Instant Coffee, Noodles & Apps: going back to the bright future for 2017.

IN THINKING about the past year in the mobile advertising industry and its impact on the App Ecosystem, I’m struck by how massively positive the data has proven to be. More especially, since some ‘experts’ have thrown out statements to grab our diminishing attention span such as, “The Death of the Smartphone” and “The Death of Apps“.

Happily for all of us though, App Annie’s recent retrospective report gave some genuine grounding to those of us who believe in a more evolutionary approach – and perhaps, that the App Ecosystem itself has a longer way to go, before it iterates into some kind of ethereal interface we can’t touch or even see.

In fact, the view from the App Economy trenches appears to be the polar opposite of the link-baiting doomsayers and futurists who believe that the “tech” has (somehow independently) overtaken the user on a mass scale. Indeed, App Annie further concludes:

“2017 is set to be another banner year for the app ecosystem. As technology and business models continue to evolve, apps will play an even greater role in transforming, disrupting and creating opportunities for companies and industries both old and new.” This year’s report highlighted the key stats:

  • Worldwide downloads exceeded 90 billion, an increase of more than 13 billion across the iOS App Store and Google Play.
  • Publishers were paid over $35 billion in revenue across the iOS App Store and Google Play, with China leading the pack. When we include third-party Android stores and advertising revenue, the 2016 total amount paid to publishers increases to nearly $89 billion.
  • India has surpassed the US as the #1 country by Google Play downloads, indicating that app marketers need to focus increasingly on this and other hyper-growth markets.

Having read the report end-to-end, I tend to conclude that whilst we are living in an Instant World, be it in getting coffee or noodles or more frequently, digital responses – Consumers expect immediacy in everything. Therefore, app-based services that enable such behaviour, will be around for as long as people need their smartphones to engage with them. Which for the year ahead at least, they still seem to require, every minute of every day, in (almost) every country. The proof? “Total time spent in apps worldwide increased by over 150 billion hours’ year over year, reaching nearly 900 billion hours in 2016.”!

So, changing the way people do this, will likely take more time and yes, it won’t be instant. Therefore, App Annie can confidently predict the future for us, in that “the global revenue opportunity for mobile app publishers is forecast to grow to $189 billion by 2020”.

So, anyway, whilst we all begin to play with messenger chat-bots, instant apps and voice-based Artificial Intelligence (AI), let’s also get back to thinking about the bright future for Apps in 2017.

Apps

More time spent on Apps

minimob exhibits @ASW

minimob is a scalable mobile advertising platform that helps app professionals reach their targets and monetize their mobile assets through performance-driven ads. It stands out thanks to its developed in-house and constantly evolving back-end technology, its screening against fraud, its dedicated professionals with extensive mobile marketing experience and its loyal clients and partners who have integrated into the platform and run thousands of CPI campaigns. READ MORE

minimob joined MGF Seattle

minimob joined MGF Seattle, undoubtedly one of the most exclusive business events in the mobile gaming landscape with an impressive line-up of international speakers and a high-level representation of key industry players.

MGF_seattle_2016_blogIf  you missed the chance to meet with our team, email us at events@minimob.com We’d be happy to address any questions and get a new partnership started.

minimob joins Casual Connect Tel Aviv

Creating beautiful and fun games takes great talent, extensive experience and sufficient resources. Effectively promoting them on mobile devices requires an ad platform that delivers great results: minimob.

Game developers, regardless of size and years in the market, want to drive quality users into their mobile games, convert them into paying users and keep them engaged.

minimob joined Casual Connect in Tel Aviv to showcase how indies and big gaming companies can best utilize the platform’s self-serve interface to achieve their ad targets.

CasualConnect_TelAviv_2016_blog_550pxIf you missed the chance to meet with our team, email us at events@minimob.com We’d be happy to address any questions and get a new partnership started.

minimob joins Warsaw Games Week

The first edition of Warsaw Games Week last year attracted over 19,000 visitors, 500 studios and extensive media coverage. With its second edition, the event aims to become the leading games gathering in the Polish market.

minimob joins WGW to demonstrate how developers can maximize user retention and drive revenue into their gaming apps through effective performance-based mobile advertising.
WarsawGamesWeek_2016_blogEmail us at events@minimob.com to schedule a meeting. We look forward to seeing you there.

minimob sponsors White Nights Moscow

Following a successful presence in Helsinki and St Petersburg, minimob sponsors the upcoming edition of the White Nights series and joins the exhibition of the premier business event for the gaming industry in Russia.

WhiteNightsMoscow_2016_blogVisit our booth G12 @ Congress Park at Radisson Royal.
Email us at events@minimob.com to schedule a meeting. We look forward to seeing you there.

 

minimob exhibits @ dmexco

The heart of digiconomy beats in Cologne during dmexco. In the center of this premium event, minimob will welcome clients, partners and top brands at the annual meetup of the digital marketing industry.

minimob_booth_at_dmexco_2016_banner_550pxCome visit our booth #A-038 in Hall 7 at the Cologne Exhibition Center (Koelnmesse).

Email us at events@minimob.com to schedule a meeting. We look forward to seeing you there.

Minecraft

Massive Multiplayer Mobile Madness? Roger that!

Sometimes, it is nice to pause and reflect on events that you have attended, and perhaps think more deeply about the impact certain innovations (in this case) within the game industry, might be having on us all. Yet, there was none of that in Shanghai, infact reliving the event leaves me with only one mental state; that of being smashed over the head with a virtual sledgehammer, like a scene from ‘Who Framed Roger Rabbit.’
In all my years of attending conferences, I have rarely seen the kind of consumer fervour witnessed at the Shanghai New International Expo Centre (SNIEC). The facility itself covers some 300,000 square meters of indoor and outdoor exhibition space, which is spread across 17 exhibition halls. It actually took me two hours to walk from one end of the show to the other. But believe me, it’s worth the wander!
ChinaJoy‘ is short-form for the China Digital Entertainment Expo & Conference and it showcases online and mobile games, hardware products (related to entertainment) and is effectively ‘split’ between consumers and trade visitors.
Each hall opened up a vast treasure trove of giant gaming brand names and their respective crazy character live shows — that focused the mind on the plain fact that the Chinese game companies have a truly massive scale, the likes of which some Western markets might find it hard to comprehend. The China ‘stands’ themselves which dominated the landscape, arose more like mini villages, but were often (not surprisingly) way bigger than their Western counterparts.
This year, according to Official Data just released, the number of ChinaJoy visitors reached 325,452, which exceeds the levels recorded in 2015 (272,900 attendees) an increase of nearly 20 percent! During the exhibition, game companies aggressively showcased more than 400 game products, in which over 50 games were ‘first release’, and importantly, half of those were VR games. On the biggest day, in terms of consumers, Saturday (30th July) hit an incredible 108,000 visitors including nearly 80,000 members of the general (fee paying) public.
As I walked, somewhat agog, through the packed crowds, hall after hall of entertainment unfolded – many bedecked with TV and movie stars, plus hosts of local celebrities – as well as immense multi-screened theatre stages, along with specially constructed e-sports arenas, all of which wonderfully assaulted the senses. Indeed NikoPartners (a provider of market intelligence covering the games industry in Asia) wryly commented: “Chinese gamer’s are enamored with live game platforms to watch eSports online. Some of the larger platforms took part in ChinaJoy, including Longzhu, Douyu, ACFUN, and Bilibili. There were lines of more than 300 people waiting 2 hours, just for the chance to meet a famous online anchor or commentator. Douyu reported that they had 200,000 visitors to their booth, which had 300 anchors & commentators for consumers to meet in person.”
At one point, the relative tranquility of a Minecraft ‘walk through’ on the Xbox stand that featured pagoda’s, ornate waterways, Chinese decorations and even fluttering butterflies; almost made time stand still. Just as, on the other end of the spectrum, I was left squarely transfixed by the Minecraft zombie troupe that managed to knock-out a juddering dance routine to Michael Jackson’s Thriller.
Whilst Virtual Reality was everywhere and certainly the main source of excitement for the consumers trying out different hardware, the launch of two mobile games revealed at ChinaJoy also generated some media hype; in particular the Legend of Mir, MMORPG mobile (using the new Unreal Engine 4). Plus Final Fantasy Type-0 which is a MMORPG for mobile devices, and will be released in China first later this year.
It is fair to say, that the Chinese game fan goes ‘all in’ on this one, and the number of character costumes for Cosplay is quite an entertaining sight all by itself. Something wryly noted in this Asiasmack blog when a female Cosplay character turned out to be a convincing male model! At ChinaJoy, ordinary folk can become instant camera magnets for the media (who themselves are there by the thousands each day looking for stories). But no matter, the Cosplayers stride around the auditorium simply pretending to be ‘virtually’ famous.
Attaching your mobile device to a particular VR-worthy headset may well seem overly clunky at this moment in time; but short of installing a massive 360-degree rotating rig in your house, it’s the easiest way for today’s game-playing generation to get thrust into virtual reality, and the appetite was definitely there for all to see in what was, a scorching hot Shanghai.