your total
7.0% 10.0%
0% apps budget (development and promotion)
App Sales App Ad Revenue
Don't expect an increase <1%
100% 0%
3% 0%
3%
1-5% 5-10% 3%
4% 8%
10-25% >25% but less than 50% 90%
7% 8%
>50% but less than 75% 100% 80% 8% 4%
>100%
7%
70%
N=71 ©2009 DM2PRO.com State of the Industry: APPS
in collaboration with Quattro Wireless 60%
50% 52%
46%
40%
Networks and intermediaries are both key players for the
sales of the ad space within apps. Nearly 55% employ a 30%
mediator like AdWhirl or MobClix to sell their advertising. 20%
Nearly one third (32%) use a network. Only 8% have their 23% 23%
10%
own internal ad sales force; 6% use an outside sales
agent. 0%
2009 2010
If your apps are ad supported, how do Don't know <$50K
you sell the advertising? $50K-$100K $101K-$200K
Internal $201K-$500K $500K-$1MM
Other sales force
mediation >$1MM, <$5MM >$5MM
8%
company Outside N=72 ©2009 DM2PRO.com State of the Industry: APPS
in collaboration with Quattro Wireless
(i.e. sales
AdWhirl, agent
MobClix) 6%
55%
An even faster ramp up in audience, client demand and
better distribution through apps networks are all seen as
more important than standardization, search, tools or
Network
32% connectivity/bandwidth as market growth agents.
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12. State of the Industry: APPS
However, there is not much effort put forth to impact
In your opinion, what one or two that ranking: 57% of apps developers who support their
circumstances would most positively affect
apps by sales or advertising spend less than 5% of their
your total MOBILE APPS budget next year:
budgets on promotion. The highest spending level cited
was 30-40%. Less than half use a network to promote
Increase in mobile use by our their apps; more than half of those use only one. Reach,
61%
target audience
at 71%, was the single most important factor cited in
Client demand 46%
selecting a network to help promote app sales or
Better distribution (i.e. apps distribution.
40%
networks)
Better mobile search
(improved discoverability)
27% Conversely, the largest number of developers who
More standardization between
27%
support their apps through advertising alone (40%) say
mobile interfaces
they spend 5-10% of their total apps budgets on
Better tools / easier to build
21% promotion.
apps
Better connectivity (true 3G) 16%
While more than half of these developers put their total
More control over the user
experience
13% 2009 and 2010 budgets at less than $50,000, nearly 36%
Ability to use Flash to create of this group looks for app ad revenues to increase more
9%
cross-platform apps than 100%. All but one respondent put revenue increases
0% 10%20%30%40%50%60%70% at greater than 10% in 2010.
N=67 ©2009 DM2PRO.com State of the Industry: APPS
in collaboration with Quattro Wireless
The majority of developers were satisfied with their
mobile ad-supported apps: only 23.5% weren t satisfied.
When promoting their apps, the most effective tool is
judged to be placement in the index:
PUBLISHERS
Once you've created your MOBILE app,
what's the most effective way to PROMOTE
More than 100 publishers participated in the study. Of
it? Please rate the following from most to
least effective. these 64% have developed mobile and/or social apps
(78) and about half have developed mobile apps (53).
Placement in APP Store Index
iPhone leads even Facebook as the platform for which
Our own Web site/social channels
most publishers have developed apps (87%); close to half
Online advertising of these have also developed for RIM or Android.
Mobile advertising (network buy)
.
Mobile advertising (direct buy)
Traditional advertising (Broadcast,
Print, Direct Mail)
PR Agency
We don't promote
Carrier network paid placement
0.00 0.50 1.00 1.50 2.00 2.50
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13. State of the Industry: APPS
For which environment was this / (were How do you monetize
these) application(s) designed your mobile apps?
(check all that apply): 60%
Base: Publishers Who Have Developed APPS 52%
50%
iPhone 87% 39%
40%
Facebook 48%
30% 25%
21%
RIM 44% 20%
Android 39% 10%
Our own community platform
0%
28%
Fee or Benefit Both Advertiser
Other discrete community 9% subscription derives advertiser supported
supported elsewhere and fee
PALM 9% (i.e. links supported
back to a
MySpace 7% Web site)
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0% 20% 40% 60% 80% 100%
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State of the Industry: APPS in collaboration with Quattro Wireless
Overall, mobile app ad revenues are just a tiny portion of
total revenues for publishers, whose main revenue
Publishers who ve developed both associate social apps sources include print media, online and mobile sites; 75%
with sharing potential and audience targeting. They say they represent less than 5% of total revenue. Still, a
choose mobile primarily for branding potential, small number of publishers make more than half their
persistence and click-through (which ranked higher on total revenues off mobile app advertising.
mobile than social). They have high expectations for their
social applications, with the largest group (34.6%) What percent of your current-year
expecting 100K-500K in reach, nearly 29% looking for revenues this year will be attributable to
50K-100K users, and more than 20% expecting more than mobile app sponsorships/advertising?
one million.
To develop mobile apps, most (60%%) rely on outside <1%
6% 4% 0%
developers, with a little over a third (37%) having in-
6%
house developer resources. 1-5%
More than half (52%) say their apps are ad supported 9% 5-10%
and an additional 39% derive revenue from both 52%
advertising and app sales. Just over 21% of publisher 23% 10-25%
apps are sold. One quarter of them are used to drive
traffic to another platform that is monetized.
>25% but less
than 50%
N=52 ©2009 DM2PRO.com
State of the Industry: APPS in collaboration with Quattro Wireless
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14. State of the Industry: APPS
More than half of mobile app publishers earning revenue As for revenue increases in 2010, an equal number of
from advertising sell the ads with their own internal sales publisher respondents expect no increase as expect
force; 27% employ a network, and 10% each use either revenues to more than double. The largest group (20.4%)
an outside sales agent or other intermediary like AdWhirl pegs their increase at between 5% and 10%. More than
or MobClix. About 20% each employ 1, 2 or more than 72% of participating publishers said they expect their
three networks. investment in mobile apps to increase as a result of their
experience so far; only 5.6% expected a budget decrease.
Revenue leads as the main reason for selecting a
network, followed by reach. Publishers care more than
By what percent do you anticipate your
any other group examined so far about both targeting
mobile app advertising revenues will
and the types of advertisers associated with a particular
increase next year?
network.
Don't expect
an increase
Please RATE the following criteria to <1%
you in choosing a mobile ad network to 16.7% 16.7%
help you monetize your apps 1-5%
(1 = Most Important and 5 = Least Important) 0.0%
5-10%
9.3% 7.4%
0 1 2 3
10-25%
Revenue 1.35 9.3% >25% but less
20.4% than 50%
Reach 1.77 >50% but less
13.0% than 75%
Targeting 7.4%
1.97 100%
capability
Types of >100%
2.10
advertisers
N=54 ©2009 DM2PRO.com State of the Industry: APPS
Ease of use 2.10 in collaboration with Quattro Wireless
eCPC 2.25
Because most mobile publishers monetize through
Customer advertising, they mirror the concerns of advertisers and
2.33
service
agencies in rating the value of success criteria:
Types of ad
2.54 engagement tops the list, followed by monthly average
units
Self-service users and brand impact. ( Time to market was the only
2.75 write-in metric.) Unlike developers who rely on sales,
option
Creative user feedback was a lagging value.
2.83
services
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State of the Industry: APPS in collaboration with Quattro Wireless
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15. State of the Industry: APPS
Publishers who haven t developed apps are waiting for
Please rate these mobile application
the ROI to be better quantified (40%) and say money is
results in their importance to you
tight (37%). Increase in mobile apps use by their target
Engagement (time spent) audience, more standardization among platforms, better
within the app 1.19
tools to build apps and better distribution all lead the list
Monthly average users 1.21 of reasons impeding their mobile development.
Brand impact 1.34 Yet, with all these challenges, nearly 65% say they intend
Number of times the app was to create an app in 2010. Of these, 91% will develop for
downloaded or shared 1.35
the iPhone, 39% for Android and 33% for RIM. They don t
Ad revenue 1.62 advertise in mobile applications (72%), saying it s not
Ranking in App Store
their target market, and also cite insufficient reach or
1.74
lack of knowing where to start. More than half of the 44
User feedback 1.77 publishers who do advertise in apps (55%) do so by
means of an ad network, typically just one. Their highest
Sales of the app itself 1.86
ranked criterion for selecting such a network is targeting
Traffic to our Web site 2.00 capability (38%).
Click-throughs to a Web site 2.04
Opt ins for List Building 2.25
Honestly, we DON'T measure
results 2.88
N=54 ©2009 DM2PRO.com
0 1 2 3 4
State of the Industry: APPS in collaboration with Quattro Wireless
Finally, nearly 75% of publishers rated their experience
with mobile apps as satisfactory or better.
CONCLUSIONS: IN A CROWDED APP MARKET, PROMOTION BECOMES ESSENTIAL
As successful as mobile apps have been for top-tier developers, advertisers and publishers, they re about to experience
even more explosive growth. More than half of every non-participating cohort in the study will invest in mobile apps in
2010, with the overwhelming majority of these for the iPhone.
For those developing ad-supported apps which depend on reach, many are turning to mobile ad networks and
intermediaries, like Quattro Wireless, who have the expertise and scale to convert their impressions into dollars.
The keys to success for all players whether the goal is turning impressions into revenue or building a brand through
engagement are to drive downloads in a crowded marketplace and provide an experience that leads to repeat usage and
positive user feedback. With the majority of those offering apps spending less than $1 out of every $5 on promotion, there
is a huge opportunity for those who do invest to get discovered. Mobile advertising through an ad network media buy
was noted as one of the most effective methods of promotion.
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16. State of the Industry: APPS
ABOUT QUATTRO WIRELESS
Quattro Wireless is the leading global mobile advertising company, empowering advertisers and publishers to reach and
engage their target audiences across mobile web, application and video platforms with unrivaled precision, transparency
and ROI. Employing Q ElevationTM dynamic targeting technology to optimize every impression, the company s ad serving,
tracking and analytics platform and global network of sites and applications (many exclusive) deliver superior results.
Leading companies including P&G, Ford, NetFlix, Time Inc., Visa, Disney and the NFL partner with Quattro Wireless because
the company has turned the art of engaging and converting mobile audiences into a repeatable science. You can learn
more at www.quattrowireless.com, and follow us on twitter @intheq.
ABOUT DM2PRO.COM
Parent DM2Media produces a range of niche conferences on cutting-edge topics for digital media and marketing
professionals. We focus on the areas where technology and innovative services are infusing rapid change. Apps are one
such area, and DM2Events.com initiated a focus on Apps in August with its first digiday:APPS conference. This was followed
by a second event Dec. 10 in Los Angeles where these survey results were previewed. A video of Lynn Tornabene, CMO of
Quattro Wireless, presenting the results is available, along with the full slide deck at DM2PRO.com. The member site,
repository to this and several other state of the industry surveys, plus case studies, awards and interviews, and more than
100 videos from the digiday conferences, is $20/month to join.
Page 16 www.quattrowireless.com