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Market Research Report

m-Commerce and Entertainment Apps: Usage Trends

Published by Parks Associates Product code 347830
Published Content info 67 Slides
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m-Commerce and Entertainment Apps: Usage Trends
Published: December 31, 2015 Content info: 67 Slides

This publication has been discontinued on January 14, 2020.

Description

This 360 View Update assesses the current trends in entertainment content consumption, payment app adoption, spending habits among mobile users, with results broken out by operating system, phone brand, service provider, and data plan size (for entertainment). It examines in music, video, and game consumption as well as payment app spending. For payment app spending, a TURF analysis examines combinations of purchase categories that may extend app reach and usage.

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Table of Contents

Table of Contents

About the Research

Previous Research

  • 360 View: Mobility & the App Economy (Q4/15)
  • Connected Cars and the Smart Home: Crossover Opportunities (Q2/15)
  • Connected Car Services and Apps (Q2/15)
  • Smart Watch and Beyond: New Mobile Experiences (Q2/15)
  • Smart Watch: Extending the Mobile Experience (Q2/15)
  • Choice of Mobile Device: The Consumer Perspective (Q4/14)

Key Findings

Industry Insight

Recommendations

Mobile Device Adoption Trends

  • Smartphone and Tablet Adoption (2009 - 2015)
  • Smartphone Operating System (2011 - 2015)
  • Smartphone and Tablet Products Purchased in the Year (2007 - 2014)

Entertainment Content Consumption on Mobile Devices

  • Average Number of Minutes Per Day Streaming Content on Smartphones (Q3/15)
  • Time Spent Daily on Smartphone Activities (Q3/15)
  • Online Music Service Subscription (Q2/15)
  • Time Spend Daily Listening to Streaming Music on a Smartphone by OS (Q3/15)
  • Time Spent Daily Listening to Streaming Music on a Smartphone by Brand (Q3/15)
  • Time Spent Daily Listening to Streaming Music on a Smartphone by Service Provider (Q3/15)
  • Time Spent Daily Listening to Streaming Music on a Smartphone by Data Plan Size (Q3/15)
  • Use of Devices for Video (2010 - 2015)
  • Video Consumption by Platform (2010 - 2015)
  • Video Consumption on Mobile Phone (2012 - 2015)
  • Video Consumption on Mobile Phone vs. Tablet (2010 - 2015)
  • Time Spent Daily Watching Short Streaming Video Clips on a Smartphone by OS (Q3/15)
  • Time Spent Daily Watching Short Streaming Video Clips on a Smartphone by Brand (Q3/15)
  • Time Spent Daily Watching Short Streaming Video Clips on a Smartphone by Service Provider (Q3/15)
  • Time Spent Daily Watching Short Streaming Video Clips on a Smartphone by Data Plan Size (Q3/15)
  • Time Spent Watching Long Streaming Video Clips on a Smartphone by OS (Q3/15)
  • Time Spent Watching Long Streaming Video Clips on a Smartphone by Brand (Q3/15)
  • Time Spent watching Long Streaming Video Clips on a Smartphone by Service Provider (Q3/15)
  • Time Spent Daily Watching Long Streaming Video Clips on a Smartphone by Data Plan Size (Q3/15)
  • Average Weekly Number of Hours Spent Playing Games on Specified CE Devices (Q2/15)
  • Time Spent Daily Playing Games on a Smartphone by OS (Q3/15)
  • Time Spent Daily Playing Games on a Smartphone by Brand (Q3/15)
  • Time Spent Daily Playing Games on a Smartphone by Data Plan Size (Q3/15)
  • Smartphone Activity by Smartphone OS (Q3/15)
  • Use of Wi-Fi vs. 3G/4G Data for Smartphone Activities (Q3/15)

mCommerce: Mobile Payment App Adoption and Spending Using Payment Apps:

  • Use of Mobile Payment Apps (Q3/15)
  • Number of Mobile Payment Apps Used by Mobile Phone OS (Q3/15)
  • Types of Mobile Payment Apps Used: Adoption Among General Smartphone Users and Mobile Payment App Users (Q3/15)
  • Mobile Payment App by Smartphone OS (Q3/15)
  • Use of Payment Apps Among iPhone Owners (Q3/15)
  • Use of Payment Apps Among Android Owners (Q3/15)
  • Use of Payment Apps by Service Provider (Q3/15)
  • Monthly Expenditure Using Payment Apps by OS (Q3/15)
  • Types of Goods/Services Purchased Using Payment Apps by OS at a Retail Location (Q3/15)
  • Types of Goods/Services Purchased Using Payment Apps by Service Provider (Q3/15)
  • Three Purchase Categories That Can Activate the Highest Percentage of Payment App Users (Q3/15)
  • Three Purchase Categories That Can Trigger the Highest Frequency of Payment App Usage (Q3/15)
  • Additional Research from Parks Associates
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