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TRENDS SPECIAL REPORT
MOBILE
TRENDS
VIDEO
SOCIAL MEDIA
MOBILE
BIG DATA
CONTENT
MAGAZINE MEDIA
REVENUE
2
GLOBAL MOBILE,APPS AND WEARABLES TRENDS 2015
Welcome to our third
FIPP World Media Trends
special report.
The third FIPP Insight and World Newsmedia Network in-
depth special World Media Trends report focuses on
mobile, the world’s fastest growing Internet usage device
and the fastest growing advertising spend category.
Each report is packed with data charts, commentary on
trends and practical, usable case studies.
Through 2015, FIPP Insight and WNMN will release seven
such special reports (alongside other FIPP Insight reports),
all of them free to FIPP.com users.
Contact André Glazier at FIPP (Andre@fipp.com) for unique
commercial opportunities in the FIPP Insight reports.
Topics for the year are:
1. Video
2. Social media and messaging apps
3. Mobile (smartphones, tablets and feature phones)
4. Big Data
5. Content
6. Revenue
7. Magazine media (i.e. multi-platform brands)
To compile the reports, WNMN sources evidence-based data
from sources around the world, analyses the data and provides
commentary on top trends identified, trends you should be
considering in your business today.
There will be much more to come this year.
Visit FIPP.com/Insight for news on upcoming reports and
for any queries about this report and ones to follow. Contact
FIPP’s Head of Insight, Helen Bland at Helen@fipp.com or
+44 7404 4169.
AUTHOR and PUBLISHER
Martha L Stone
World Newsmedia Network
mstone@wnmn.org
EDITORIAL DIRECTOR
Leah McBride Mensching
DESIGNER
John Moreno
REPORT LICENSEE
FIPP
www.fipp.com
PROJECT MANAGER
Helen Bland
helen@fipp.com
COMMERCIAL MANAGER
André Glazier
COVER DESIGN
Ian Crawford
FIPP – the worldwide magazine media association represents compa-
nies and individuals involved in the creation, publishing or distribu-
tion of quality content, in whatever form, by whatever channel, and
in the most appropriate frequency, to defined audiences of interest.
FIPP exists so that its members develop better strategies and build
better media businesses by identifying and communicating emerging
trends, sharing knowledge, and improving skills worldwide.
Further FIPP Insight special reports and other resources at
www.fipp.com/Insight
© World Newsmedia Network 2015
All rights reserved, except by prior written permission of FIPP, the
worldwide magazine media association, no part
of this work may be copied or publicly distributed, displayed or
disseminated by any means of publication or communication now
known or developed hereafter, including in or by any:
1. i) directory or compilation or other printed publication;
2. ii) information storage and retrieval system
3. iii) electronic device, including any analogue or digital
visual or audio visual device or product
Data is provided with thanks to contributors of this book. Every
effort has been made in the preparation of this report to ensure ac-
curacy of the content, but FiPP, the publishers and WNMN, the copy-
right owners, cannot accept liability in respect of errors or omissions.
Readers will appreciate that the data is only as up to date as publica-
tion schedules and contributors will allow, and is subject to change.
WNMNWORLD NEWSMEDIA NETWORK
WNMNWORLD NEWSMEDIA NETWORK
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
GLOBALMOBILE,APPSAND
WEARABLESTRENDS2015Mobile is the world’s fastest growing Internet usage device and the fastest growing advertising
spend category. For media companies, mobile presents challenges and opportunities in production,
consumer behaviour and consumption, competition, interaction, distribution, monetisation,
attention, advertising revenue, subscription revenue and product development.
WNMNWORLD NEWSMEDIA NETWORK
WNMNWORLD NEWSMEDIA NETWORK
3
GLOBAL MOBILE,APPS AND WEARABLES TRENDS 2015
Mobile is the world’s fastest growing Internet usage device and the fastest growing
advertising spend category. Smartphones are quickly replacing feature phones as the
device of choice worldwide, according to multiple digital media research companies.
The share of time spent on mobile Internet is quickly surpassing that of PC-based Internet.
Smartphone and tablet ownership is particularly high and
is growing fastest in emerging markets where desktops and
laptops are neither popular nor affordable. Some of the high-
growth markets include Africa, Latin America and parts of
Asia.
Wearables such as smartwatches, fitness bands and smart
glasses are beginning their ascent in popularity, especially with
the recent release of the much hyped Apple Watch, most spe-
cifically in Asia, the United Kingdom and the United States.
For media companies, mobile changes everything: Produc-
tion, consumer behaviour and consumption, competition,
interaction, distribution, monetisation, attention, advertising
revenue, subscription revenue and product development.
The proliferation of mobile technologies, such as smartphones,
tablets, apps and wearables, is driving magazine and news-
paper publishers to develop new products for users of these
platforms, and many are struggling to keep up with consumer
demand.
Eight in 10 Internet users worldwide own a smartphone and
almost half own a tablet, while the emerging smartwatch
market is niche, with only one in 10 Internet users owning a
smartphone, according to GlobalWebIndex, a worldwide digi-
tal media survey company based outside of London.
According to GWI’s “Device Report,” published in April
2015, Internet users spend an average of almost two hours
per day on mobile. The mobile Internet habit is particularly
pronounced in the Middle East and Northern Africa and
Latin America, the fastest growth markets, where an average
of 3.5 hours are spent on mobile. Youth ages 16-to 24-years-
old worldwide spend 43 percent of their total Internet time
on mobile devices, and mobile Internet access is expected
to exceed desktop access by youth in the foreseeable future,
according to GWI.
According to Forrester Research, time spent on mobile
Internet has surpassed that of PC-based Internet, especially
in emerging countries in Africa, Southeast Asia and Latin
America. Mobile innovation is predicted to accelerate in these
emerging markets, where many consumers will continue to
leapfrog the adoption of PCs with home broadband and go
directly online with mobile phones.
Countries including Kenya, Nigeria, Thailand, Indonesia,
Saudi Arabia, India, the Philippines, Mexico, Argentina,
Columbia, Turkey, the Czech Republic, South Africa, Viet-
nam and Brazil already passed the 50 percent mark for daily
distribution of time on mobiles vs. desktops in 2014, accord-
ing to Millward Brown AdReaction 2014, as reported in Mary
Meeker’s 2014 Internet Trends report.
In 2015, Forrester projects entrepreneurs in the developing
world will accelerate innovation in mobile payments, health
and education.
“For example, the total value of transactions made by mobile
phones in Kenya already represents more than 40 percent
of the country’s gross domestic product (GDP),” Forrester
reports.
4
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The mobile-first strategy
In response to the skyrocketing adoption of smartphones,
the inexorable trend of mobile Internet use and the surging
mobile advertising and m-commerce revenue trends, media
companies are adopting mobile-first strategies.
Each media company defines the mobile-first strategy differ-
ently, but most are focusing on mobile to make it the top-pri-
ority platform, including publishing first on mobile, including
breaking news and potentially trending or viral content on
mobile. Innovative media companies are also focusing their
product development and revenue-making schemes on mobile
platforms.
In this section, see how very different companies are develop-
ing their mobile-first strategies: The Washington Post, BBC’s
Good Food Magazine, VOL.at, Refinery29.com and
Quartz.com.
Honey, I shrunk the screen
As the screens of choice become smaller and smaller, the con-
tent generated by media companies must become more suc-
cinct and inviting in the fewest amount of words and the most
eye-grabbing visuals possible. This underscores, more than
ever, the essential need for excellent headline writers, visual
curators and experts at story brevity who can pack compelling
and relevant prose onto tiny screens.
The smartphone, tablet and wearables publishing trend is
toward the “atomisation” of content, that is, chunks of content
– including text and visuals – that can stand alone and convey
a compelling message to inform, entertain or promote content
on other platforms.
Atomisation of content is driven by quickly evolving social
media and Internet user consumption habits, forcing media
companies to create a workflow for snappy, riveting content
across a multitude of platforms, especially mobile, wearables
and social media.
All the news that grips, we print
The atomisation strategy turns publishers’ content aggregation
model on its head. Publishers are now planning to write, edit
and promote for individual audiences and no longer relying
on the “one size fits all” publication of yesterday.
The atomisation model is driven by a quickly evolving trend
whereby readers access content they are interested in, often
suggested by friends on social media, or unearthed via search
engines. Fewer readers are accessing magazine and newspaper
home pages to discover the full complement of content the
media brand has to offer. Fillers are becoming passé. News
and content that is engaging has longer shelf life, drives more
unique visitors and creates more valuable inventory for adver-
tising.
Breaking content into atoms
Print media companies’ most basic atomic particle is the
Mobile vs. PC Internet time spent, 2014
Percentage of time spent on mobile vs. desktop Internet
Source: Millward Brown AdReaction 2014, as reported in Mary Meeker’s 2014 Internet Trends report © World Newsmedia Network 2015
Kenya
Nigeria
Thailand
Indonesia
Saudi Arabia
Germany
Japan
India
Philippines
Mexico
USA
Canada
Spain
Argentina
UK
Italy
South Korea
Australia
Colombia
Turkey
Czech Republic
South Africa
Vietnam
Brazil
China
Slovakia
France
Hungary
Poland
Russia
Mobile Desktop
5
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
article. A headline, photos, infographics, text and references
to content on digital platforms may accompany that article to
form a multimedia package. Atomisation seeks to unbundle
the package into bite-sized bits.
Digitial media users’ habits are driving the need for breaking
down content into smaller chunks: standalone headlines,
Tweets, blogs, photos, videos, infographics, listicles and small
bits of content culled from much larger articles.
The atomisation of content is gaining popularity in media
companies, with the objectives of virality and engagement in
mind. Atomising creates smaller nuggets of information that
can be shared, discussed and remixed with other content.
“To be a relevant media company means to understand how
to reframe content atomically – to make it easier to share,
repost, and append to other articles. This is by no means an
easy endeavour, but provides for a range of opportunities,”
stated the description of a panel discussion at SXSW media
conference in Austin in April. “Cir.ca is leading in this space,
and newsrooms are responding. Reddit is built on the earliest
conception of atomization – the link.”
Cir.ca is a startup company that produces a mobile news app
in the United States and has raised more than US$5 million in
venture capital funding since 2012. Each “story” posted on the
cir.ca app is called an atom and was created to meet the needs
of busy readers and the way they prefer to consume news.
Cir.ca publishes major international and national stories.
When Cir.ca readers follow stories, they are only fed the new-
est atoms of the story, not the atoms they have already read.
Cir.ca’s algorithm tracks what readers read and don’t read, and
serves just the news the reader has not consumed.
Cir.ca is currently seeking a partner for more funding to con-
tinue operating the mobile news company.
Global trends in
smartphones
Eight in 10 Internet users in
the world own a smartphone,
second only to about nine in 10
Internet users owning a desktop
or laptop, according to Global-
WebIndex in April 2015.
Almost half of Internet us-
ers own a tablet, followed by
fewer than 40 percent owning
a game console, smart TV or
non-smartphone mobile. Less
than 10 percent of Internet us-
ers own a smartwatch or smart
wristband, according to GWI.
Younger Internet users are more
likely to be smartphone users,
particularly those ages 25 to 34.
More than 80 percent of the age
group, or about 383.5 million
people around the world, own
smartphones, compared to just 58 percent, or about 69.1
million, between 55-and 64-years-old. Smartphone owner-
ship among Internet users is nearly equal between men and
women, with 80 percent of male and 79 percent of females
owning smartphones. Internet users in the top 25th percentile
of income are by far more likely to be smartphone owners.
The highest concentrations of smartphone owners worldwide
live in the Middle East and Africa (MENA) region and the
Asia Pacific region, according to GWI, with more than 80
percent of the Internet users owning a smartphone. The lowest
concentration of smartphone owners are in North America,
with a penetration of 70 percent.
The highest penetrations of smartphone owners who access
the Internet on their smartphones are in China, Singapore,
South Korea, Indonesia, South Africa, Spain, Malaysia,
Taiwan, Turkey, the United Arab Emirates, Hong Kong and
Global smartphone ownership
In percentage of Internet users and in millions of people
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
0%
20%
40%
60%
80%
100%
91% 80% 47% 36% 34% 32% 9% 7% 1%
PC/
laptop
Smartphone Tablet Game
console
Smart
TV
Mobile/cell
phone
(not
smartphone)
Smart
watch
(e.g. Pebble,
Sony
Smartwatch,
Samsung
Galaxy Gear)
Smart
wristband
(e.g. Nike,
Fuelband,
Jawbone Up,
Adidas
miCoach)
None of
the above
18.6m106.3m137.7m464.2m498.8m527.8m680.0m1161.7m1321.7m
Global mobile share of Web traffic,
2009-2015
Percentage of total Web pages served to mobile phones
Source: We Are Social, 2015 © World Newsmedia Network 2015
2009 2010 2011 2012 2013 2014 2015
0.7%
2.9%
6.1%
10.9%
17.0%
28.9%
33.4%
6
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Steve Hills, president and general manager of The
Washington Post spoke about the company’s trans-
formation under its new owner, Amazon founder Jeff
Bezos, at INMA’s 2015 World Congress in New York in
May, 2015.
Among the many innovations since Bezos purchased
the Post in Oct. 2013 are a new set of core principles
and new set of goals going forward. The key change is
a transition from a traditional media company to a cul-
ture of an innovative technology company, with a focus
on new product development. The Post’s new goals
are transformation through technology, and continued
excellence in journalism.
Hills emphasised the Post’s commitment to mobile
first publishing and described the Post’s “Big Idea”
product as a national edition optimised for mobile
with compelling content and a simple user interface
designed for “stunning storytelling” that is less work
for the user to consume.
The results of these strategies have tremendously
grown usership across the Post’s digital platforms.
Total unique visitors grew from 29.8 million in Q1
2014 to 49.4 million in Q1 2015, a 66 percent growth.
The growth rate of mobile unique visits has outpaced
that of desktop uniques three to one, or 94 percent
for mobile and 34 percent for desktop. Mobile unique
visitors have grown from 16.7 million to 32.4 million,
year-over-year.
Total page views grew from 253.6 million page views
in Q1 2014 to 509.7 million page views in Q1 2015,
a 101 percent increase, according to Hills. The growth
rate for mobile page views are more than double that
of desktop page views, with an 80 percent year-over-
year growth for desktop page views, and a 178 percent
growth for year-over-year mobile page views.
The Millennials are the mobile generation. Millennials
are an important part of the Post’s growing audience:
37 percent of the Post’s total digital audience are
Millennials, including 37 percent of the smartphone
audience and 23 percent of the tablet audience.
Another key objective for The Post is to increase
discovery of the Washington Post brand and content
through partnerships. Among the partnerships struck
include a Kindle Fire partnership with Amazon, which
allows readers to buy a six-month Post subscription for
just US$1.
The Post has grown its national newspaper partner-
ships to 259 newsmedia partners across the United
States, which offers partner publications the Post’s
suite of digital products free as an added value for
their partners’ paid subscribers. The Post continues to
expand its digital content across desktop, mobile Web
and tablet apps.
The Post has also recently launched content partner-
ships with MSN and Flipboard.
The Washington Post’s hallmark of innovation: Mobile first
7
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The Post’s three key principles are:
• Put the customer first
• Invest and experiment
• Be patient
“In my experience, the way invention, innovation and
change happen is through team effort. There is no
lone genius who figures it out and sends down the
magic formula. You study, you debate, you brainstorm
and the answers start to emerge. It takes time,” Hills
quoted Washington Post and Amazon founder, Jeff
Bezos, as saying.
The approach:
1. Identify trends
2. Experiment
3. Measure and analyse
4. Experiment
5. Repeat
Regarding identifying trends, Hills used surging mobile
and Internet spending as an example of a trend ripe
for investment of experimentation. Likewise, video con-
tent with advertising, particularly targeted to Millenni-
als, is also a potentially powerful trend. Big Data also
represents a sizeable trend, as its output is increasing-
ly tied to the bottom line and customer service.
Product design and experimentation are high on the
list of priorities for the Washington Post, including
phones, tablets, smart watches, large-screen TVs,
virtual reality and gesture-controlled devices.
Speed of product development is a key component of
the experimentation process. Among the components
of the speed imperative is to embed engineers in the
product development process in self-sufficient pods,
where the engineers are “first-class citizens;” in other
words, they are an equal member of the team, and
not just on the periphery. In the embedded engineer
scenario, chaos and duplication are OK, Hills said.
In each product development operation, engineers are
empowered with little or no central services, and each
development group owns the product development
from end to end.
When faced with build or buy decisions, build wins.
Open source tools and partnerships with startups are
encouraged.
The Washington Post uses “lead” measures to de-
termine if the product is likely to succeed, including
asking customers if they are likely to read content
about certain themes, using analytics to determine
how stories on specific subjects are performing, and
customer complaint ratings.
The Post’s innovation strategy
Mexico, all of which have smartphone penetrations of more
than 80 percent.
Mobile phones’ share of Web traffic is rising dramatically as
more users are engaging with the Internet, particularly those
with smartphones. From 2009 to 2015, mobile-driven Web
traffic grew exponentially from 0.7 percent in 2009 to 33.4
percent in 2015, according to We Are Social and StatCounter
in Jan. 2015.
While one-third of all Web traffic happens on mobile phones,
it depends on the region as to how many hours of time are
spent online via the devices. The countries with the most
mobile-driven Internet traffic are Thailand, Saudi Arabia,
Malaysia, Brazil, the Philippines, Indonesia, South Africa, the
United Arab Emirates, Mexico, India and Argentina. Mobile
users in all of these countries spend more than two hours per
day online via their phones.
High-speed connectivity is one component that drives an
increased smartphone usage. According to We Are Social’s Jan.
2015 report, eight countries have high-speed broadband con-
nections that exceed the population, made possible by many
mobile users owning more than one phone.
The countries with the highest amount of 3G and 4G con-
nected phones including Hong Kong, Japan, Saudi Arabia,
Australia, Thailand, the United Arab Emirates, South Korea
and Singapore.
Other countries with high penetrations of 3G and 4G con-
nected phones include Italy, the United States, Germany, the
United Kingdom, Poland, Malaysia, Brazil, Spain, France,
Turkey and Canada.
Mobile’s share of Web traffic, measured by Web pages served
to mobile phones, is led by Nigeria, followed by India, South
Africa, Indonesia, the United Arab Emirates, Saudi Arabia,
Poland, Thailand, Malaysia, Singapore, Mexico, Japan, South
Korea, Spain, Turkey, the United Kingdom, Hong Kong,
Australia and the United States, all of which see three-quar-
ters or more of total Internet traffic served to mobile phones,
according to We Are Social’s annual report.
Meanwhile, GlobalWebIndex reports different findings:
The share of Internet time spent on mobile versus desktops,
laptops and tablets are led by Saudi Arabia with 45 percent of
Internet access time spent on mobile, followed by Thailand,
the United Arab Emirates, Hong Kong, Malaysia, Mexico, Ar-
gentina, South Korea, Indonesia, India, Taiwan, China, South
Africa, the Philippines, Brazil, Turkey and Singapore, all with
more than 30 percent of their Internet access time spent on
8
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Smartphone ownership by region, country and demographics
In percentage of Internet users and in millions of people
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
0% 20% 40% 60% 80% 100%
0% 20% 40% 60% 80% 100%
In
millions
Asia Pacific
Middle East & Africa
Latin America
Europe
North America
Female
Male
16 to 24
25 to 34
35 to 44
45 to 54
55 to 64
Bottom 25%
Mid 50%
Top 25%
China
Singapore
South Korea
Indonesia
South Africa
Spain
Malaysia
Taiwan
Turkey
Thailand
UAE
Hong Kong
Mexico
India
Italy
Ireland
Vietnam
Sweden
Brazil
Saudi Arabia
UK
Australia
Germany
Russia
Netherlands
Philippines
Poland
Argentina
USA
Canada
France
Japan
679.8
27.7
95.1
218.9
140.2
516.8
644.9
312.7
383.5
247.7
139.7
69.1
212
417.3
252.4
409.2
2.7
26.7
22.9
13.2
18
11.1
11.5
20.7
11.7
5.6
3.2
27.6
98
20.8
2
22.6
4.4
55.9
8.9
27.6
10.2
35.6
45.6
7.6
17.6
13.8
11.7
126.2
14
22.8
32.2
INCOME
AGE
GENDER
COUNTRY
REGION
9
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Time spent on Internet, by device
In number of hours spent, by Internet users in each country
GlobalWebIndex, 2014 © World Newsmedia Network 2015
0h 2h 4h 6h 8h 10h
Thailand
Malaysia
Brazil
Philippines
Indonesia
South Africa
UAE
Mexico
India
Argentina
Saudi Arabia
Vietnam
USA
Turkey
China
Singapore
Italy
Taiwan
Russia
Canada
Poland
Hong Kong
Spain
Sweden
UK
Ireland
South Korea
Australia
Germany
France
Netherlands
Japan
Mobile PC/Laptop/Tablet
Global share of Web traffic, by device
Share of total Web pages served to each device and percent change
from 2013 to 2014
Source: We Are Social, 2015 © World Newsmedia Network 2015
Share of Web
page views:
Laptops
and desktops
Share of Web
page views:
Mobile
phones
Share of Web
page views:
Other
devices
Share of
Web page
views:
Tablets
62% 31% 7% 0.1%
Year-on-year:
-13%
Year-on-year:
+39%
Year-on-year:
+17%
Year-on-year:
+18%
Chris Kerwin, head of publishing for the BBC’s Good
Food magazine, spoke at the Digital Innovator’s Sum-
mit in Berlin in March 2015. The magazine is enjoying
solid revenues and expansion on digital platforms,
including mobile (tablet and smartphone), which rep-
resents 75 percent of all digital traffic.
“We publish print for profit,
and digital for growth,”
Kerwin said. “BBC Good
Food is being transformed
into a multi-faceted, digital-
ly-led business, with content
available on all devices
and platforms.” He add-
ed that “mobile first” was
Good Food’s strategy going
forward.
Good Food’s website,
bbcgoodfood.com, attracts 18 million unique users per
month, 60 million page impressions, 350,000 video
views and has 1 million registered users, making Good
Food the UK’s market leader in food websites.
The magazine has sold 100 million copies in its 25-year
tenure, and currently has a circulation of 250,000 and
145,000 subscribers. The enhanced magazine app has
11,000 subscribers.
Printed magazines, books and live events will remain
central to the Good Food business, as long as the
economics of those businesses continue to make
sense, Kerwin said. The future is focused on a 12-point
strategy:
1. Create a new digital business model
2. Put mobile first
3. Personalise BBC Good Food
4. Take the experience beyond recipes and cooking
5. Add value to the content
6. Create once, publish everywhere
7. Develop the Good Food Kitchen
8. Develop Good Food Local
9. Put the brand at the heart of the national conversa-
tion
10. Develop larger, cross-platform commercial partner-
ships
11. Explore enterprise opportunities
12. Explore international potential
Digital is becoming an increasingly large percentage
of the revenue for Good Food. Revenues are up 100
percent from 2011 to 2015, with a 36 percent growth
from 2014 to 2015. One-third of digital ad revenue is
now programmatic, Kerwin said.
BBC’s Good Food magazine
10
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
mobile. The countries where less than 20 percent of Internet
time is spent on mobile devices is Japan, France, Russia and
Poland, according to GWI.
According to We Are Social, 62 percent of the world’s share
of Web page views came from laptops and desktops, while 31
percent came from mobile and 7 percent came from tablets.
Gaming devices made up just 0.1 percent of page views.
The Jan. 2015 research reported that the mobile page view
Mobile broadband usage, by country
Percentage of active 3G and 4G usage, compared to total population
Source: We Are Social, 2015 © World Newsmedia Network 2015
Nigeria
India
SouthAfrica
Indonesia
UAE
SaudiArabia
Poland
Thailand
M
alaysia
Singapore
Globalaverage
M
exico
Japan
SouthKorea
Spain
Turkey
UK
HongKong
Australia
USA
Argentina
Egypt
China
Philippines
Brazil
Vietnam
Germany
Italy
Canada
France
Russia
123%
114% 114%
112% 111%110%
106%
91%
118%
87% 87% 86% 84%
78% 76%
70%
67%
60% 59%
55% 55% 53%
48%
44%
41%
38% 37% 36% 35%
13%
8%
Global share of Web traffic on mobile, by country
Percentage share of total Web pages served to mobile phones
Source: We Are Social, 2015 © World Newsmedia Network 2015
4.global.wearesocial.mobileshareofwebtraffic
Nigeria
India
SouthAfricaIndonesia
UAE
SaudiArabia
PolandThailandM
alaysiaSingapore
GlobalaverageM
exico
Japan
SouthKorea
Spain
Turkey
UKHongKongAustralia
USAArgentina
EgyptChina
Philippines
BrazilVietnamGermany
ItalyCanadaFranceRussia
76%
72%
61%
50% 50%
48%
46%
36% 35% 34% 33% 32%
30% 29% 29% 28% 27% 26% 26% 25% 24% 23%
21% 21% 20% 20%
18% 17% 17%
15%
12%
11
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
consumption grew 39 percent from 2013 to 2014, while the
laptop and desktop access dropped 13 percent during the same
time period. Meanwhile, year-over-year tablet access grew 17
percent and gaming access was up 18 percent.
GWI shows access to the Internet via laptop and desktop PCs
started to decline worldwide from 2011 to 2014, while access
via mobile and tablets began to surge. Smart television also
saw growth in smaller groups of users, while accessing the
Internet via e-reader devices declined.
The quarterly tallies reflected monthly Internet access via
browsers or apps on the devices. While accessing the Internet
via PCs is declining, it likely will not be surpassed by mobile
access in the foreseeable future.
Mobiles are the top “second screen” devices of choice, used at
the same time users watch TV, followed by laptops, desktops,
tablets and e-readers. In 2014, 797.1 million adults accessed
the Internet on their mobiles, steadily growing from 2011,
according to GWI.
Share of time spent on Internet, by device
In number of hours spent, by Internet users in each country
GlobalWebIndex, 2014 © World Newsmedia Network 2015
SaudiArabiaThailand
UAE
HongKongM
alaysiaM
exicoArgentina
SouthKoreaIndonesia
IndiaTaiwan
China
SouthAfrica
Philippines
BrazilTurkey
Singapore
Spain
Italy
USAIrelandVietnam
UKGermanySweden
NetherlandsAustraliaCanadaPolandRussiaFranceJapan
Mobile Desktop/Laptop/Tablet
100%
80%
60%
40%
20%
0%
Laptop PC Desktop PC E-readerTablet None of the aboveMobile
2011 2012 2013 2014
Devices used as ‘second screens’ globally
Users accessing the Internet while watching television, in percentage of users and in millions of users
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
60%
50%
40%
30%
20%
10%
0%
797.1 mil.
640.2 mil.
411.9 mil.
358.1 mil.
48.0 mil.
236.4 mil.
12
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Meanwhile, laptop and desktop PC
second screening is in decline, with
640 million and 412 million users,
respectively, in 2014. Tablet second
screening is growing quickly, from 10
percent of the global Internet popu-
lation in 2011 to 25 percent in 2014,
research from GWI showed.
Most of the world’s population is
connected via mobile, according to
We Are Social’s Jan. 2015 report. In
fact, many regions of the world have
mobile connections exceeding the
total regional population. Many peo-
ple own more than one phone for the
purpose of separating business and
personal accounts, navigating more
than one country’s mobile network,
or sharing with multiple family mem-
bers and friends.
Mobile phone Tablet device
Q1
2011
Q2
2011
Q4
2011
Q2
2012
Q4
2012
Q1
2013
Q4
2014
Q3
2014
Q2
2014
Q1
2014
Q4
2013
Q3
2013
Q2
2013
Television E-readerDesktop/laptop
Q1 2011Q2 2011 Q4 2011 Q2 2012 Q4 2012 Q1 2013 Q2 2013 Q3 2013 Q4 2013 Q1 2014 Q2 2014 Q3 2014 Q4 2014
Devices used to access Internet globally
In percentage of users accessing the Internet in the past month and change in usership between 2011 and 2014
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
100%
80%
60%
40%
20%
0%
1,500 millions
1,200m
900m
600m
300m
0m
Desktop/Laptop Tablet deviceMobile phone Television E-reader
Global mobile ownership, by region
Percentage mobile phone ownership compared to populations
Source: We Are Social, 2015 © World Newsmedia Network 2015
101%
126%
91%
98%
109%
119%
98%
79%
77%
124%
112%
139%
125%
North
America West
Europe
East
Europe
Middle
East
East
Asia
Central
Asia
South
Asia
Africa
Oceania
South
America
Central
America
Global
average
13
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The highest penetrations for mobile connections are in East-
ern Europe, with 139 percent; followed by South America, 126
percent; Western Europe, 125 percent; the Middle East, 124
percent; and Southeast Asia, 119 percent. The lowest mobile
connection penetrations are in South Asia, 77 percent; Africa,
79 percent; and Central America, 91 percent.
Expressing the global percentage of Internet device access
does not paint an accurate picture of regional access patterns.
Around the world, regional Internet users report vastly differ-
ent mobile and PC access rates, driven by mobile and PC own-
ership rates, connectivity, availability and pricing, bandwidth
issues for Wifi, and mobility and personal resource issues.
Mobile access of the Internet tends to lead in Asia, the Middle
Countries where mobiles are preferred
over laptops
In percentage of users using mobiles and laptops, and % lead
over laptops
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
Laptop
Lead over
laptops
Mobile
China
Malaysia
India
UAE
South Korea
Saudi Arabia
Mexico
Thailand
Turkey
South Africa
Philippines
Argentina
Vietnam
Singapore
Taiwan
Hong Kong
Brazil
Spain
Ireland
Italy
Sweden
Netherlands
29%
14%
12%
11%
35%
16%
18%
27%
4%
21%
2%
22%
11%
15%
35%
27%
9%
9%
1%
5%
3%
3%
0% 10% 20% 30% 40% 50% 60% 70% 80%
Countries where laptops are preferred
over mobiles
In percentage of users using laptops and mobiles, and percentage
lead over mobiles
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
Indonesia
Poland
USA
UK
Russia
Canada
Germany
France
Australia
Japan
1%
19%
6%
7%
14%
10%
4%
11%
5%
15%
0% 10% 20% 30% 40% 50% 60%
Laptop Mobile
Lead over
mobiles
Time spent on Internet, by age
In number of hours spent on each device, by Internet users in each
country broken out by age groups
GlobalWebIndex, 2014 © World Newsmedia Network 2015
16-24
25-34
35-44
45-54
55-64
16-24
25-34
35-44
45-54
55-64
0h 0.5h 1h 1.5h 2h 2.5h 3h
0h 1h 2h 3h 4h 5h
MOBILE
DESKTOP, LAPTOP, TABLET
2012 2013 2014
14
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Edward Roussel, chief innovation officer for Dow Jones
and The Wall Street Journal, spoke about its innovation
strategy at INMA’s World Congress in May 2015. Rous-
sel heads the company’s new innovation unit, focusing
its efforts on mobile, which will be “THE platform for the
next 10 years,” he said.
Part of the company’s objectives are to fan the flames
of innovation across Dow Jones, to move fast and learn
fast, and to “disrupt ourselves before others do it for
us,” he said.
Roussel showed off the key digital platforms launched
or refreshed since Jan. 2014, including the Apple Watch
app in April 2015, WSJ.com in April 2015, and WSJ’s
Android app in March 2015.
WSJ’s innovation lab is constantly updated and improv-
ing digital platforms, and has launched or refreshed the
following products since the lab’s 2014 January launch,
Roussel said:
• Apple Watch app, April 2015: The app includes
alerts on top stories, pushes to read other prod-
ucts and market data
• WSJ.D, Jan. 2014: A dedicated WSJ technology
section and related international technology con-
ference
• WSJ.com, April 2015: Added responsive website
and mobile ready functionality that is also faster
and more visual and sells more subscriptions
• iPad, Sept. 2014: Continuous improvements to
the WSJ’s iPad version, including being faster and
more stable crosswords, new templates, multime-
dia-rich, and magazine style
• Android, March 2015: Improved experience, com-
bines paper and 24/7 news in tablet and smart-
phone
• WSJ+, Sept. 2014: Invites, offers and inspiration,
and a complimentary addition to subscriptions
that gives access to curated events and offers
Through the process of innovation, Roussel’s team
learned lessons, including:
• Collaboration works
• Move faster
• Smaller bite-sized code releases are more man-
ageable than big overhauls. Obsess about page
speed and performance
• Planning, planning, planning
• How to innovate faster and smarter
	
For the future, the focus is “on the end game: three mil-
lion subscribers,” he said. Other key objectives include:
• Get to know our customers
• Obsess about competitors
• Empower the newsroom: Journalists, designers
and developers
• Fast-track early stage innovation
• Obsess about customers and new competitors
• Separate “business as usual” development from
early-stage innovation
Wall Street Journal and Dow Jones
15
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Refinery 29, the fastest growing and largest online
network targeting Millennial women, reports it publishes
1,600 articles, 25,000 photos and 40+ videos each
month. R29 reached 15.9 million unique visitors in Oct.
2014, compared to its closest competitor, Glam Media,
which drew 9 million uniques, according to comScore
Media Metrix data. R29’s Oct. 2014 traffic represented
a 163 percent increase from Oct. 2013, according to
comScore.
“2014 was an epic year for Refinery29. We surpassed
200 employees and well-exceeded our revenue goals,”
the company stated on its website.
“Amid our success and fast growth, R29 remains a
brand passionate about creating environments con-
ducive to connecting people both online and offline.
Thanks to a collaboration between our mobile, UX,
and marketing teams, this defining R29 trait has been
elevated even further through new social buttons on our
mobile site, making it easier for readers to share and
connect with each other. The placement, design, and
types of social buttons to include were all guided by our
analysis of user behaviour. Here’s what we did:
• Added a Pin It button to article opener images
• Added Twitter buttons to the byline and bottom of
each article
• Redesigned current share buttons at bottom of
the article
“The Pin It button on article opener images increased
total Pinterest shares by 25 percent. Adding [a]Twitter
link to the bottom of articles and changing the design of
buttons increased overall bottom of article shares by 20
percent,” according to Refinery29.
How adding mobile share buttons increased shares by 25 percent
16
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
East and Latin America, where mobiles are popular and
devices and connectivity are affordable. PC access of the Inter-
net tends to be more popular in Europe and North America,
where there is more space for personal computing at home
and at work, and where mobile phones and connectivity are
more expensive.
China is the No. 1 leader in mobile phone access of the In-
ternet, with seven in 10 Chinese accessing the Internet via mo-
bile, and 29 percent via laptop. China
is followed by Malaysia, India, the
United Arab Emirates, South Korea,
Saudi Arabia, Mexico and Thailand.
Indonesia is the leader in laptop
access of the Internet, but it also has
a nearly equal Internet access rate be-
tween laptop and mobile, with more
than 60 percent of the population ac-
cessing the Internet either by laptop
or mobile. Indonesia is followed by
Poland, the United States, the United
Kingdom, Russia, Canada, Germany
and France.
Mobile subscription payment
schemes are vastly different from
country to country, but tend to be
pre-paid access in the emerging
economies, and post-paid in devel-
oped economies.
For example, prepaid mobile subscriptions are by far the most
popular in Indonesia, Nigeria, Egypt, the Philippines, India,
Vietnam, Thailand, the United Arab Emirates, Italy, South Af-
rica and Russia, with less than 20 percent of the subscriptions
being post-paid.
Meanwhile the countries with the highest percentages of post-
paid mobile subscriptions are Japan, South Korea, Canada,
France, the United States, Spain, Australia, the United Kindom
Global mobile pre-pay vs. post-pay service
Percentage of mobile phone services paid in advance compared to percentage paid after services are rendered, by country
Source: We Are Social, 2015 © World Newsmedia Network 2015
Nigeria
India
SouthAfrica
Indonesia
UAE
SaudiArabia
Poland
Thailand
M
alaysia
Singapore
Globalaverage
M
exico
Japan
SouthKorea
Spain
Turkey
UK
HongKong
Australia
USA
Argentina
Egypt
China
Philippines
Brazil
Vietnam
Germany
Italy
Canada
France
Russia
99%
97% 96% 96% 95%
89%
86% 86% 85% 84% 83% 82%
80% 79%
78% 77% 77%
71%
58%
49%
47%
42% 42%
41%
35%
31%
24%
21%
15%
6%
1%1%
3% 4% 4% 5%
11%
14% 14% 15% 16% 17% 18%
20% 21% 22% 23% 23%
29%
42%
51%
53%
58% 58% 59%
65%
69%
76%
79%
85%
94%
99%
Pre-paid connections Post-paid connections
Internet activities, by device
In percent of global Internet users who participated at least once per month in the following
activities, by device
GlobalWebIndex, 2014 © World Newsmedia Network 2015
Watched a video clip
Played an online game
Watched a full length film
Listened to music on a music streaming service
Watched television shows on demand (not live)
Listened to LIVE radio online
Watched a full length sports programme
Listened to/watched a podcast
Streamed a full length TV show live
0% 10% 20% 30% 40% 50% 60% 70%
PC
Tablet
Mobile
17
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
and Singapore, according to We Are Social.
Time spent accessing the Internet via mobile is increasing
rapidly, especially among the younger set, while laptop and
desktop access saw declines from 2013 to 2014, according to
GlobalWebIndex in Jan. 2014. Those ages 16 to 24 accessed the
Internet for about 2.8 hours per day on their mobiles in 2014,
up from 2.3 hours in 2013. Meanwhile, the next most prolific
mobile Internet users, those 25-to 34-years-old, accessed the
mobile Web for two hours per day in 2013 and almost 2.5
hours per day in 2014.
While the same age groups spent more time on PCs during
2013 and 2014, the amount of time is in decline to the benefit
of mobile. Those ages 25 to 34 accessed the Internet via PCs
on an average of 4.8 hours in 2013 and 4.6 hours in 2014,
while those ages 16 to 24 accessed the Web on their PCs for
4.7 hours per day in 2013, and 4.5 hours in 2014, according to
GWI. Older age groups showed a similar pattern of growth of
mobile Web and decline of PC Web access.
GWI studies usership patterns across devices and determined
that PCs are still by far the No. 1 device on which to access
the most popular content, including video clips, online games,
films, music, on-demand television, live radio, sports pro-
grammes, podcasts and full-length television programmes.
Spotlight on the United States
According to comScore, mobile Internet access edged ahead
of PC access in 2013. comScore measures Americans’ Internet
access in minutes per day via tablet, smartphone and desktop.
The largest growth has occurred in smartphone usage, from
131 billion minutes spent in Dec. 2010, compared to 521 bil-
lion minutes spent in July 2014. Meanwhile, desktop Internet
access in the United States has grown from 429 billion minutes
in December 2013 to 495 billion minutes in July 2014.
Tablet access of the Internet in the United States is by far high-
U.S. Internet use across platforms
Internet use in billions of minutes, by platform, plus year-over-year
percent change
Source: comScore, 2014 © World Newsmedia Network 2015
Dec
2010
Dec
2013
Jul
2014
0
200
400
600
800
1,000
1,200
401 429 495
131
442
124
+83%
+1040%
+237%
+7%
+16%
+17%
+15%
+17%
11
521
143
543
995
1,159
Tablet Smartphone Desktop
U.S. device usage during times of day
Percentage share of device page traffic on an average weekday
Source: comScore, 2014 © World Newsmedia Network 2015
12%
10%
8%
6%
4%
2%
0%
Shareofdevicepagetrafficonaworkday
Late night
12 AM — 4 AM
AM PM
12 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11
Early morning
4 AM — 8 AM
Late morning
8 AM — 12 PM
Early afternoon
12 PM — 4 PM
Late afternoon
4 PM — 8 PM
Evening
8 PM — 12 PM
PC Phone Tablet
18
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Joy Robins, SVP for Global Revenue and Strategy at
Quartz.com, spoke at INMA’s World Congress in May
2015, saying that building a mobile-first product has
been a labour of dedication to create the high-quali-
ty experience the audience demands.
“You can’t fake a high-quality experience: This is
expected from the audience. You can’t be rude; you
can’t have a bad ad experience. You can engage
people in a more powerful way,” Robins said.
However, she had some advice along the way:
•	Don’t compromise quality
•	Capitalise on the mobile mindset
•	Believe in your product
•	Create experiences that are native to their
environments
She added some sage advice from Quartz’s exec-
utive editor and vice president for product, Zach
Seward: “Our cardinal design principles have always
been to stay out of your way, let the stories shine
and make sure it all works well on your phone.”
Gerold Reidmann, CEO of Russmedia Digital, Vorarl-
berg, Austria, spoke at INMA’s World Congress about
product development at the innovative, regional
multimedia group.
Product development philosophy is based on a step-
by-step concept developed at the Hasso Plattner
Institute of Design at Stanford University: Empathise,
Define, Ideate, Prototype and Test.
• Empathise: Learn about the audience for whom
you are designing by observation and interview-
ing. They ask, “Who is my user?” and “What
matters to this person?”
• Define: Create a point of view that is based on
user needs and insights. They ask, “What are
their needs?”
• Ideate: Brainstorm and come up with as many
creative solutions as possible. Wild ideas are
encouraged.
• Prototype: Build a representation of one or
more of your ideas to show to others. They ask,
“How can I show my idea?” Remember, a proto-
type is just a rough draft.
• Test: Share your prototyped idea with your
original user for feedback. They ask, “What
worked?” and “What didn’t?”
At Russmedia, dedicated teams in print and digital
are separated. Print has 50 percent reach and digital
has 70 percent reach in the region.
When developing a product, they take a “Good
enough” approach. “If it’s good enough, publish it,”
Riedmann said. This applied specifically to the Apple
Watch app design, which provided headlines and ba-
sic information, which was “good enough” for launch.
Those at Russmedia
look to Facebook for
inspiration in mobile
because they believe
Facebook is a great
example of best prac-
tices. Facebook is the
No. 1 smartphone
app in the United
States. Russmdia is
working on a video
“autoplay” function-
ality for the newsfeed
on VOL.at, following
Facebook’s hugely
popular autoplay launch in 2014.
Quartz.com VOL.AT
19
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
est after dinnertime, with almost 10 percent of the Internet
population doing so, followed by about 7 percent accessing the
Internet by phone during the same period. This suggests mo-
bile and tablet users are accessing the Internet for leisure and
entertainment purposes, and some while they are watching
television.
Meanwhile, PC use is highest during work hours, with a
steady 6 percent to 6.5 percent of the Internet population
accessing from late morning to early afternoon.
Of the Top 10 most popular websites in the United States, 34
percent of monthly visitors are mobile only and 72 percent
of the engagement is via an app, not a browser, according
to comScore in July 2014. Google garnered the most traffic
with 236 million unique visitors in July 2014, followed by 217
million for Yahoo!, 208 million for Microsoft and 206 million
U.S. top sites: Total traffic and browser vs. app access
In millions of unique users, percentage of traffic and time spent, browser vs. app
Source: comScore, 2014 © World Newsmedia Network 2015
236
217
208
206
171
162
138
127
122
113
Desktop only Desktop + Mobile Mobile only Browser App
Google
Yahoo!
Microsoft
Facebook
AOL
Amazon.com
Apple sites
Turner
Twitter
CBS Interactive
11% 20%
33%
21%
9%
57%
30%
0%
41%
23%
45%
20%
18%
27%
28%
34%
55%
39%
67%
39%
80%
67%
79%
91%
43%
70%
99%
59%
77%
55%
Top 10 Properties: Total U.S. Digital Population
Unique Visitors (MM) by Platform
% of Mobile Time Spent
Browser vs. App
0%
20%
40%
60%
80%
100%
Growth in mobile-exclusive audience for newspaper digital content by age
and gender
March 2015 vs. March 2014, adult unique visitors
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
Total adults
18+
18-24 25-34 35-44 45-54 55+ 18-24 25-34 35-44 45-54 55+
53%
68%
Men
54%
65%
36%
79%
42%
36%
51%
81%
55%
Women
20
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
for Facebook. The majority of users in
the top four most popular sites regularly
access the sites via mobile and PC.
However, the vast majority of mobile us-
ers prefer accessing via app over browser:
80 percent for Google, 67 percent for
Yahoo!, 79 percent for Microsoft, and
91 percent for Facebook, according to
comScore.
comScore and the Newspaper Associ-
ation of America together published a
study about the rapid growth of mobile
newspaper readers in the United States.
According to the April 2015 study, mobile
newspaper readership has seen an overall
56 percent growth, and a double-digit
growth across age groups from March
2014 to March 2015, especially among
certain age and gender combinations.
The most dramatic growth target groups
for mobile readership of U.S. newspapers
are women from 45-to 54-years-old, 81
percent; men ages 55 and up, 79 percent;
and men ages 18 to 24, 68 percent.
The mobile-exclusive newspaper reader
trajectory is dramatic from Jan. 2014
to March 2015, according to the com-
Score-Newspaper Association of America
study. The trend shows mobile-exclusive
unique monthly visitor numbers surging
from less than 40 percent in Jan. 2014 to
more than 70 percent in March 2015 in
the United States.
Meanwhile, PC-only newspaper readers’
unique monthly visitors declined during
the same period from 60 percent to 55
percent, and unique visitors via both
mobile and PC grew from 47 percent to
50 percent.
Apps
The most popular apps in the world are
games, social networks, music, entertain-
ment, photos, utilities and chat, according to a GlobalWebIn-
dex study published in Jan. 2015. The study compared apps
that had been downloaded and apps that had actually been
used, both in the previous month.
Forty-five percent of global Internet users used game apps last
month, followed by 40 percent for social network app users
and 35 percent for music app users. The data suggests that
game users tend to download apps more regularly than any
other category, as the differential between downloading and
using the apps is closest among game app users.
Millennials are more prolific users of apps, according to the
GWI study. When comparing the entire Internet population
using apps to Millennials, ages 18 to 34, 53 percent of Millen-
nial Internet users accessed game apps last month, followed
by social network apps, 46 percent; music apps, 42 percent;
entertainment apps, 42 percent; utilities, 34 percent; chat/mes-
saging, 33 percent; and photo, 33 percent.
Apps have become the platform by which most American
Internet users access content, according to comScore. In June
2014, 60 percent of digital media time was spent on mobile
Global app usage, by category
Percentage of Internet users who downloaded in last month and used in last month
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
0% 10% 20% 30% 40% 50%
Games
Social networks
Music
Entertainment
Photo
Utilities
Chat/messaging
Maps
News
Shopping
Banking/financial services
Books
Travel
Food/restaurants
Health and fitness
Lifestyle
Sports
VolP (i.e. Skype or Viber)
Business
TV application
Location-based services
Work-related service
Loyalty
Live event
Augmented reality
Location-based dating apps
None of the above
(e.g. Foursquare/Facebook Places)
Used in last month
Downloaded in last month
21
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Apps accessed by Millennials
In percentage of Millennial users globally who accessed the following
genres of apps
Source: GlobalWebIndex,
“Millennials Audience Report,” 2015 © World Newsmedia Network 2015
0% 10% 20% 30% 40% 50% 60%
53%
46%
42%
42%
34%
33%
33%
30%
27%
27%
25%
22%
21%
19%
19%
18%
17%
15%
15%
15%
14%
12%
10%
8%
Games
Social networks
Music
Entertainment
Utilities
Chat / messaging
Photo
Maps
Shopping
News
Books
Banking / financial services
Travel
Food / restaurants
Health and fitness
Sports
VolP
Business
TV application
Location based services
Work related service
Loyalty
Augmented reality
Location-based dating apps
U.S. mobile vs. desktop time spent
In percent of share, mobile vs. desktop, including share of mobile app access as a percent of all mobile usage
Source: comScore, 2014 © World Newsmedia Network 2015
60%
55%
50%
45%
40%
35%
30%
Mobile
Mobile App
Desktop
60%
53%
47%
40%
52%
40%
March
2013
Apr
2013
May
2013
Jun
2013
Jul
2013
Aug
2013
Sep
2013
Oct
2013
Nov
2013
Dec
2013
Jan
2014
Feb
2014
Mar
2014
Apr
2014
May
2014
Jun
2014
U.S. mobile, desktop usage
In percent of change for mobile Web, mobile app and desktop from
June 2013 to 2014
Jun 2013 Jun 2014
+1%
+52%
+17%
+24%
1,400
1,200
1,000
800
600
400
200
0
Mobile Web Mobile app Desktop
U.S. mobile app downloads
In percent of share for those who downloaded zero to 8 or more apps
in June 2014
Source: comScore, 2014 © World Newsmedia Network 2015
No Apps
65.5%
1 or
more Apps
65.5%
8.4%
8.9%
6.2%
3.7%
4.8%
2.4% 8+ Apps
5-7 Apps
4 Apps
3 Apps
2 Apps
1 App
22
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
and 40 percent on desktop. Of all digital media time spent, 52
percent was spent accessing content via mobile app, the ma-
jority of all mobile platform time spent accessing content.
Mobile app usage is grew 24 percent between June 2013 and
June 2014, according to comScore. Mobile apps represent the
largest percentage of growth and platform access. From 2013
to 2014, mobile app usage grew 52 percent, while desktop
access only grew 1 percent and mobile Web usage grew 17
percent in the United States.
Two-thirds of Americans do not download any apps in a
month, while 8.4 percent download one, 8.9 percent down-
load two, 6.2 percent download three, 3.7 percent download
four and 4.8 percent download five to seven apps, according
to comScore. All told, those Americans who download one or
more apps total one third, or 34.5 percent of the Internet-us-
ing population in the United States.
comScore reports that 42 percent of all app time spent on
smartphones occurs on an American adult’s most used app,
while 75 percent of app usage occurs on the top four apps.
American iPhone app users earn 40 percent more in income
than Android phone users and use their apps nine hours more
per month, according to a comScore report, released in June
2014. There are 62.6 million iPhone app users in America,
compared to 76.1 million Android app users, each with a me-
dian age of 40. However, the iPhone app users earn an average
of US$85,000 per year and use apps for 64 hours per month,
while the Android app users earn $61,000 per year and use
apps 55 hours per month, comScore reported.
The majority of U.S. mobile app activity in June 2014 was
driven by two main app categories: social networking and
games, together representing 41 percent of all app time spent,
followed by radio, 8 percent; multimedia such as videos
and interactive graphics, 5 percent; retail, 5 percent; instant
messengers, 4 percent; and photos, 4 percent, according to
comScore.
Share of time spent on apps by U.S. users
Ranked by percentage of time spent
Source: comScore, 2014 © World Newsmedia Network 2015
0
10%
20%
30%
40%
50%
42%
17%
1 2 3 4 5 6 7 8 9 10 11+
10%
6%
4% 3% 2% 2% 1% 1%
12%
Individuals’ top ranked app by usage
U.S. iPhone vs. Android phone app
usage and demographics
Source: comScore, 2014 © World Newsmedia Network 2015
iPhone
Total app users
Median age
Median income
Average hours per app user
62.6
40
$85,000
64
76.1
40
$61,000
55
Android phone
U.S. mobile app engagement
In percent of time spent for app activiites
Source: comScore, 2014 © World Newsmedia Network 2015
All others
34%
Photos
4%
Instant
messengers
4% Retail
5%
Multimedia
5%
Radio
8%
Games
16%
Social
networking
25%
23
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The “all others” category represents one third, or 34 percent, of
all other app activity, and is a catch-all for a variety of sundry
genres of app content, such as fitness, news, sports, weather,
and much more.
The most popular digital media brands are also the most
popular mobile app brands in the United States, according
to comScore. In June 2014, Facebook drew 115.4 million
app users, far ahead of the competition, including YouTube’s
app with 83.4 million, Google Play with 72.2 million, Goo-
gle search with 70.2 million, Pandora radio with 69 million,
Google Maps with 64.5 million, Gmail with 60.3 million, and
Instagram with 46.6 million.
Digital device trends
Millennials tend to own a proportionally higher number
of digital devices with which to access the Internet. In fact,
GlobalWebIndex conducted a study of Millennials ages 18
to 34 and determined that 89 percent of Millennials globally
own a desktop PC or laptop; 84 percent own a smartphone;
45 percent own a tablet; 37 percent own a gaming console; 35
percent own a smart TV; and 12 percent own a smartwatch.
Meanwhile, the following percentage of global Millennials
who accessed the Internet last month using a PC, 89 percent;
mobile phone, 82 percent; work PC, 47 percent; tablet, 36
percent; television, 23 percent; games console, 12 percent; and
e-reader, 11 percent.
Device brands
Samsung continues to be the No. 1 smartphone brand in the
world, according to a GlobalWebIndex report, released in Jan.
2015. As of end of 2014, Samsung’s Android smartphone sold
more than 500.6 million handsets, compared to its closest
competitor, Apple’s iPhone, which has sold 272.9 million
smartphone handsets, while Nokia sold 231.8 million units
and Sony sold 138.1 million units.
Meanwhile, Android smartphone makers LG, Huawei, HTC
and Lenovo have been making strides with less expensive
phones, sold around the world and to some degree, the devel-
Top 25 most popular mobile apps in U.S.
In thousands of unique users in June 2014
Source: comScore, 2014 © World Newsmedia Network 2015
0 20,000 40,000 60,000 80,000 100,000 120,000
Facebook
YouTube
Google Play
Google Search
Pandora Radio
Google Maps
Gmail
Instagram
Apple Maps
Yahoo Stocks
iTunes Radio/Cloud
Facebook Messenger
Yahoo Weather Widget
Twitter
The Weather Channel
Google+
Netflix
Snapchat
Amazon Mobile
Pinterest
eBay
Skype
Shazam
Yahoo Mail
Kik Messenger
115,370
83,392
72,245
70,163
69,000
64,485
60,320
46,637
42,070
42,069
40,544
39,210
36,071
34,702
29,993
28,821
27,615
26,469
26,454
24,586
22,294
18,849
18,372
17,599
17,225
24
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
oping world, attempting to capture the opportunity to reach
the 4.4 million people on the planet who do not have access to
the Internet.
Wearables
According to a PricewaterhouseCoopers survey in 2015, 73
percent of global respondents expected wearables to make
media and entertainment more immersive and fun, while 79
percent of Millennials (those 18-to 34-years-old) said so.
“The media company of the future is one that combines
insights with curated experiences, and finds new ways of
monetising, and not just through advertising. As purveyors of
interest-specific content, media companies will turn to wear-
ables to open a huge new frontier for relevance and immersive
experiences, helping their audience engage in a category by
providing relevant content and solutions,” the PwC report
stated.
PwC predicts the adoption rate of wearables parallels that of
tablets. In 2012, 20 percent of Americans owned a tablet after
two years on the market. Today, 40 percent of Americans own
a tablet. In 2014, 21 percent of Americans owned a wearable
device. PwC predicts wearable ownership could double by
2016.
According to the survey, respondents want wearables to add
enjoyment to their lives. Millennials are twice as likely as those
over age 35 to list access to media and entertainment as an
important benefit of wearables. Sixty-four percent of Millen-
nials said they would be excited to try a wearable technology
Digital devices
owned by
Millennials
In percentage of Millennial
users globally who own the
following devices, and
percentage of their
devices used to access
the Internet
Source: GlobalWebIndex, “Millennials Audience Report,” 2015 © World Newsmedia Network 2015
0%
20%
40%
60%
80%
100%
Personal desktop/
laptop
Mobile phone Work desktop/
laptop
Tablet device Television Games console E-reader
Games
console
PC/
laptop
89%
Smartphone
84%
Tablet
device
45%
37%
Smart
TV
35%
Mobile/cell
phone that
is not a
smartphone
28%
Smartwatch
12%
Smart
wristband
9%
Percentage who personally own the following
Devices used to access the Internet in the past month
89% 82% 47% 36% 23% 12% 11%
Countries where laptops are preferred
over mobile
In percentage of users using mobiles and laptops, and percentage
lead over mobile
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
Samsung
iPhone
Nokia
Sony
LG
Huawei
HTC
Lenovo
Motorola
BlackBerry
ZTE
None of the above
500.6
272.9
231.8
138.1
115.1
99.0
95.2
81.8
81.1
70.7
55.4
152.1
0% 10% 20% 30% 40% 50%
0% 10% 20% 30% 40% 50%
2013 2014 Millions
25
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
product introduced by an entertainment or media company,
compared to 42 percent for all respondents. Some of the most
desired features of wearables could be unobtrusive access to
social media and gaming, especially among Millennial respon-
dents.
As important as the wearables’ enthusiasts opinions are,
detractors also have a powerful voice. According to the PwC
survey, more than one-third of the population does not think
they will use any kind of wearable, including fitness bands, 36
percent; smartwatches, 36 percent; smart glasses, 35 percent;
and smart clothing, 40 percent.
Those who currently own smartwatches are typically in the
top quarter of all incomes among Internet users worldwide
(20 percent), are 25-to 34-years-old (15 percent), are from the
Asia Pacific region (15 percent) and male (12 percent), accord-
ing to GlobalWebIndex in an April 2015 survey. Smartphone
A smart wristband
(e.g. NIke Fuelband. Jawbone Up. Adidas miCoach)
Global wristband and smartphone use
In percentage of users by region and demographics
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
0% 5% 10% 15% 20%
Asia Pacific
Europe
Latin America
Middle East & Africa
North America
Female
Male
16 to 24
25 to 34
35 to 44
45 to 54
55 to 64
Bottom 25%
Mid 50%
Top 25%
REGION
GENDER
AGE
INCOME
A smartwatch
(e.g. Pebble, Sony Smartwatch, Samsung Galaxy Gear)
26
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
ownership is also popular among 16-to 24-year olds (12 per-
cent), and 35-to 44-year-olds (10 percent) and middle-income
Internet users (11 percent).
Just as Apple smartwatches were introduced in April 2015,
GlobalWebIndex took the pulse of the biggest enthusiasts for
the device in the United Kingdom and the United States. Of
the Internet users in the UK and U.S. interviewed, 26 percent
said they were interested in purchasing an Apple smartwatch,
71 percent were already smartwatch owners, 45 percent were
ad-aware of the product, 45 percent considered themselves to
be fashionistas, 44 percent were early tech adopters, 39 percent
were premium purchasers and 26 percent said they were price
conscious.
Interest in the Apple Watch
in the UK/US
Jan. 2014 - Mar. 2015 (adult unique visitors, millions)
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
TOTAL
Smartwatch owners
Ad-aware
Fashionistas
Early tech adopters
Premium purchasers
Price conscious
26%
71%
45%
45%
44%
39%
26%
0% 10% 20% 30% 40% 50% 60% 70% 80%
AUDIENCE
Interest in the Apple Watch and the
Apple brand
Percentage who say they are interested in using an Apple Watch in
the future
Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015
26% 44% 40%
Total IPad users IPhone users
Smartwatch ownership by region
Source: We Are Social, 2015 © World Newsmedia Network 2015
5%
6%
5%
15%
7%
North
America
Asia
Pacific
Europe
Middle East
and Africa
Latin
America
0
10%
20%
30%
40%
50%
60%
70%
80%
WeChat
users
WhatsApp
users
Instagram
users
Snapchat
users
Twitter
users
IPhone
users
Pinterest
users
Mobile
networkers
Facebook
users
All US/UK
Internet users
Interest in using the Apple Watch
Percentage in each group who say they are interested in using the Apple Watch in the future
Source: We Are Social, 2015 © World Newsmedia Network 2015
75%
48%
44% 43% 41%
40%
36% 35%
27% 26%
27
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
While 26 percent of those UK and U.S. survey-takers said they
were interested in using Apple smartwatches in the future, the
interest level of the smartwatch rose significantly if the person
interviewed was also an iPad user (44 percent) or an iPhone
owner (40 percent).
Smartwatches have been developed since the 1927, perhaps
inspired by the popular Dick Tracy detective watch complete
with a two-way radio. It wasn’t until 2012 when Sony rolled
out its SmartWatch with touchscreen and Internet connectiv-
ity, followed by Samsung’s Galaxy Gear in 2013 and several
more sophisticated models since, followed by the now fabled
Apple Smartwatch.
Despite having been around in one form or another for nearly
a century, smartwatches are in the early phase of adoption in
their present iteration. Currently smartwatches have an in-
stalled base of only five percent of adults 16-to 64-years-old in
North America and Europe, a 6 percent penetration in Latin
America, 7 percent in the Middle East and Africa, and a 15
percent penetration in Asia, according to GWI.
Despite the low penetrations on the eve of Apple’s launch,
the desire to use an Apple watch in the future is considerably
higher, according to GWI. Twenty-six percent of all Internet
users in the United Kingdom and the United States say they
are interested in Apple’s wearable, 75 percent of WeChat users,
48 percent of WhatsApp users, 44 percent of Instagram users,
43 percent of Snapchat users, 41 percent of Twitter users, 40
percent of iPhone owners, 36 percent of Pinterest users, 35
percent of mobile networkers and 27 percent of Facebook
users say they would like to use the Apple watch in the future.
Mobile revenue
Mobile advertising, defined by ZenithOptimedia to include all
Internet advertising delivered to smartphones and tablets, in-
cluding display, classified or search, and including in-app ads,
is growing nine times faster than desktop Internet advertising
expenditure.
Zenith projects mobile advertising will grow by an average
of 39.8 percent a year between 2014 and 2017, driven by the
rapid spread of devices, connectivity and content on mobile.
By contrast, Zenith predicts desktop Internet advertising will
grow at an average of 4.6 percent a year.
In 2014, Zenith estimates global expenditure on mobile adver-
tising to be US$27.4 billion, representing 22.1 percent of Inter-
net adspend and 5.3 percent of total adspend. Zenith predicts
that by 2017, mobile adspend will rise to $75.0 billion, or 40.4
percent of Internet adspend and 12.7 percent of all adspend.
“This means that mobile will leapfrog radio, magazines,
outdoor and newspapers to become the world’s third-largest
medium by the end of our forecast period,” the Zenith report
stated.
Contribution to global growth in
adspend by medium
2014-2017 (US$ million)
Source: We Are Social, 2015 © World Newsmedia Network 2015
-10,000 0 $10,000 $20,000 $30,000 $40,000 $50,000
Mobile Internet
Television
Desktop Internet
Outdoor
Radio
Cinema
Magazines
Newspapers
$47,539
$17,641
$14,097
$3,610
$2,048
$341
-$2,677
-$6,187
Share of global adspend by medium (%)
Source: We Are Social, 2015 © World Newsmedia Network 2015
2014
2017
Mobile Internet
Television
Desktop Internet
Outdoor
Radio Cinema
Magazines
Newspapers
39.4%
18.8%5.3%
15.0%
7.3%
6.8%
6.8% 0.5%
Mobile Internet
Television
Desktop Internet
Outdoor
Radio Cinema
Magazines
Newspapers
37.3%
18.7%12.7%
12.0%
5.9%
6.6%
6.3% 0.5%
28
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Internet adspend overtook total adspend on both newspapers
and magazines in 2014.
“We predict Internet advertising will increase its share of
the ad market from 21.4 [percent] in 2014 to 31.4 [percent]
in 2017, while newspapers and magazines will continue to
shrink, at average rates of 3 [percent] and 2 [percent] a year
respectively,” Zenith stated in its April 2015 statistical report.
The Zenith figures for newspapers and magazines include only
advertising in printed editions of these publications, not on
their websites, or in tablet editions or mobile apps, all of which
are reflected in the Internet category.
Mobile is now the main driver of global adspend growth.
Zenith predicts mobile will contribute US$47.5 billion in ad-
spend between 2014 and 2017, while television will be the sec-
ond-largest contributor to adspend, accounting for US$17.6
billion, followed by desktop Internet at US$14.1 billion.
According to Zenith, Mobile Internet adspend represented 5.3
percent in 2014, but will soar to 12.7 percent by 2017, mostly
at the expense of traditional media: television, newspapers and
magazines, each predicted to fall about 2 percentage points of
adspend share between 2014 and 2017. Meanwhile, desktop
Internet, outdoor, radio and cinema adspend share are expect-
ed to remain stable.
Zenith reports that mobile advertising expenditure is growing
exponentially around the world. Here are three examples of
intense growth on three continents. The countries explored
are China, Mexico and United Kingdom.
China
Total mobile advertising has grown from 84 million RMB
(US$13.7 million) in 2009 to 54.54 billion RMB ($8.8 billion)
projected for 2017. Mobile advertising is expected to represent
half of total desktop Internet adspend, driven mostly by search
and display advertising, according to ZenithOptimedia in
April 2015.
Mexico
Mobile display, mobile classified and mobile search advertis-
ing expenditure in Mexico tallied to 339 million Mexican pe-
sos ($US24.7 million) in 2010, and is expected to reach 10,441
million pesos ($681 million) in 2017, according to ZenithO-
ptimedia. Despite the steep growth, faster than other digital
advertising, mobile advertising is still expected to represent
just over a half of all Internet advertising in Mexico by 2017.
China’s mobile adspend, 2009 to 2017
In Chinese yuan
¥20,740
¥20,656
¥32,122
¥31,958
¥29,673
$¥9,391
¥43,560
¥42,600
¥282
¥960
¥63,641
¥61,592
¥89,098
¥78,081
¥117,609
¥94,290
¥2,049
¥11,017
¥23,319
¥148,187
¥109,859
¥38,328
¥176,343
¥121,807
¥54,536
¥164
¥84
2009
2010
2011
2012
2013
2014
2015
2016
2017
Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015
0 ¥50 mil. ¥100 mil. ¥150 mil.
Total
Total desktop
Total mobile
Mexico’s mobile adspend, 2010 to 2017
In Mexican pesos
2010
2011
2012
2013
2014
2015
2016
2017
Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015
0 $5 mil. $10 mil. $15 mil.
Mobile search
Search
Mobile classified
Classified
Mobile display
Display
Total
3,392
4,625
2,729
3,774
5,209
6,771
8,464
10,156
10,674
564
1,321
1,563
509
102
1,388
278
576
1,059
1,721
2,582
3,099
3,316
1,919
2,618
3,443
4,304
5,165
5,527
211
388
631
947
1,136
1,204
704
971
1,262
1,578
1,894
1,985
3,386
4,655
5,586
5,921
6,397
8,828
11,476
14,346
17,215
18,185
2,001
200
102
373
37
1,018
29
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
United Kingdom
ZenithOptimedia projects that mobile display and search
adspend will represent more than half of all Internet adspend
by 2017 at 5.64 billion GBP (US$8.6 billion). In 2010, mobile
advertising represented in tiny fraction of Internet adspend, at
less than 185 million GBP (US281.7 million.)
Paid content
The most popular paid content online is the mobile app,
according to GlobalWebIndex in Jan. 2015, especially high
among Millennials ages 17 to 31, 25 percent of whom said
they purchased a mobile app in the past month.
Internet-connected Millennials are more likely to pay for on-
line content than the general Internet-connected population
as a whole. In addition to mobile apps, the most popular paid
content online are e-books, music, Web service such as email
or storage, study programmes, games and television shows.
M-commerce
Mobile e-commerce, or m-commerce, is gaining momentum,
but continues to remain far behind desktop PC-generated
e-commerce, according to comScore. From Q1 2012 to Q2
2014, e-commerce on PCs and mobile has grown in the dou-
ble digits year-over-year in the United States.
The most robust e-commerce period is the fourth quarter
prior to the holiday buying season. E-commerce grew from
US$64 billion in Q4 2012 to $71.4 billion in Q42013 for PC
and mobile sales, including $7.2 billion in m-commerce sales
in 2012 and $8.3 billion in 2013. The m-commerce trend
continues into 2015, as more consumers are purchasing goods
and services on their mobile phones.
While tablet-generated m-commerce earned more than smart-
phone-generated commerce per buyer, phones still account for
more m-commerce sales share in the United States, according
to comScore in 2014.
UK's mobile adspend, 2011 to 2017
In GBP
2011
2012
2013
2014
2015
2016
2017
Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015
Mobile search
Search
Mobile display
Display
Total
0 £2,000 £4,000 £6,000 £8,000
£4,423
£1,075
£57
£2,606
£128
£341
£963
£1,715
£2,353
£3,109
£3,918
£2,964
£3,208
£3,988
£4,705
£5,182
£5,597
£143
£280
£501
£831
£1,265
£1,721
£1,220
£1,719
£1,927
£2,274
£2,635
£2,868
£4,982
£5,729
£6,779
£7,920
£8,783
£9,398
Online content Millennials pay for
In percentage of Millennial users globally who paid for content
online last month
Source: GlobalWebIndex,
“Millennials Audience Report,” 2015 © World Newsmedia Network 2015
Mobile app
E-book
Music download to keep
Web service e.g. email/storage
Study programmes/
learning materials
A game on your mobile phone
A multiplayer online game
TV/film download to keep
TV/film streaming service
Music service where you
can stream on demand
In-app purchases
(upgrades, add-ons, etc.)
News website
Digital gifts
(stickers, badges, avatars, etc.)
A dating service
None of the above
0 5% 10% 15% 20% 25% 30%
25%
25%
24%
22%
21%
20%
20%
20%
18%
14%
13%
11%
9%
34%
18%
30
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
Total m-commerce per buyer in Q2 2014 was US$259 billion
by U.S. consumers using tablets, and $198 billion using
smartphones. Meanwhile, tablets represented 46 percent of all
m-commerce spending during Q2 2014, while smartphones
represented 54 percent, mainly due to the larger installed base
of smartphones in America, according to comScore.
People Magazine’s future
belongs to digital
Reprinted with permission from FIPP
The future growth of magazines belongs to digital and, in par-
ticular, mobile. For People magazine, part of Time Inc., online
growth has been relentless, with mobile browser growth of 147
percent from Jan. 2014 to Jan. 2015. Video views grew during
the same period by 259 percent, as reported by FIPP in April
2015.
The People magazine brand represents 18 percent of Time
Inc.’s total revenue. The print edition sells more than 2.75
million copies per month. By Nov. 2014, 72 million monthly
unique visitors logged onto the site – a 26 percent increase
from September 2014, just before Will Lee took over as editor.
Lee told FIPP that not too much can be read into the increase
in mobile browsing. It’s a predictable behavioural practice be-
cause it’s one the most convenient ways to consume the news,
he said.
Social media also has played a part in the traffic increases. “I
think the arrival of social networks is a jumping off point – or
a point of origin – for news. What works for People is the
increasing immediacy and the increasing need for people to
know exactly what’s happening at that moment and the fact
that we are addressing it with high velocity publishing and the
stories that really matter…People as a brand not only wants to
be on every device and every screen, but what we are looking
for in the next couple of years is to be on every surface.”
The future examples Lee refers to are of people consuming
People’s content in their cars and outdoors. “We will be there:
on watches, wearable devices, every surface that we can be on.
People will be platform-ambiguous.”
U.S. m-commerce:
Tablet vs. smartphone
Percentage share of m-commerce spending and US$ per buyer per
platform in Q2 2014
Source: comScore, 2014 © World Newsmedia Network 2015
46% 54%
$198
$259
Smartphone
Smartphone
Tablet
Tablet
Share of m-commerce
spending by platform
Total m-commerce dollars
per buyer by platform
U.S. mobile, desktop e-commerce
In US$ billions, and year-over-year % change, from 2012 to 2014
Source: comScore, 2014 © World Newsmedia Network 2015
0
$10
$20
$30
$40
$50
$60
$70
$80
Billionsofdollars
$48.8
$4.5
$44.3 $43.2 $41.9
$56.8
$50.2 $49.8
$47.5
$63.1
$56.1 $54.8
$3.8 $4.6
$7.2
$5.9 $4.7
$5.8
$8.3
$7.3
$6.8
$47.0 $45.4
$64.0
$56.1 $54.5 $54.3
$71.4
$63.4 $61.6
Q1 2012 Q2 2012 Q3 2012 Q4 2012 Q1 2013 Q2 2013 Q3 2013 Q4 2013 Q1 2014 Q2 2014
+21% +17% +17% +17% +15% +16% +14% +12% +13% +13%
Desktop Mobile
31
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The atomisation of stories
Breaking stories into pieces and reassembling them in
innovative ways: Hello, FOLD
By Matt Carroll
Reprinted with permission by Matt Carroll, Future of News
Initiative, MIT Media Lab
@MattatMIT
Storytelling is evolving. It no longer has to follow the same ba-
sic, linear structure. Digital stories are going nonlinear. They
are being “atomised” — broken into component pieces and
then reassembled in new and interesting ways.
One only needs to look at the work done by Storify, Genius,
Circa, and Embed.ly, to name a few organisations that are
experimenting with new ways of telling stories or conveying
information.
And now here comes FOLD, which opened to the public in
April 2014. FOLD is a platform for telling stories. It makes it
simple to add multimedia background information or create
context. It’s easy and intuitive to use. Anyone can publish
stories on it; it’s free.
This is how FOLD is different: The main story reads as all
stories do, straight down vertically. But contextual information
is placed to the side of the main story, on a horizontal line.
That information can be video, photos, or links to other sites.
It sounds complicated, but when you see it, you realise how
simple and elegant it is.
In the initial video image, the main story is on the left; context
on the right. For more context, follow links in the story or
click on the arrows at the far right. The graphic in the lower
right is a story map; it shows you where you are.
The information is embedded online so you are not taken
away from the main story. This is a step past hyperlinks.
Where did FOLD come from?
FOLD was created by two MIT Media Lab students, Alexis
Hope and Kevin Hu, with developer Joe Goldbeck. It came
out of Ethan Zuckerman’s News and Participatory Media class.
(Transparency alert: I am one of Alexis’s academic advisers.)
It’s a smart design for dealing with context, and efficiently
deals with a problem that many readers must navigate when
reading long-running news stories or complicated issues
— what to do with all those paragraphs that deal with the
“backstory.”
For instance, think what happens while you read a recent trial
story about the Boston Marathon bomber. The top of the story
includes the latest developments. But much of the rest will
be information about what has happened previously at the
trial, as well as details of the bombing from 2013. That’s the
backstory.
The problem is this: not everyone wants to read the backstory,
maybe even a majority of people. Readers who have followed
the trial every day will read the first few paragraphs of new
information, and then ignore the many lines of ink devoted
to backstory. They don’t need it because they already know it.
Other readers, less up-to-date, may read all of it.
For the up-to-date reader, that backstory is an annoyance — it
interrupts the flow of the new information they want to read.
What the heck do I need all this backstory for, if I already
know it?, they think. And that’s what makes FOLD so interest-
ing. All the backstory is placed off to the side. If you need it,
it’s there to peruse. If you don’t need it, ignore it.
It looks different from many other storytelling platforms. For
one thing, it’s a “card”-based system. Information is contained
on small pieces of real estate that are the rough equivalent of
index cards.
32
GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015
The main story is written on vertical cards, while contextual
information is added to the side. Aleszu Bajak, editor of Sto-
rybench, does a nice job explaining the mechanics of adding
information.
I’ll just add — it’s remarkably easy to use. The learning curve
is minimal.
For readers: Better, worse, or …?
FOLD also also makes for a different writing and reading ex-
perience. I didn’t fully understand how different it was until I
created my first story in FOLD. I imported a story into FOLD
that I had already written on Medium.com about my one
near-meeting with Leonard Nimoy, aka Mr. Spock.
The main stories are the same, almost word for word. But the
look and feel are totally different. The Medium.com story is
simple and elegant. It looks great and is an easy read.
The FOLD story on Spock includes video of the 1967 Red
Sox, pictures of a long-defunct department store, and music
from a Star Trek movie. It encourages meandering through the
pictures and other pieces of multimedia.
It also makes you think hard about how to write a story. Do
you want to include that little piece of background informa-
tion in the main story? Or should it be placed in a contextual
card? How much context is too much? Will people read the
context cards I’ve created, or will they see it as extra work to
avoid?
(As an extra comparison, I’ve done this story on both Medium
and FOLD. Which works better for you?)
bit.ly/1IhsXNx
It also makes for a very different reading experience.
How will readers react to all this context that’s been added?
Will they take the time to at least browse the context cards?
Will they engage with the extra material? I’ve heard the argu-
ment that people are more comfortable with linear writing in
relaxed settings, whether it’s books or news stories. Sit in the
easy chair, put your feet up, and read for awhile.
I was at SxSW and spoke about FOLD in the context of the
atomisation of news stories. The question was asked: Is this
better or worse for readers?
My answer: It’s different. Not better, not worse, just different.
To quote that well-known football philosopher, coach Bill
Belichick: It is what it is.
Like oral stories are different than books, like bound books are
different than scrolls, like the Kindle is different than a phys-
ical book. It’s just different. It’s definitely non-linear. Is that
better or worse? Some people have suggested that non-linear
learning is more natural. As one person put it, linear learning
doesn’t exist in nature. Linear learning is arbitrary.
Maybe. FOLD certainly creates a reading experience that’s
different than the linear writing experience people are used to.
Reading on the Internet supposedly results in more “solu-
tion-hunting behaviour.” That argument goes like this: The
Internet is not about a leisurely read. It’s about getting infor-
mation. Short, punchy reads are best.
I’m not sure I buy into that entirely, although there’s definitely
some truth there. Still, I’ve read enough investigative pieces
and novels on my phone to know that long-form reading
works OK, too.
Anyways, FOLD is definitely a storytelling tool worth trying.
It’s an attempt to add contextual information in a way that is
non-intrusive on the main story. I’ll be interested in hearing
what you think about it.
39
GLOBAL SOCIAL MEDIA TRENDS 2015
the worldwide magazine media association
www.fipp.com/Insight

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Fipp world media trends special report mobile

  • 1. TRENDS SPECIAL REPORT MOBILE TRENDS VIDEO SOCIAL MEDIA MOBILE BIG DATA CONTENT MAGAZINE MEDIA REVENUE
  • 2. 2 GLOBAL MOBILE,APPS AND WEARABLES TRENDS 2015 Welcome to our third FIPP World Media Trends special report. The third FIPP Insight and World Newsmedia Network in- depth special World Media Trends report focuses on mobile, the world’s fastest growing Internet usage device and the fastest growing advertising spend category. Each report is packed with data charts, commentary on trends and practical, usable case studies. Through 2015, FIPP Insight and WNMN will release seven such special reports (alongside other FIPP Insight reports), all of them free to FIPP.com users. Contact André Glazier at FIPP (Andre@fipp.com) for unique commercial opportunities in the FIPP Insight reports. Topics for the year are: 1. Video 2. Social media and messaging apps 3. Mobile (smartphones, tablets and feature phones) 4. Big Data 5. Content 6. Revenue 7. Magazine media (i.e. multi-platform brands) To compile the reports, WNMN sources evidence-based data from sources around the world, analyses the data and provides commentary on top trends identified, trends you should be considering in your business today. There will be much more to come this year. Visit FIPP.com/Insight for news on upcoming reports and for any queries about this report and ones to follow. Contact FIPP’s Head of Insight, Helen Bland at Helen@fipp.com or +44 7404 4169. AUTHOR and PUBLISHER Martha L Stone World Newsmedia Network mstone@wnmn.org EDITORIAL DIRECTOR Leah McBride Mensching DESIGNER John Moreno REPORT LICENSEE FIPP www.fipp.com PROJECT MANAGER Helen Bland helen@fipp.com COMMERCIAL MANAGER André Glazier COVER DESIGN Ian Crawford FIPP – the worldwide magazine media association represents compa- nies and individuals involved in the creation, publishing or distribu- tion of quality content, in whatever form, by whatever channel, and in the most appropriate frequency, to defined audiences of interest. FIPP exists so that its members develop better strategies and build better media businesses by identifying and communicating emerging trends, sharing knowledge, and improving skills worldwide. Further FIPP Insight special reports and other resources at www.fipp.com/Insight © World Newsmedia Network 2015 All rights reserved, except by prior written permission of FIPP, the worldwide magazine media association, no part of this work may be copied or publicly distributed, displayed or disseminated by any means of publication or communication now known or developed hereafter, including in or by any: 1. i) directory or compilation or other printed publication; 2. ii) information storage and retrieval system 3. iii) electronic device, including any analogue or digital visual or audio visual device or product Data is provided with thanks to contributors of this book. Every effort has been made in the preparation of this report to ensure ac- curacy of the content, but FiPP, the publishers and WNMN, the copy- right owners, cannot accept liability in respect of errors or omissions. Readers will appreciate that the data is only as up to date as publica- tion schedules and contributors will allow, and is subject to change. WNMNWORLD NEWSMEDIA NETWORK WNMNWORLD NEWSMEDIA NETWORK
  • 3. GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 GLOBALMOBILE,APPSAND WEARABLESTRENDS2015Mobile is the world’s fastest growing Internet usage device and the fastest growing advertising spend category. For media companies, mobile presents challenges and opportunities in production, consumer behaviour and consumption, competition, interaction, distribution, monetisation, attention, advertising revenue, subscription revenue and product development. WNMNWORLD NEWSMEDIA NETWORK WNMNWORLD NEWSMEDIA NETWORK 3 GLOBAL MOBILE,APPS AND WEARABLES TRENDS 2015 Mobile is the world’s fastest growing Internet usage device and the fastest growing advertising spend category. Smartphones are quickly replacing feature phones as the device of choice worldwide, according to multiple digital media research companies. The share of time spent on mobile Internet is quickly surpassing that of PC-based Internet. Smartphone and tablet ownership is particularly high and is growing fastest in emerging markets where desktops and laptops are neither popular nor affordable. Some of the high- growth markets include Africa, Latin America and parts of Asia. Wearables such as smartwatches, fitness bands and smart glasses are beginning their ascent in popularity, especially with the recent release of the much hyped Apple Watch, most spe- cifically in Asia, the United Kingdom and the United States. For media companies, mobile changes everything: Produc- tion, consumer behaviour and consumption, competition, interaction, distribution, monetisation, attention, advertising revenue, subscription revenue and product development. The proliferation of mobile technologies, such as smartphones, tablets, apps and wearables, is driving magazine and news- paper publishers to develop new products for users of these platforms, and many are struggling to keep up with consumer demand. Eight in 10 Internet users worldwide own a smartphone and almost half own a tablet, while the emerging smartwatch market is niche, with only one in 10 Internet users owning a smartphone, according to GlobalWebIndex, a worldwide digi- tal media survey company based outside of London. According to GWI’s “Device Report,” published in April 2015, Internet users spend an average of almost two hours per day on mobile. The mobile Internet habit is particularly pronounced in the Middle East and Northern Africa and Latin America, the fastest growth markets, where an average of 3.5 hours are spent on mobile. Youth ages 16-to 24-years- old worldwide spend 43 percent of their total Internet time on mobile devices, and mobile Internet access is expected to exceed desktop access by youth in the foreseeable future, according to GWI. According to Forrester Research, time spent on mobile Internet has surpassed that of PC-based Internet, especially in emerging countries in Africa, Southeast Asia and Latin America. Mobile innovation is predicted to accelerate in these emerging markets, where many consumers will continue to leapfrog the adoption of PCs with home broadband and go directly online with mobile phones. Countries including Kenya, Nigeria, Thailand, Indonesia, Saudi Arabia, India, the Philippines, Mexico, Argentina, Columbia, Turkey, the Czech Republic, South Africa, Viet- nam and Brazil already passed the 50 percent mark for daily distribution of time on mobiles vs. desktops in 2014, accord- ing to Millward Brown AdReaction 2014, as reported in Mary Meeker’s 2014 Internet Trends report. In 2015, Forrester projects entrepreneurs in the developing world will accelerate innovation in mobile payments, health and education. “For example, the total value of transactions made by mobile phones in Kenya already represents more than 40 percent of the country’s gross domestic product (GDP),” Forrester reports.
  • 4. 4 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The mobile-first strategy In response to the skyrocketing adoption of smartphones, the inexorable trend of mobile Internet use and the surging mobile advertising and m-commerce revenue trends, media companies are adopting mobile-first strategies. Each media company defines the mobile-first strategy differ- ently, but most are focusing on mobile to make it the top-pri- ority platform, including publishing first on mobile, including breaking news and potentially trending or viral content on mobile. Innovative media companies are also focusing their product development and revenue-making schemes on mobile platforms. In this section, see how very different companies are develop- ing their mobile-first strategies: The Washington Post, BBC’s Good Food Magazine, VOL.at, Refinery29.com and Quartz.com. Honey, I shrunk the screen As the screens of choice become smaller and smaller, the con- tent generated by media companies must become more suc- cinct and inviting in the fewest amount of words and the most eye-grabbing visuals possible. This underscores, more than ever, the essential need for excellent headline writers, visual curators and experts at story brevity who can pack compelling and relevant prose onto tiny screens. The smartphone, tablet and wearables publishing trend is toward the “atomisation” of content, that is, chunks of content – including text and visuals – that can stand alone and convey a compelling message to inform, entertain or promote content on other platforms. Atomisation of content is driven by quickly evolving social media and Internet user consumption habits, forcing media companies to create a workflow for snappy, riveting content across a multitude of platforms, especially mobile, wearables and social media. All the news that grips, we print The atomisation strategy turns publishers’ content aggregation model on its head. Publishers are now planning to write, edit and promote for individual audiences and no longer relying on the “one size fits all” publication of yesterday. The atomisation model is driven by a quickly evolving trend whereby readers access content they are interested in, often suggested by friends on social media, or unearthed via search engines. Fewer readers are accessing magazine and newspaper home pages to discover the full complement of content the media brand has to offer. Fillers are becoming passé. News and content that is engaging has longer shelf life, drives more unique visitors and creates more valuable inventory for adver- tising. Breaking content into atoms Print media companies’ most basic atomic particle is the Mobile vs. PC Internet time spent, 2014 Percentage of time spent on mobile vs. desktop Internet Source: Millward Brown AdReaction 2014, as reported in Mary Meeker’s 2014 Internet Trends report © World Newsmedia Network 2015 Kenya Nigeria Thailand Indonesia Saudi Arabia Germany Japan India Philippines Mexico USA Canada Spain Argentina UK Italy South Korea Australia Colombia Turkey Czech Republic South Africa Vietnam Brazil China Slovakia France Hungary Poland Russia Mobile Desktop
  • 5. 5 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 article. A headline, photos, infographics, text and references to content on digital platforms may accompany that article to form a multimedia package. Atomisation seeks to unbundle the package into bite-sized bits. Digitial media users’ habits are driving the need for breaking down content into smaller chunks: standalone headlines, Tweets, blogs, photos, videos, infographics, listicles and small bits of content culled from much larger articles. The atomisation of content is gaining popularity in media companies, with the objectives of virality and engagement in mind. Atomising creates smaller nuggets of information that can be shared, discussed and remixed with other content. “To be a relevant media company means to understand how to reframe content atomically – to make it easier to share, repost, and append to other articles. This is by no means an easy endeavour, but provides for a range of opportunities,” stated the description of a panel discussion at SXSW media conference in Austin in April. “Cir.ca is leading in this space, and newsrooms are responding. Reddit is built on the earliest conception of atomization – the link.” Cir.ca is a startup company that produces a mobile news app in the United States and has raised more than US$5 million in venture capital funding since 2012. Each “story” posted on the cir.ca app is called an atom and was created to meet the needs of busy readers and the way they prefer to consume news. Cir.ca publishes major international and national stories. When Cir.ca readers follow stories, they are only fed the new- est atoms of the story, not the atoms they have already read. Cir.ca’s algorithm tracks what readers read and don’t read, and serves just the news the reader has not consumed. Cir.ca is currently seeking a partner for more funding to con- tinue operating the mobile news company. Global trends in smartphones Eight in 10 Internet users in the world own a smartphone, second only to about nine in 10 Internet users owning a desktop or laptop, according to Global- WebIndex in April 2015. Almost half of Internet us- ers own a tablet, followed by fewer than 40 percent owning a game console, smart TV or non-smartphone mobile. Less than 10 percent of Internet us- ers own a smartwatch or smart wristband, according to GWI. Younger Internet users are more likely to be smartphone users, particularly those ages 25 to 34. More than 80 percent of the age group, or about 383.5 million people around the world, own smartphones, compared to just 58 percent, or about 69.1 million, between 55-and 64-years-old. Smartphone owner- ship among Internet users is nearly equal between men and women, with 80 percent of male and 79 percent of females owning smartphones. Internet users in the top 25th percentile of income are by far more likely to be smartphone owners. The highest concentrations of smartphone owners worldwide live in the Middle East and Africa (MENA) region and the Asia Pacific region, according to GWI, with more than 80 percent of the Internet users owning a smartphone. The lowest concentration of smartphone owners are in North America, with a penetration of 70 percent. The highest penetrations of smartphone owners who access the Internet on their smartphones are in China, Singapore, South Korea, Indonesia, South Africa, Spain, Malaysia, Taiwan, Turkey, the United Arab Emirates, Hong Kong and Global smartphone ownership In percentage of Internet users and in millions of people Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 0% 20% 40% 60% 80% 100% 91% 80% 47% 36% 34% 32% 9% 7% 1% PC/ laptop Smartphone Tablet Game console Smart TV Mobile/cell phone (not smartphone) Smart watch (e.g. Pebble, Sony Smartwatch, Samsung Galaxy Gear) Smart wristband (e.g. Nike, Fuelband, Jawbone Up, Adidas miCoach) None of the above 18.6m106.3m137.7m464.2m498.8m527.8m680.0m1161.7m1321.7m Global mobile share of Web traffic, 2009-2015 Percentage of total Web pages served to mobile phones Source: We Are Social, 2015 © World Newsmedia Network 2015 2009 2010 2011 2012 2013 2014 2015 0.7% 2.9% 6.1% 10.9% 17.0% 28.9% 33.4%
  • 6. 6 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Steve Hills, president and general manager of The Washington Post spoke about the company’s trans- formation under its new owner, Amazon founder Jeff Bezos, at INMA’s 2015 World Congress in New York in May, 2015. Among the many innovations since Bezos purchased the Post in Oct. 2013 are a new set of core principles and new set of goals going forward. The key change is a transition from a traditional media company to a cul- ture of an innovative technology company, with a focus on new product development. The Post’s new goals are transformation through technology, and continued excellence in journalism. Hills emphasised the Post’s commitment to mobile first publishing and described the Post’s “Big Idea” product as a national edition optimised for mobile with compelling content and a simple user interface designed for “stunning storytelling” that is less work for the user to consume. The results of these strategies have tremendously grown usership across the Post’s digital platforms. Total unique visitors grew from 29.8 million in Q1 2014 to 49.4 million in Q1 2015, a 66 percent growth. The growth rate of mobile unique visits has outpaced that of desktop uniques three to one, or 94 percent for mobile and 34 percent for desktop. Mobile unique visitors have grown from 16.7 million to 32.4 million, year-over-year. Total page views grew from 253.6 million page views in Q1 2014 to 509.7 million page views in Q1 2015, a 101 percent increase, according to Hills. The growth rate for mobile page views are more than double that of desktop page views, with an 80 percent year-over- year growth for desktop page views, and a 178 percent growth for year-over-year mobile page views. The Millennials are the mobile generation. Millennials are an important part of the Post’s growing audience: 37 percent of the Post’s total digital audience are Millennials, including 37 percent of the smartphone audience and 23 percent of the tablet audience. Another key objective for The Post is to increase discovery of the Washington Post brand and content through partnerships. Among the partnerships struck include a Kindle Fire partnership with Amazon, which allows readers to buy a six-month Post subscription for just US$1. The Post has grown its national newspaper partner- ships to 259 newsmedia partners across the United States, which offers partner publications the Post’s suite of digital products free as an added value for their partners’ paid subscribers. The Post continues to expand its digital content across desktop, mobile Web and tablet apps. The Post has also recently launched content partner- ships with MSN and Flipboard. The Washington Post’s hallmark of innovation: Mobile first
  • 7. 7 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The Post’s three key principles are: • Put the customer first • Invest and experiment • Be patient “In my experience, the way invention, innovation and change happen is through team effort. There is no lone genius who figures it out and sends down the magic formula. You study, you debate, you brainstorm and the answers start to emerge. It takes time,” Hills quoted Washington Post and Amazon founder, Jeff Bezos, as saying. The approach: 1. Identify trends 2. Experiment 3. Measure and analyse 4. Experiment 5. Repeat Regarding identifying trends, Hills used surging mobile and Internet spending as an example of a trend ripe for investment of experimentation. Likewise, video con- tent with advertising, particularly targeted to Millenni- als, is also a potentially powerful trend. Big Data also represents a sizeable trend, as its output is increasing- ly tied to the bottom line and customer service. Product design and experimentation are high on the list of priorities for the Washington Post, including phones, tablets, smart watches, large-screen TVs, virtual reality and gesture-controlled devices. Speed of product development is a key component of the experimentation process. Among the components of the speed imperative is to embed engineers in the product development process in self-sufficient pods, where the engineers are “first-class citizens;” in other words, they are an equal member of the team, and not just on the periphery. In the embedded engineer scenario, chaos and duplication are OK, Hills said. In each product development operation, engineers are empowered with little or no central services, and each development group owns the product development from end to end. When faced with build or buy decisions, build wins. Open source tools and partnerships with startups are encouraged. The Washington Post uses “lead” measures to de- termine if the product is likely to succeed, including asking customers if they are likely to read content about certain themes, using analytics to determine how stories on specific subjects are performing, and customer complaint ratings. The Post’s innovation strategy Mexico, all of which have smartphone penetrations of more than 80 percent. Mobile phones’ share of Web traffic is rising dramatically as more users are engaging with the Internet, particularly those with smartphones. From 2009 to 2015, mobile-driven Web traffic grew exponentially from 0.7 percent in 2009 to 33.4 percent in 2015, according to We Are Social and StatCounter in Jan. 2015. While one-third of all Web traffic happens on mobile phones, it depends on the region as to how many hours of time are spent online via the devices. The countries with the most mobile-driven Internet traffic are Thailand, Saudi Arabia, Malaysia, Brazil, the Philippines, Indonesia, South Africa, the United Arab Emirates, Mexico, India and Argentina. Mobile users in all of these countries spend more than two hours per day online via their phones. High-speed connectivity is one component that drives an increased smartphone usage. According to We Are Social’s Jan. 2015 report, eight countries have high-speed broadband con- nections that exceed the population, made possible by many mobile users owning more than one phone. The countries with the highest amount of 3G and 4G con- nected phones including Hong Kong, Japan, Saudi Arabia, Australia, Thailand, the United Arab Emirates, South Korea and Singapore. Other countries with high penetrations of 3G and 4G con- nected phones include Italy, the United States, Germany, the United Kingdom, Poland, Malaysia, Brazil, Spain, France, Turkey and Canada. Mobile’s share of Web traffic, measured by Web pages served to mobile phones, is led by Nigeria, followed by India, South Africa, Indonesia, the United Arab Emirates, Saudi Arabia, Poland, Thailand, Malaysia, Singapore, Mexico, Japan, South Korea, Spain, Turkey, the United Kingdom, Hong Kong, Australia and the United States, all of which see three-quar- ters or more of total Internet traffic served to mobile phones, according to We Are Social’s annual report. Meanwhile, GlobalWebIndex reports different findings: The share of Internet time spent on mobile versus desktops, laptops and tablets are led by Saudi Arabia with 45 percent of Internet access time spent on mobile, followed by Thailand, the United Arab Emirates, Hong Kong, Malaysia, Mexico, Ar- gentina, South Korea, Indonesia, India, Taiwan, China, South Africa, the Philippines, Brazil, Turkey and Singapore, all with more than 30 percent of their Internet access time spent on
  • 8. 8 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Smartphone ownership by region, country and demographics In percentage of Internet users and in millions of people Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 0% 20% 40% 60% 80% 100% 0% 20% 40% 60% 80% 100% In millions Asia Pacific Middle East & Africa Latin America Europe North America Female Male 16 to 24 25 to 34 35 to 44 45 to 54 55 to 64 Bottom 25% Mid 50% Top 25% China Singapore South Korea Indonesia South Africa Spain Malaysia Taiwan Turkey Thailand UAE Hong Kong Mexico India Italy Ireland Vietnam Sweden Brazil Saudi Arabia UK Australia Germany Russia Netherlands Philippines Poland Argentina USA Canada France Japan 679.8 27.7 95.1 218.9 140.2 516.8 644.9 312.7 383.5 247.7 139.7 69.1 212 417.3 252.4 409.2 2.7 26.7 22.9 13.2 18 11.1 11.5 20.7 11.7 5.6 3.2 27.6 98 20.8 2 22.6 4.4 55.9 8.9 27.6 10.2 35.6 45.6 7.6 17.6 13.8 11.7 126.2 14 22.8 32.2 INCOME AGE GENDER COUNTRY REGION
  • 9. 9 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Time spent on Internet, by device In number of hours spent, by Internet users in each country GlobalWebIndex, 2014 © World Newsmedia Network 2015 0h 2h 4h 6h 8h 10h Thailand Malaysia Brazil Philippines Indonesia South Africa UAE Mexico India Argentina Saudi Arabia Vietnam USA Turkey China Singapore Italy Taiwan Russia Canada Poland Hong Kong Spain Sweden UK Ireland South Korea Australia Germany France Netherlands Japan Mobile PC/Laptop/Tablet Global share of Web traffic, by device Share of total Web pages served to each device and percent change from 2013 to 2014 Source: We Are Social, 2015 © World Newsmedia Network 2015 Share of Web page views: Laptops and desktops Share of Web page views: Mobile phones Share of Web page views: Other devices Share of Web page views: Tablets 62% 31% 7% 0.1% Year-on-year: -13% Year-on-year: +39% Year-on-year: +17% Year-on-year: +18% Chris Kerwin, head of publishing for the BBC’s Good Food magazine, spoke at the Digital Innovator’s Sum- mit in Berlin in March 2015. The magazine is enjoying solid revenues and expansion on digital platforms, including mobile (tablet and smartphone), which rep- resents 75 percent of all digital traffic. “We publish print for profit, and digital for growth,” Kerwin said. “BBC Good Food is being transformed into a multi-faceted, digital- ly-led business, with content available on all devices and platforms.” He add- ed that “mobile first” was Good Food’s strategy going forward. Good Food’s website, bbcgoodfood.com, attracts 18 million unique users per month, 60 million page impressions, 350,000 video views and has 1 million registered users, making Good Food the UK’s market leader in food websites. The magazine has sold 100 million copies in its 25-year tenure, and currently has a circulation of 250,000 and 145,000 subscribers. The enhanced magazine app has 11,000 subscribers. Printed magazines, books and live events will remain central to the Good Food business, as long as the economics of those businesses continue to make sense, Kerwin said. The future is focused on a 12-point strategy: 1. Create a new digital business model 2. Put mobile first 3. Personalise BBC Good Food 4. Take the experience beyond recipes and cooking 5. Add value to the content 6. Create once, publish everywhere 7. Develop the Good Food Kitchen 8. Develop Good Food Local 9. Put the brand at the heart of the national conversa- tion 10. Develop larger, cross-platform commercial partner- ships 11. Explore enterprise opportunities 12. Explore international potential Digital is becoming an increasingly large percentage of the revenue for Good Food. Revenues are up 100 percent from 2011 to 2015, with a 36 percent growth from 2014 to 2015. One-third of digital ad revenue is now programmatic, Kerwin said. BBC’s Good Food magazine
  • 10. 10 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 mobile. The countries where less than 20 percent of Internet time is spent on mobile devices is Japan, France, Russia and Poland, according to GWI. According to We Are Social, 62 percent of the world’s share of Web page views came from laptops and desktops, while 31 percent came from mobile and 7 percent came from tablets. Gaming devices made up just 0.1 percent of page views. The Jan. 2015 research reported that the mobile page view Mobile broadband usage, by country Percentage of active 3G and 4G usage, compared to total population Source: We Are Social, 2015 © World Newsmedia Network 2015 Nigeria India SouthAfrica Indonesia UAE SaudiArabia Poland Thailand M alaysia Singapore Globalaverage M exico Japan SouthKorea Spain Turkey UK HongKong Australia USA Argentina Egypt China Philippines Brazil Vietnam Germany Italy Canada France Russia 123% 114% 114% 112% 111%110% 106% 91% 118% 87% 87% 86% 84% 78% 76% 70% 67% 60% 59% 55% 55% 53% 48% 44% 41% 38% 37% 36% 35% 13% 8% Global share of Web traffic on mobile, by country Percentage share of total Web pages served to mobile phones Source: We Are Social, 2015 © World Newsmedia Network 2015 4.global.wearesocial.mobileshareofwebtraffic Nigeria India SouthAfricaIndonesia UAE SaudiArabia PolandThailandM alaysiaSingapore GlobalaverageM exico Japan SouthKorea Spain Turkey UKHongKongAustralia USAArgentina EgyptChina Philippines BrazilVietnamGermany ItalyCanadaFranceRussia 76% 72% 61% 50% 50% 48% 46% 36% 35% 34% 33% 32% 30% 29% 29% 28% 27% 26% 26% 25% 24% 23% 21% 21% 20% 20% 18% 17% 17% 15% 12%
  • 11. 11 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 consumption grew 39 percent from 2013 to 2014, while the laptop and desktop access dropped 13 percent during the same time period. Meanwhile, year-over-year tablet access grew 17 percent and gaming access was up 18 percent. GWI shows access to the Internet via laptop and desktop PCs started to decline worldwide from 2011 to 2014, while access via mobile and tablets began to surge. Smart television also saw growth in smaller groups of users, while accessing the Internet via e-reader devices declined. The quarterly tallies reflected monthly Internet access via browsers or apps on the devices. While accessing the Internet via PCs is declining, it likely will not be surpassed by mobile access in the foreseeable future. Mobiles are the top “second screen” devices of choice, used at the same time users watch TV, followed by laptops, desktops, tablets and e-readers. In 2014, 797.1 million adults accessed the Internet on their mobiles, steadily growing from 2011, according to GWI. Share of time spent on Internet, by device In number of hours spent, by Internet users in each country GlobalWebIndex, 2014 © World Newsmedia Network 2015 SaudiArabiaThailand UAE HongKongM alaysiaM exicoArgentina SouthKoreaIndonesia IndiaTaiwan China SouthAfrica Philippines BrazilTurkey Singapore Spain Italy USAIrelandVietnam UKGermanySweden NetherlandsAustraliaCanadaPolandRussiaFranceJapan Mobile Desktop/Laptop/Tablet 100% 80% 60% 40% 20% 0% Laptop PC Desktop PC E-readerTablet None of the aboveMobile 2011 2012 2013 2014 Devices used as ‘second screens’ globally Users accessing the Internet while watching television, in percentage of users and in millions of users Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 60% 50% 40% 30% 20% 10% 0% 797.1 mil. 640.2 mil. 411.9 mil. 358.1 mil. 48.0 mil. 236.4 mil.
  • 12. 12 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Meanwhile, laptop and desktop PC second screening is in decline, with 640 million and 412 million users, respectively, in 2014. Tablet second screening is growing quickly, from 10 percent of the global Internet popu- lation in 2011 to 25 percent in 2014, research from GWI showed. Most of the world’s population is connected via mobile, according to We Are Social’s Jan. 2015 report. In fact, many regions of the world have mobile connections exceeding the total regional population. Many peo- ple own more than one phone for the purpose of separating business and personal accounts, navigating more than one country’s mobile network, or sharing with multiple family mem- bers and friends. Mobile phone Tablet device Q1 2011 Q2 2011 Q4 2011 Q2 2012 Q4 2012 Q1 2013 Q4 2014 Q3 2014 Q2 2014 Q1 2014 Q4 2013 Q3 2013 Q2 2013 Television E-readerDesktop/laptop Q1 2011Q2 2011 Q4 2011 Q2 2012 Q4 2012 Q1 2013 Q2 2013 Q3 2013 Q4 2013 Q1 2014 Q2 2014 Q3 2014 Q4 2014 Devices used to access Internet globally In percentage of users accessing the Internet in the past month and change in usership between 2011 and 2014 Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 100% 80% 60% 40% 20% 0% 1,500 millions 1,200m 900m 600m 300m 0m Desktop/Laptop Tablet deviceMobile phone Television E-reader Global mobile ownership, by region Percentage mobile phone ownership compared to populations Source: We Are Social, 2015 © World Newsmedia Network 2015 101% 126% 91% 98% 109% 119% 98% 79% 77% 124% 112% 139% 125% North America West Europe East Europe Middle East East Asia Central Asia South Asia Africa Oceania South America Central America Global average
  • 13. 13 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The highest penetrations for mobile connections are in East- ern Europe, with 139 percent; followed by South America, 126 percent; Western Europe, 125 percent; the Middle East, 124 percent; and Southeast Asia, 119 percent. The lowest mobile connection penetrations are in South Asia, 77 percent; Africa, 79 percent; and Central America, 91 percent. Expressing the global percentage of Internet device access does not paint an accurate picture of regional access patterns. Around the world, regional Internet users report vastly differ- ent mobile and PC access rates, driven by mobile and PC own- ership rates, connectivity, availability and pricing, bandwidth issues for Wifi, and mobility and personal resource issues. Mobile access of the Internet tends to lead in Asia, the Middle Countries where mobiles are preferred over laptops In percentage of users using mobiles and laptops, and % lead over laptops Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 Laptop Lead over laptops Mobile China Malaysia India UAE South Korea Saudi Arabia Mexico Thailand Turkey South Africa Philippines Argentina Vietnam Singapore Taiwan Hong Kong Brazil Spain Ireland Italy Sweden Netherlands 29% 14% 12% 11% 35% 16% 18% 27% 4% 21% 2% 22% 11% 15% 35% 27% 9% 9% 1% 5% 3% 3% 0% 10% 20% 30% 40% 50% 60% 70% 80% Countries where laptops are preferred over mobiles In percentage of users using laptops and mobiles, and percentage lead over mobiles Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 Indonesia Poland USA UK Russia Canada Germany France Australia Japan 1% 19% 6% 7% 14% 10% 4% 11% 5% 15% 0% 10% 20% 30% 40% 50% 60% Laptop Mobile Lead over mobiles Time spent on Internet, by age In number of hours spent on each device, by Internet users in each country broken out by age groups GlobalWebIndex, 2014 © World Newsmedia Network 2015 16-24 25-34 35-44 45-54 55-64 16-24 25-34 35-44 45-54 55-64 0h 0.5h 1h 1.5h 2h 2.5h 3h 0h 1h 2h 3h 4h 5h MOBILE DESKTOP, LAPTOP, TABLET 2012 2013 2014
  • 14. 14 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Edward Roussel, chief innovation officer for Dow Jones and The Wall Street Journal, spoke about its innovation strategy at INMA’s World Congress in May 2015. Rous- sel heads the company’s new innovation unit, focusing its efforts on mobile, which will be “THE platform for the next 10 years,” he said. Part of the company’s objectives are to fan the flames of innovation across Dow Jones, to move fast and learn fast, and to “disrupt ourselves before others do it for us,” he said. Roussel showed off the key digital platforms launched or refreshed since Jan. 2014, including the Apple Watch app in April 2015, WSJ.com in April 2015, and WSJ’s Android app in March 2015. WSJ’s innovation lab is constantly updated and improv- ing digital platforms, and has launched or refreshed the following products since the lab’s 2014 January launch, Roussel said: • Apple Watch app, April 2015: The app includes alerts on top stories, pushes to read other prod- ucts and market data • WSJ.D, Jan. 2014: A dedicated WSJ technology section and related international technology con- ference • WSJ.com, April 2015: Added responsive website and mobile ready functionality that is also faster and more visual and sells more subscriptions • iPad, Sept. 2014: Continuous improvements to the WSJ’s iPad version, including being faster and more stable crosswords, new templates, multime- dia-rich, and magazine style • Android, March 2015: Improved experience, com- bines paper and 24/7 news in tablet and smart- phone • WSJ+, Sept. 2014: Invites, offers and inspiration, and a complimentary addition to subscriptions that gives access to curated events and offers Through the process of innovation, Roussel’s team learned lessons, including: • Collaboration works • Move faster • Smaller bite-sized code releases are more man- ageable than big overhauls. Obsess about page speed and performance • Planning, planning, planning • How to innovate faster and smarter For the future, the focus is “on the end game: three mil- lion subscribers,” he said. Other key objectives include: • Get to know our customers • Obsess about competitors • Empower the newsroom: Journalists, designers and developers • Fast-track early stage innovation • Obsess about customers and new competitors • Separate “business as usual” development from early-stage innovation Wall Street Journal and Dow Jones
  • 15. 15 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Refinery 29, the fastest growing and largest online network targeting Millennial women, reports it publishes 1,600 articles, 25,000 photos and 40+ videos each month. R29 reached 15.9 million unique visitors in Oct. 2014, compared to its closest competitor, Glam Media, which drew 9 million uniques, according to comScore Media Metrix data. R29’s Oct. 2014 traffic represented a 163 percent increase from Oct. 2013, according to comScore. “2014 was an epic year for Refinery29. We surpassed 200 employees and well-exceeded our revenue goals,” the company stated on its website. “Amid our success and fast growth, R29 remains a brand passionate about creating environments con- ducive to connecting people both online and offline. Thanks to a collaboration between our mobile, UX, and marketing teams, this defining R29 trait has been elevated even further through new social buttons on our mobile site, making it easier for readers to share and connect with each other. The placement, design, and types of social buttons to include were all guided by our analysis of user behaviour. Here’s what we did: • Added a Pin It button to article opener images • Added Twitter buttons to the byline and bottom of each article • Redesigned current share buttons at bottom of the article “The Pin It button on article opener images increased total Pinterest shares by 25 percent. Adding [a]Twitter link to the bottom of articles and changing the design of buttons increased overall bottom of article shares by 20 percent,” according to Refinery29. How adding mobile share buttons increased shares by 25 percent
  • 16. 16 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 East and Latin America, where mobiles are popular and devices and connectivity are affordable. PC access of the Inter- net tends to be more popular in Europe and North America, where there is more space for personal computing at home and at work, and where mobile phones and connectivity are more expensive. China is the No. 1 leader in mobile phone access of the In- ternet, with seven in 10 Chinese accessing the Internet via mo- bile, and 29 percent via laptop. China is followed by Malaysia, India, the United Arab Emirates, South Korea, Saudi Arabia, Mexico and Thailand. Indonesia is the leader in laptop access of the Internet, but it also has a nearly equal Internet access rate be- tween laptop and mobile, with more than 60 percent of the population ac- cessing the Internet either by laptop or mobile. Indonesia is followed by Poland, the United States, the United Kingdom, Russia, Canada, Germany and France. Mobile subscription payment schemes are vastly different from country to country, but tend to be pre-paid access in the emerging economies, and post-paid in devel- oped economies. For example, prepaid mobile subscriptions are by far the most popular in Indonesia, Nigeria, Egypt, the Philippines, India, Vietnam, Thailand, the United Arab Emirates, Italy, South Af- rica and Russia, with less than 20 percent of the subscriptions being post-paid. Meanwhile the countries with the highest percentages of post- paid mobile subscriptions are Japan, South Korea, Canada, France, the United States, Spain, Australia, the United Kindom Global mobile pre-pay vs. post-pay service Percentage of mobile phone services paid in advance compared to percentage paid after services are rendered, by country Source: We Are Social, 2015 © World Newsmedia Network 2015 Nigeria India SouthAfrica Indonesia UAE SaudiArabia Poland Thailand M alaysia Singapore Globalaverage M exico Japan SouthKorea Spain Turkey UK HongKong Australia USA Argentina Egypt China Philippines Brazil Vietnam Germany Italy Canada France Russia 99% 97% 96% 96% 95% 89% 86% 86% 85% 84% 83% 82% 80% 79% 78% 77% 77% 71% 58% 49% 47% 42% 42% 41% 35% 31% 24% 21% 15% 6% 1%1% 3% 4% 4% 5% 11% 14% 14% 15% 16% 17% 18% 20% 21% 22% 23% 23% 29% 42% 51% 53% 58% 58% 59% 65% 69% 76% 79% 85% 94% 99% Pre-paid connections Post-paid connections Internet activities, by device In percent of global Internet users who participated at least once per month in the following activities, by device GlobalWebIndex, 2014 © World Newsmedia Network 2015 Watched a video clip Played an online game Watched a full length film Listened to music on a music streaming service Watched television shows on demand (not live) Listened to LIVE radio online Watched a full length sports programme Listened to/watched a podcast Streamed a full length TV show live 0% 10% 20% 30% 40% 50% 60% 70% PC Tablet Mobile
  • 17. 17 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 and Singapore, according to We Are Social. Time spent accessing the Internet via mobile is increasing rapidly, especially among the younger set, while laptop and desktop access saw declines from 2013 to 2014, according to GlobalWebIndex in Jan. 2014. Those ages 16 to 24 accessed the Internet for about 2.8 hours per day on their mobiles in 2014, up from 2.3 hours in 2013. Meanwhile, the next most prolific mobile Internet users, those 25-to 34-years-old, accessed the mobile Web for two hours per day in 2013 and almost 2.5 hours per day in 2014. While the same age groups spent more time on PCs during 2013 and 2014, the amount of time is in decline to the benefit of mobile. Those ages 25 to 34 accessed the Internet via PCs on an average of 4.8 hours in 2013 and 4.6 hours in 2014, while those ages 16 to 24 accessed the Web on their PCs for 4.7 hours per day in 2013, and 4.5 hours in 2014, according to GWI. Older age groups showed a similar pattern of growth of mobile Web and decline of PC Web access. GWI studies usership patterns across devices and determined that PCs are still by far the No. 1 device on which to access the most popular content, including video clips, online games, films, music, on-demand television, live radio, sports pro- grammes, podcasts and full-length television programmes. Spotlight on the United States According to comScore, mobile Internet access edged ahead of PC access in 2013. comScore measures Americans’ Internet access in minutes per day via tablet, smartphone and desktop. The largest growth has occurred in smartphone usage, from 131 billion minutes spent in Dec. 2010, compared to 521 bil- lion minutes spent in July 2014. Meanwhile, desktop Internet access in the United States has grown from 429 billion minutes in December 2013 to 495 billion minutes in July 2014. Tablet access of the Internet in the United States is by far high- U.S. Internet use across platforms Internet use in billions of minutes, by platform, plus year-over-year percent change Source: comScore, 2014 © World Newsmedia Network 2015 Dec 2010 Dec 2013 Jul 2014 0 200 400 600 800 1,000 1,200 401 429 495 131 442 124 +83% +1040% +237% +7% +16% +17% +15% +17% 11 521 143 543 995 1,159 Tablet Smartphone Desktop U.S. device usage during times of day Percentage share of device page traffic on an average weekday Source: comScore, 2014 © World Newsmedia Network 2015 12% 10% 8% 6% 4% 2% 0% Shareofdevicepagetrafficonaworkday Late night 12 AM — 4 AM AM PM 12 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 Early morning 4 AM — 8 AM Late morning 8 AM — 12 PM Early afternoon 12 PM — 4 PM Late afternoon 4 PM — 8 PM Evening 8 PM — 12 PM PC Phone Tablet
  • 18. 18 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Joy Robins, SVP for Global Revenue and Strategy at Quartz.com, spoke at INMA’s World Congress in May 2015, saying that building a mobile-first product has been a labour of dedication to create the high-quali- ty experience the audience demands. “You can’t fake a high-quality experience: This is expected from the audience. You can’t be rude; you can’t have a bad ad experience. You can engage people in a more powerful way,” Robins said. However, she had some advice along the way: • Don’t compromise quality • Capitalise on the mobile mindset • Believe in your product • Create experiences that are native to their environments She added some sage advice from Quartz’s exec- utive editor and vice president for product, Zach Seward: “Our cardinal design principles have always been to stay out of your way, let the stories shine and make sure it all works well on your phone.” Gerold Reidmann, CEO of Russmedia Digital, Vorarl- berg, Austria, spoke at INMA’s World Congress about product development at the innovative, regional multimedia group. Product development philosophy is based on a step- by-step concept developed at the Hasso Plattner Institute of Design at Stanford University: Empathise, Define, Ideate, Prototype and Test. • Empathise: Learn about the audience for whom you are designing by observation and interview- ing. They ask, “Who is my user?” and “What matters to this person?” • Define: Create a point of view that is based on user needs and insights. They ask, “What are their needs?” • Ideate: Brainstorm and come up with as many creative solutions as possible. Wild ideas are encouraged. • Prototype: Build a representation of one or more of your ideas to show to others. They ask, “How can I show my idea?” Remember, a proto- type is just a rough draft. • Test: Share your prototyped idea with your original user for feedback. They ask, “What worked?” and “What didn’t?” At Russmedia, dedicated teams in print and digital are separated. Print has 50 percent reach and digital has 70 percent reach in the region. When developing a product, they take a “Good enough” approach. “If it’s good enough, publish it,” Riedmann said. This applied specifically to the Apple Watch app design, which provided headlines and ba- sic information, which was “good enough” for launch. Those at Russmedia look to Facebook for inspiration in mobile because they believe Facebook is a great example of best prac- tices. Facebook is the No. 1 smartphone app in the United States. Russmdia is working on a video “autoplay” function- ality for the newsfeed on VOL.at, following Facebook’s hugely popular autoplay launch in 2014. Quartz.com VOL.AT
  • 19. 19 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 est after dinnertime, with almost 10 percent of the Internet population doing so, followed by about 7 percent accessing the Internet by phone during the same period. This suggests mo- bile and tablet users are accessing the Internet for leisure and entertainment purposes, and some while they are watching television. Meanwhile, PC use is highest during work hours, with a steady 6 percent to 6.5 percent of the Internet population accessing from late morning to early afternoon. Of the Top 10 most popular websites in the United States, 34 percent of monthly visitors are mobile only and 72 percent of the engagement is via an app, not a browser, according to comScore in July 2014. Google garnered the most traffic with 236 million unique visitors in July 2014, followed by 217 million for Yahoo!, 208 million for Microsoft and 206 million U.S. top sites: Total traffic and browser vs. app access In millions of unique users, percentage of traffic and time spent, browser vs. app Source: comScore, 2014 © World Newsmedia Network 2015 236 217 208 206 171 162 138 127 122 113 Desktop only Desktop + Mobile Mobile only Browser App Google Yahoo! Microsoft Facebook AOL Amazon.com Apple sites Turner Twitter CBS Interactive 11% 20% 33% 21% 9% 57% 30% 0% 41% 23% 45% 20% 18% 27% 28% 34% 55% 39% 67% 39% 80% 67% 79% 91% 43% 70% 99% 59% 77% 55% Top 10 Properties: Total U.S. Digital Population Unique Visitors (MM) by Platform % of Mobile Time Spent Browser vs. App 0% 20% 40% 60% 80% 100% Growth in mobile-exclusive audience for newspaper digital content by age and gender March 2015 vs. March 2014, adult unique visitors Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 Total adults 18+ 18-24 25-34 35-44 45-54 55+ 18-24 25-34 35-44 45-54 55+ 53% 68% Men 54% 65% 36% 79% 42% 36% 51% 81% 55% Women
  • 20. 20 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 for Facebook. The majority of users in the top four most popular sites regularly access the sites via mobile and PC. However, the vast majority of mobile us- ers prefer accessing via app over browser: 80 percent for Google, 67 percent for Yahoo!, 79 percent for Microsoft, and 91 percent for Facebook, according to comScore. comScore and the Newspaper Associ- ation of America together published a study about the rapid growth of mobile newspaper readers in the United States. According to the April 2015 study, mobile newspaper readership has seen an overall 56 percent growth, and a double-digit growth across age groups from March 2014 to March 2015, especially among certain age and gender combinations. The most dramatic growth target groups for mobile readership of U.S. newspapers are women from 45-to 54-years-old, 81 percent; men ages 55 and up, 79 percent; and men ages 18 to 24, 68 percent. The mobile-exclusive newspaper reader trajectory is dramatic from Jan. 2014 to March 2015, according to the com- Score-Newspaper Association of America study. The trend shows mobile-exclusive unique monthly visitor numbers surging from less than 40 percent in Jan. 2014 to more than 70 percent in March 2015 in the United States. Meanwhile, PC-only newspaper readers’ unique monthly visitors declined during the same period from 60 percent to 55 percent, and unique visitors via both mobile and PC grew from 47 percent to 50 percent. Apps The most popular apps in the world are games, social networks, music, entertain- ment, photos, utilities and chat, according to a GlobalWebIn- dex study published in Jan. 2015. The study compared apps that had been downloaded and apps that had actually been used, both in the previous month. Forty-five percent of global Internet users used game apps last month, followed by 40 percent for social network app users and 35 percent for music app users. The data suggests that game users tend to download apps more regularly than any other category, as the differential between downloading and using the apps is closest among game app users. Millennials are more prolific users of apps, according to the GWI study. When comparing the entire Internet population using apps to Millennials, ages 18 to 34, 53 percent of Millen- nial Internet users accessed game apps last month, followed by social network apps, 46 percent; music apps, 42 percent; entertainment apps, 42 percent; utilities, 34 percent; chat/mes- saging, 33 percent; and photo, 33 percent. Apps have become the platform by which most American Internet users access content, according to comScore. In June 2014, 60 percent of digital media time was spent on mobile Global app usage, by category Percentage of Internet users who downloaded in last month and used in last month Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 0% 10% 20% 30% 40% 50% Games Social networks Music Entertainment Photo Utilities Chat/messaging Maps News Shopping Banking/financial services Books Travel Food/restaurants Health and fitness Lifestyle Sports VolP (i.e. Skype or Viber) Business TV application Location-based services Work-related service Loyalty Live event Augmented reality Location-based dating apps None of the above (e.g. Foursquare/Facebook Places) Used in last month Downloaded in last month
  • 21. 21 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Apps accessed by Millennials In percentage of Millennial users globally who accessed the following genres of apps Source: GlobalWebIndex, “Millennials Audience Report,” 2015 © World Newsmedia Network 2015 0% 10% 20% 30% 40% 50% 60% 53% 46% 42% 42% 34% 33% 33% 30% 27% 27% 25% 22% 21% 19% 19% 18% 17% 15% 15% 15% 14% 12% 10% 8% Games Social networks Music Entertainment Utilities Chat / messaging Photo Maps Shopping News Books Banking / financial services Travel Food / restaurants Health and fitness Sports VolP Business TV application Location based services Work related service Loyalty Augmented reality Location-based dating apps U.S. mobile vs. desktop time spent In percent of share, mobile vs. desktop, including share of mobile app access as a percent of all mobile usage Source: comScore, 2014 © World Newsmedia Network 2015 60% 55% 50% 45% 40% 35% 30% Mobile Mobile App Desktop 60% 53% 47% 40% 52% 40% March 2013 Apr 2013 May 2013 Jun 2013 Jul 2013 Aug 2013 Sep 2013 Oct 2013 Nov 2013 Dec 2013 Jan 2014 Feb 2014 Mar 2014 Apr 2014 May 2014 Jun 2014 U.S. mobile, desktop usage In percent of change for mobile Web, mobile app and desktop from June 2013 to 2014 Jun 2013 Jun 2014 +1% +52% +17% +24% 1,400 1,200 1,000 800 600 400 200 0 Mobile Web Mobile app Desktop U.S. mobile app downloads In percent of share for those who downloaded zero to 8 or more apps in June 2014 Source: comScore, 2014 © World Newsmedia Network 2015 No Apps 65.5% 1 or more Apps 65.5% 8.4% 8.9% 6.2% 3.7% 4.8% 2.4% 8+ Apps 5-7 Apps 4 Apps 3 Apps 2 Apps 1 App
  • 22. 22 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 and 40 percent on desktop. Of all digital media time spent, 52 percent was spent accessing content via mobile app, the ma- jority of all mobile platform time spent accessing content. Mobile app usage is grew 24 percent between June 2013 and June 2014, according to comScore. Mobile apps represent the largest percentage of growth and platform access. From 2013 to 2014, mobile app usage grew 52 percent, while desktop access only grew 1 percent and mobile Web usage grew 17 percent in the United States. Two-thirds of Americans do not download any apps in a month, while 8.4 percent download one, 8.9 percent down- load two, 6.2 percent download three, 3.7 percent download four and 4.8 percent download five to seven apps, according to comScore. All told, those Americans who download one or more apps total one third, or 34.5 percent of the Internet-us- ing population in the United States. comScore reports that 42 percent of all app time spent on smartphones occurs on an American adult’s most used app, while 75 percent of app usage occurs on the top four apps. American iPhone app users earn 40 percent more in income than Android phone users and use their apps nine hours more per month, according to a comScore report, released in June 2014. There are 62.6 million iPhone app users in America, compared to 76.1 million Android app users, each with a me- dian age of 40. However, the iPhone app users earn an average of US$85,000 per year and use apps for 64 hours per month, while the Android app users earn $61,000 per year and use apps 55 hours per month, comScore reported. The majority of U.S. mobile app activity in June 2014 was driven by two main app categories: social networking and games, together representing 41 percent of all app time spent, followed by radio, 8 percent; multimedia such as videos and interactive graphics, 5 percent; retail, 5 percent; instant messengers, 4 percent; and photos, 4 percent, according to comScore. Share of time spent on apps by U.S. users Ranked by percentage of time spent Source: comScore, 2014 © World Newsmedia Network 2015 0 10% 20% 30% 40% 50% 42% 17% 1 2 3 4 5 6 7 8 9 10 11+ 10% 6% 4% 3% 2% 2% 1% 1% 12% Individuals’ top ranked app by usage U.S. iPhone vs. Android phone app usage and demographics Source: comScore, 2014 © World Newsmedia Network 2015 iPhone Total app users Median age Median income Average hours per app user 62.6 40 $85,000 64 76.1 40 $61,000 55 Android phone U.S. mobile app engagement In percent of time spent for app activiites Source: comScore, 2014 © World Newsmedia Network 2015 All others 34% Photos 4% Instant messengers 4% Retail 5% Multimedia 5% Radio 8% Games 16% Social networking 25%
  • 23. 23 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The “all others” category represents one third, or 34 percent, of all other app activity, and is a catch-all for a variety of sundry genres of app content, such as fitness, news, sports, weather, and much more. The most popular digital media brands are also the most popular mobile app brands in the United States, according to comScore. In June 2014, Facebook drew 115.4 million app users, far ahead of the competition, including YouTube’s app with 83.4 million, Google Play with 72.2 million, Goo- gle search with 70.2 million, Pandora radio with 69 million, Google Maps with 64.5 million, Gmail with 60.3 million, and Instagram with 46.6 million. Digital device trends Millennials tend to own a proportionally higher number of digital devices with which to access the Internet. In fact, GlobalWebIndex conducted a study of Millennials ages 18 to 34 and determined that 89 percent of Millennials globally own a desktop PC or laptop; 84 percent own a smartphone; 45 percent own a tablet; 37 percent own a gaming console; 35 percent own a smart TV; and 12 percent own a smartwatch. Meanwhile, the following percentage of global Millennials who accessed the Internet last month using a PC, 89 percent; mobile phone, 82 percent; work PC, 47 percent; tablet, 36 percent; television, 23 percent; games console, 12 percent; and e-reader, 11 percent. Device brands Samsung continues to be the No. 1 smartphone brand in the world, according to a GlobalWebIndex report, released in Jan. 2015. As of end of 2014, Samsung’s Android smartphone sold more than 500.6 million handsets, compared to its closest competitor, Apple’s iPhone, which has sold 272.9 million smartphone handsets, while Nokia sold 231.8 million units and Sony sold 138.1 million units. Meanwhile, Android smartphone makers LG, Huawei, HTC and Lenovo have been making strides with less expensive phones, sold around the world and to some degree, the devel- Top 25 most popular mobile apps in U.S. In thousands of unique users in June 2014 Source: comScore, 2014 © World Newsmedia Network 2015 0 20,000 40,000 60,000 80,000 100,000 120,000 Facebook YouTube Google Play Google Search Pandora Radio Google Maps Gmail Instagram Apple Maps Yahoo Stocks iTunes Radio/Cloud Facebook Messenger Yahoo Weather Widget Twitter The Weather Channel Google+ Netflix Snapchat Amazon Mobile Pinterest eBay Skype Shazam Yahoo Mail Kik Messenger 115,370 83,392 72,245 70,163 69,000 64,485 60,320 46,637 42,070 42,069 40,544 39,210 36,071 34,702 29,993 28,821 27,615 26,469 26,454 24,586 22,294 18,849 18,372 17,599 17,225
  • 24. 24 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 oping world, attempting to capture the opportunity to reach the 4.4 million people on the planet who do not have access to the Internet. Wearables According to a PricewaterhouseCoopers survey in 2015, 73 percent of global respondents expected wearables to make media and entertainment more immersive and fun, while 79 percent of Millennials (those 18-to 34-years-old) said so. “The media company of the future is one that combines insights with curated experiences, and finds new ways of monetising, and not just through advertising. As purveyors of interest-specific content, media companies will turn to wear- ables to open a huge new frontier for relevance and immersive experiences, helping their audience engage in a category by providing relevant content and solutions,” the PwC report stated. PwC predicts the adoption rate of wearables parallels that of tablets. In 2012, 20 percent of Americans owned a tablet after two years on the market. Today, 40 percent of Americans own a tablet. In 2014, 21 percent of Americans owned a wearable device. PwC predicts wearable ownership could double by 2016. According to the survey, respondents want wearables to add enjoyment to their lives. Millennials are twice as likely as those over age 35 to list access to media and entertainment as an important benefit of wearables. Sixty-four percent of Millen- nials said they would be excited to try a wearable technology Digital devices owned by Millennials In percentage of Millennial users globally who own the following devices, and percentage of their devices used to access the Internet Source: GlobalWebIndex, “Millennials Audience Report,” 2015 © World Newsmedia Network 2015 0% 20% 40% 60% 80% 100% Personal desktop/ laptop Mobile phone Work desktop/ laptop Tablet device Television Games console E-reader Games console PC/ laptop 89% Smartphone 84% Tablet device 45% 37% Smart TV 35% Mobile/cell phone that is not a smartphone 28% Smartwatch 12% Smart wristband 9% Percentage who personally own the following Devices used to access the Internet in the past month 89% 82% 47% 36% 23% 12% 11% Countries where laptops are preferred over mobile In percentage of users using mobiles and laptops, and percentage lead over mobile Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 Samsung iPhone Nokia Sony LG Huawei HTC Lenovo Motorola BlackBerry ZTE None of the above 500.6 272.9 231.8 138.1 115.1 99.0 95.2 81.8 81.1 70.7 55.4 152.1 0% 10% 20% 30% 40% 50% 0% 10% 20% 30% 40% 50% 2013 2014 Millions
  • 25. 25 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 product introduced by an entertainment or media company, compared to 42 percent for all respondents. Some of the most desired features of wearables could be unobtrusive access to social media and gaming, especially among Millennial respon- dents. As important as the wearables’ enthusiasts opinions are, detractors also have a powerful voice. According to the PwC survey, more than one-third of the population does not think they will use any kind of wearable, including fitness bands, 36 percent; smartwatches, 36 percent; smart glasses, 35 percent; and smart clothing, 40 percent. Those who currently own smartwatches are typically in the top quarter of all incomes among Internet users worldwide (20 percent), are 25-to 34-years-old (15 percent), are from the Asia Pacific region (15 percent) and male (12 percent), accord- ing to GlobalWebIndex in an April 2015 survey. Smartphone A smart wristband (e.g. NIke Fuelband. Jawbone Up. Adidas miCoach) Global wristband and smartphone use In percentage of users by region and demographics Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 0% 5% 10% 15% 20% Asia Pacific Europe Latin America Middle East & Africa North America Female Male 16 to 24 25 to 34 35 to 44 45 to 54 55 to 64 Bottom 25% Mid 50% Top 25% REGION GENDER AGE INCOME A smartwatch (e.g. Pebble, Sony Smartwatch, Samsung Galaxy Gear)
  • 26. 26 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 ownership is also popular among 16-to 24-year olds (12 per- cent), and 35-to 44-year-olds (10 percent) and middle-income Internet users (11 percent). Just as Apple smartwatches were introduced in April 2015, GlobalWebIndex took the pulse of the biggest enthusiasts for the device in the United Kingdom and the United States. Of the Internet users in the UK and U.S. interviewed, 26 percent said they were interested in purchasing an Apple smartwatch, 71 percent were already smartwatch owners, 45 percent were ad-aware of the product, 45 percent considered themselves to be fashionistas, 44 percent were early tech adopters, 39 percent were premium purchasers and 26 percent said they were price conscious. Interest in the Apple Watch in the UK/US Jan. 2014 - Mar. 2015 (adult unique visitors, millions) Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 TOTAL Smartwatch owners Ad-aware Fashionistas Early tech adopters Premium purchasers Price conscious 26% 71% 45% 45% 44% 39% 26% 0% 10% 20% 30% 40% 50% 60% 70% 80% AUDIENCE Interest in the Apple Watch and the Apple brand Percentage who say they are interested in using an Apple Watch in the future Source: GlobalWebIndex, 2014 © World Newsmedia Network 2015 26% 44% 40% Total IPad users IPhone users Smartwatch ownership by region Source: We Are Social, 2015 © World Newsmedia Network 2015 5% 6% 5% 15% 7% North America Asia Pacific Europe Middle East and Africa Latin America 0 10% 20% 30% 40% 50% 60% 70% 80% WeChat users WhatsApp users Instagram users Snapchat users Twitter users IPhone users Pinterest users Mobile networkers Facebook users All US/UK Internet users Interest in using the Apple Watch Percentage in each group who say they are interested in using the Apple Watch in the future Source: We Are Social, 2015 © World Newsmedia Network 2015 75% 48% 44% 43% 41% 40% 36% 35% 27% 26%
  • 27. 27 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 While 26 percent of those UK and U.S. survey-takers said they were interested in using Apple smartwatches in the future, the interest level of the smartwatch rose significantly if the person interviewed was also an iPad user (44 percent) or an iPhone owner (40 percent). Smartwatches have been developed since the 1927, perhaps inspired by the popular Dick Tracy detective watch complete with a two-way radio. It wasn’t until 2012 when Sony rolled out its SmartWatch with touchscreen and Internet connectiv- ity, followed by Samsung’s Galaxy Gear in 2013 and several more sophisticated models since, followed by the now fabled Apple Smartwatch. Despite having been around in one form or another for nearly a century, smartwatches are in the early phase of adoption in their present iteration. Currently smartwatches have an in- stalled base of only five percent of adults 16-to 64-years-old in North America and Europe, a 6 percent penetration in Latin America, 7 percent in the Middle East and Africa, and a 15 percent penetration in Asia, according to GWI. Despite the low penetrations on the eve of Apple’s launch, the desire to use an Apple watch in the future is considerably higher, according to GWI. Twenty-six percent of all Internet users in the United Kingdom and the United States say they are interested in Apple’s wearable, 75 percent of WeChat users, 48 percent of WhatsApp users, 44 percent of Instagram users, 43 percent of Snapchat users, 41 percent of Twitter users, 40 percent of iPhone owners, 36 percent of Pinterest users, 35 percent of mobile networkers and 27 percent of Facebook users say they would like to use the Apple watch in the future. Mobile revenue Mobile advertising, defined by ZenithOptimedia to include all Internet advertising delivered to smartphones and tablets, in- cluding display, classified or search, and including in-app ads, is growing nine times faster than desktop Internet advertising expenditure. Zenith projects mobile advertising will grow by an average of 39.8 percent a year between 2014 and 2017, driven by the rapid spread of devices, connectivity and content on mobile. By contrast, Zenith predicts desktop Internet advertising will grow at an average of 4.6 percent a year. In 2014, Zenith estimates global expenditure on mobile adver- tising to be US$27.4 billion, representing 22.1 percent of Inter- net adspend and 5.3 percent of total adspend. Zenith predicts that by 2017, mobile adspend will rise to $75.0 billion, or 40.4 percent of Internet adspend and 12.7 percent of all adspend. “This means that mobile will leapfrog radio, magazines, outdoor and newspapers to become the world’s third-largest medium by the end of our forecast period,” the Zenith report stated. Contribution to global growth in adspend by medium 2014-2017 (US$ million) Source: We Are Social, 2015 © World Newsmedia Network 2015 -10,000 0 $10,000 $20,000 $30,000 $40,000 $50,000 Mobile Internet Television Desktop Internet Outdoor Radio Cinema Magazines Newspapers $47,539 $17,641 $14,097 $3,610 $2,048 $341 -$2,677 -$6,187 Share of global adspend by medium (%) Source: We Are Social, 2015 © World Newsmedia Network 2015 2014 2017 Mobile Internet Television Desktop Internet Outdoor Radio Cinema Magazines Newspapers 39.4% 18.8%5.3% 15.0% 7.3% 6.8% 6.8% 0.5% Mobile Internet Television Desktop Internet Outdoor Radio Cinema Magazines Newspapers 37.3% 18.7%12.7% 12.0% 5.9% 6.6% 6.3% 0.5%
  • 28. 28 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Internet adspend overtook total adspend on both newspapers and magazines in 2014. “We predict Internet advertising will increase its share of the ad market from 21.4 [percent] in 2014 to 31.4 [percent] in 2017, while newspapers and magazines will continue to shrink, at average rates of 3 [percent] and 2 [percent] a year respectively,” Zenith stated in its April 2015 statistical report. The Zenith figures for newspapers and magazines include only advertising in printed editions of these publications, not on their websites, or in tablet editions or mobile apps, all of which are reflected in the Internet category. Mobile is now the main driver of global adspend growth. Zenith predicts mobile will contribute US$47.5 billion in ad- spend between 2014 and 2017, while television will be the sec- ond-largest contributor to adspend, accounting for US$17.6 billion, followed by desktop Internet at US$14.1 billion. According to Zenith, Mobile Internet adspend represented 5.3 percent in 2014, but will soar to 12.7 percent by 2017, mostly at the expense of traditional media: television, newspapers and magazines, each predicted to fall about 2 percentage points of adspend share between 2014 and 2017. Meanwhile, desktop Internet, outdoor, radio and cinema adspend share are expect- ed to remain stable. Zenith reports that mobile advertising expenditure is growing exponentially around the world. Here are three examples of intense growth on three continents. The countries explored are China, Mexico and United Kingdom. China Total mobile advertising has grown from 84 million RMB (US$13.7 million) in 2009 to 54.54 billion RMB ($8.8 billion) projected for 2017. Mobile advertising is expected to represent half of total desktop Internet adspend, driven mostly by search and display advertising, according to ZenithOptimedia in April 2015. Mexico Mobile display, mobile classified and mobile search advertis- ing expenditure in Mexico tallied to 339 million Mexican pe- sos ($US24.7 million) in 2010, and is expected to reach 10,441 million pesos ($681 million) in 2017, according to ZenithO- ptimedia. Despite the steep growth, faster than other digital advertising, mobile advertising is still expected to represent just over a half of all Internet advertising in Mexico by 2017. China’s mobile adspend, 2009 to 2017 In Chinese yuan ¥20,740 ¥20,656 ¥32,122 ¥31,958 ¥29,673 $¥9,391 ¥43,560 ¥42,600 ¥282 ¥960 ¥63,641 ¥61,592 ¥89,098 ¥78,081 ¥117,609 ¥94,290 ¥2,049 ¥11,017 ¥23,319 ¥148,187 ¥109,859 ¥38,328 ¥176,343 ¥121,807 ¥54,536 ¥164 ¥84 2009 2010 2011 2012 2013 2014 2015 2016 2017 Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015 0 ¥50 mil. ¥100 mil. ¥150 mil. Total Total desktop Total mobile Mexico’s mobile adspend, 2010 to 2017 In Mexican pesos 2010 2011 2012 2013 2014 2015 2016 2017 Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015 0 $5 mil. $10 mil. $15 mil. Mobile search Search Mobile classified Classified Mobile display Display Total 3,392 4,625 2,729 3,774 5,209 6,771 8,464 10,156 10,674 564 1,321 1,563 509 102 1,388 278 576 1,059 1,721 2,582 3,099 3,316 1,919 2,618 3,443 4,304 5,165 5,527 211 388 631 947 1,136 1,204 704 971 1,262 1,578 1,894 1,985 3,386 4,655 5,586 5,921 6,397 8,828 11,476 14,346 17,215 18,185 2,001 200 102 373 37 1,018
  • 29. 29 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 United Kingdom ZenithOptimedia projects that mobile display and search adspend will represent more than half of all Internet adspend by 2017 at 5.64 billion GBP (US$8.6 billion). In 2010, mobile advertising represented in tiny fraction of Internet adspend, at less than 185 million GBP (US281.7 million.) Paid content The most popular paid content online is the mobile app, according to GlobalWebIndex in Jan. 2015, especially high among Millennials ages 17 to 31, 25 percent of whom said they purchased a mobile app in the past month. Internet-connected Millennials are more likely to pay for on- line content than the general Internet-connected population as a whole. In addition to mobile apps, the most popular paid content online are e-books, music, Web service such as email or storage, study programmes, games and television shows. M-commerce Mobile e-commerce, or m-commerce, is gaining momentum, but continues to remain far behind desktop PC-generated e-commerce, according to comScore. From Q1 2012 to Q2 2014, e-commerce on PCs and mobile has grown in the dou- ble digits year-over-year in the United States. The most robust e-commerce period is the fourth quarter prior to the holiday buying season. E-commerce grew from US$64 billion in Q4 2012 to $71.4 billion in Q42013 for PC and mobile sales, including $7.2 billion in m-commerce sales in 2012 and $8.3 billion in 2013. The m-commerce trend continues into 2015, as more consumers are purchasing goods and services on their mobile phones. While tablet-generated m-commerce earned more than smart- phone-generated commerce per buyer, phones still account for more m-commerce sales share in the United States, according to comScore in 2014. UK's mobile adspend, 2011 to 2017 In GBP 2011 2012 2013 2014 2015 2016 2017 Source: Zenith Optimedia, March 2015 © World Newsmedia Network 2015 Mobile search Search Mobile display Display Total 0 £2,000 £4,000 £6,000 £8,000 £4,423 £1,075 £57 £2,606 £128 £341 £963 £1,715 £2,353 £3,109 £3,918 £2,964 £3,208 £3,988 £4,705 £5,182 £5,597 £143 £280 £501 £831 £1,265 £1,721 £1,220 £1,719 £1,927 £2,274 £2,635 £2,868 £4,982 £5,729 £6,779 £7,920 £8,783 £9,398 Online content Millennials pay for In percentage of Millennial users globally who paid for content online last month Source: GlobalWebIndex, “Millennials Audience Report,” 2015 © World Newsmedia Network 2015 Mobile app E-book Music download to keep Web service e.g. email/storage Study programmes/ learning materials A game on your mobile phone A multiplayer online game TV/film download to keep TV/film streaming service Music service where you can stream on demand In-app purchases (upgrades, add-ons, etc.) News website Digital gifts (stickers, badges, avatars, etc.) A dating service None of the above 0 5% 10% 15% 20% 25% 30% 25% 25% 24% 22% 21% 20% 20% 20% 18% 14% 13% 11% 9% 34% 18%
  • 30. 30 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 Total m-commerce per buyer in Q2 2014 was US$259 billion by U.S. consumers using tablets, and $198 billion using smartphones. Meanwhile, tablets represented 46 percent of all m-commerce spending during Q2 2014, while smartphones represented 54 percent, mainly due to the larger installed base of smartphones in America, according to comScore. People Magazine’s future belongs to digital Reprinted with permission from FIPP The future growth of magazines belongs to digital and, in par- ticular, mobile. For People magazine, part of Time Inc., online growth has been relentless, with mobile browser growth of 147 percent from Jan. 2014 to Jan. 2015. Video views grew during the same period by 259 percent, as reported by FIPP in April 2015. The People magazine brand represents 18 percent of Time Inc.’s total revenue. The print edition sells more than 2.75 million copies per month. By Nov. 2014, 72 million monthly unique visitors logged onto the site – a 26 percent increase from September 2014, just before Will Lee took over as editor. Lee told FIPP that not too much can be read into the increase in mobile browsing. It’s a predictable behavioural practice be- cause it’s one the most convenient ways to consume the news, he said. Social media also has played a part in the traffic increases. “I think the arrival of social networks is a jumping off point – or a point of origin – for news. What works for People is the increasing immediacy and the increasing need for people to know exactly what’s happening at that moment and the fact that we are addressing it with high velocity publishing and the stories that really matter…People as a brand not only wants to be on every device and every screen, but what we are looking for in the next couple of years is to be on every surface.” The future examples Lee refers to are of people consuming People’s content in their cars and outdoors. “We will be there: on watches, wearable devices, every surface that we can be on. People will be platform-ambiguous.” U.S. m-commerce: Tablet vs. smartphone Percentage share of m-commerce spending and US$ per buyer per platform in Q2 2014 Source: comScore, 2014 © World Newsmedia Network 2015 46% 54% $198 $259 Smartphone Smartphone Tablet Tablet Share of m-commerce spending by platform Total m-commerce dollars per buyer by platform U.S. mobile, desktop e-commerce In US$ billions, and year-over-year % change, from 2012 to 2014 Source: comScore, 2014 © World Newsmedia Network 2015 0 $10 $20 $30 $40 $50 $60 $70 $80 Billionsofdollars $48.8 $4.5 $44.3 $43.2 $41.9 $56.8 $50.2 $49.8 $47.5 $63.1 $56.1 $54.8 $3.8 $4.6 $7.2 $5.9 $4.7 $5.8 $8.3 $7.3 $6.8 $47.0 $45.4 $64.0 $56.1 $54.5 $54.3 $71.4 $63.4 $61.6 Q1 2012 Q2 2012 Q3 2012 Q4 2012 Q1 2013 Q2 2013 Q3 2013 Q4 2013 Q1 2014 Q2 2014 +21% +17% +17% +17% +15% +16% +14% +12% +13% +13% Desktop Mobile
  • 31. 31 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The atomisation of stories Breaking stories into pieces and reassembling them in innovative ways: Hello, FOLD By Matt Carroll Reprinted with permission by Matt Carroll, Future of News Initiative, MIT Media Lab @MattatMIT Storytelling is evolving. It no longer has to follow the same ba- sic, linear structure. Digital stories are going nonlinear. They are being “atomised” — broken into component pieces and then reassembled in new and interesting ways. One only needs to look at the work done by Storify, Genius, Circa, and Embed.ly, to name a few organisations that are experimenting with new ways of telling stories or conveying information. And now here comes FOLD, which opened to the public in April 2014. FOLD is a platform for telling stories. It makes it simple to add multimedia background information or create context. It’s easy and intuitive to use. Anyone can publish stories on it; it’s free. This is how FOLD is different: The main story reads as all stories do, straight down vertically. But contextual information is placed to the side of the main story, on a horizontal line. That information can be video, photos, or links to other sites. It sounds complicated, but when you see it, you realise how simple and elegant it is. In the initial video image, the main story is on the left; context on the right. For more context, follow links in the story or click on the arrows at the far right. The graphic in the lower right is a story map; it shows you where you are. The information is embedded online so you are not taken away from the main story. This is a step past hyperlinks. Where did FOLD come from? FOLD was created by two MIT Media Lab students, Alexis Hope and Kevin Hu, with developer Joe Goldbeck. It came out of Ethan Zuckerman’s News and Participatory Media class. (Transparency alert: I am one of Alexis’s academic advisers.) It’s a smart design for dealing with context, and efficiently deals with a problem that many readers must navigate when reading long-running news stories or complicated issues — what to do with all those paragraphs that deal with the “backstory.” For instance, think what happens while you read a recent trial story about the Boston Marathon bomber. The top of the story includes the latest developments. But much of the rest will be information about what has happened previously at the trial, as well as details of the bombing from 2013. That’s the backstory. The problem is this: not everyone wants to read the backstory, maybe even a majority of people. Readers who have followed the trial every day will read the first few paragraphs of new information, and then ignore the many lines of ink devoted to backstory. They don’t need it because they already know it. Other readers, less up-to-date, may read all of it. For the up-to-date reader, that backstory is an annoyance — it interrupts the flow of the new information they want to read. What the heck do I need all this backstory for, if I already know it?, they think. And that’s what makes FOLD so interest- ing. All the backstory is placed off to the side. If you need it, it’s there to peruse. If you don’t need it, ignore it. It looks different from many other storytelling platforms. For one thing, it’s a “card”-based system. Information is contained on small pieces of real estate that are the rough equivalent of index cards.
  • 32. 32 GLOBAL MOBILE, APPS AND WEARABLES TRENDS 2015 The main story is written on vertical cards, while contextual information is added to the side. Aleszu Bajak, editor of Sto- rybench, does a nice job explaining the mechanics of adding information. I’ll just add — it’s remarkably easy to use. The learning curve is minimal. For readers: Better, worse, or …? FOLD also also makes for a different writing and reading ex- perience. I didn’t fully understand how different it was until I created my first story in FOLD. I imported a story into FOLD that I had already written on Medium.com about my one near-meeting with Leonard Nimoy, aka Mr. Spock. The main stories are the same, almost word for word. But the look and feel are totally different. The Medium.com story is simple and elegant. It looks great and is an easy read. The FOLD story on Spock includes video of the 1967 Red Sox, pictures of a long-defunct department store, and music from a Star Trek movie. It encourages meandering through the pictures and other pieces of multimedia. It also makes you think hard about how to write a story. Do you want to include that little piece of background informa- tion in the main story? Or should it be placed in a contextual card? How much context is too much? Will people read the context cards I’ve created, or will they see it as extra work to avoid? (As an extra comparison, I’ve done this story on both Medium and FOLD. Which works better for you?) bit.ly/1IhsXNx It also makes for a very different reading experience. How will readers react to all this context that’s been added? Will they take the time to at least browse the context cards? Will they engage with the extra material? I’ve heard the argu- ment that people are more comfortable with linear writing in relaxed settings, whether it’s books or news stories. Sit in the easy chair, put your feet up, and read for awhile. I was at SxSW and spoke about FOLD in the context of the atomisation of news stories. The question was asked: Is this better or worse for readers? My answer: It’s different. Not better, not worse, just different. To quote that well-known football philosopher, coach Bill Belichick: It is what it is. Like oral stories are different than books, like bound books are different than scrolls, like the Kindle is different than a phys- ical book. It’s just different. It’s definitely non-linear. Is that better or worse? Some people have suggested that non-linear learning is more natural. As one person put it, linear learning doesn’t exist in nature. Linear learning is arbitrary. Maybe. FOLD certainly creates a reading experience that’s different than the linear writing experience people are used to. Reading on the Internet supposedly results in more “solu- tion-hunting behaviour.” That argument goes like this: The Internet is not about a leisurely read. It’s about getting infor- mation. Short, punchy reads are best. I’m not sure I buy into that entirely, although there’s definitely some truth there. Still, I’ve read enough investigative pieces and novels on my phone to know that long-form reading works OK, too. Anyways, FOLD is definitely a storytelling tool worth trying. It’s an attempt to add contextual information in a way that is non-intrusive on the main story. I’ll be interested in hearing what you think about it.
  • 33. 39 GLOBAL SOCIAL MEDIA TRENDS 2015 the worldwide magazine media association www.fipp.com/Insight