2016 was the year when the domestic mobile Internet gradually became rational, and practitioners began to re-examine the entire industry. Although the craze of mobile entrepreneurship to "change the world" has not diminished, data shows that the areas that developers are focusing on and concentrating on are even broader. On January 5, 2017, ASO100 Big Data Research Center released the "2016 Mobile Internet Development White Paper", using big data to interpret the rise and fall of more than 4 million apps! 1. Overview of Global Mobile Application Market Data As the Android system's ownership continues to increase, reaching 87.5% in the third quarter, the iOS system's share has dropped to 13.6%. ASO 100 platform data shows that the total number of apps in the two major application markets is increasing, but the App Store's online app number has increased by 268,200, while the number of Google Play's online apps has increased by 545,700, twice that of the App Store. Looking at the App Store performance alone, from the two dimensions of developer supply and user demand, both developers and users have paid great attention to the three major categories of games , life, and entertainment. However, in terms of total volume, apart from games, the two categories with the most apps are business and education, but they are ranked 9th and 14th in the user demand ranking. The supply exceeds the demand, indicating that the market is relatively saturated and the competitive pressure is relatively high. The demand for finance and tools is greater than the supply, and they are ranked first and second in the application category on the demand list, but the total volume is only ranked 6th and 11th. (App Store application supply and demand performance) The top three apps in the domestic Android market are App Store , 360 Mobile Assistant , and Baidu Mobile Assistant . The last few are the mobile phone hardware brand markets, and the coverage rate is related to the sales volume in different periods. They are Xiaomi, Huawei, OPPO, etc. Although Google Play has not opened its services to mainland China, its rich App resources and good reputation have kept its coverage rate between 4-5%. 2. The most noteworthy industries in 2016 The "White Paper" provides detailed explanations of phenomenal mobile application categories such as live video streaming , shared travel, image beautification, knowledge payment , and games. ——There are more than 500 live streaming apps online, accounting for about 0.025% of the total number of online applications. ——Shared travel field. Didi and Uber merged; shared bikes became an instant hit, constantly breaking new records in industry financing . —— “Knowledge payment” entered a stage of explosive popularity as soon as it emerged, and with the emergence of similar products, the pain points of knowledge payment question-and-answer platforms began to be exposed, such as over-reliance on the fan economy . ——Mobile game field. In 2016, the global game market volume reached 99.6 billion US dollars, with an annual growth rate of 8.5%; mobile games accounted for 37% of the market share, with a market of 36.9 billion US dollars, an annual increase of 22.6%. China surpassed the United States to become the world's largest gaming market with a market value of US$24.4 billion. 3. The second half of mobile Internet, the breakthrough point of the industry in 2017 ——Fragmented time and segmented fields. In order to help users make full use of fragmented time, many excellent products have emerged in the fields of paid audio and consumer upgrades (small but excellent). ——Penetration into industries and populations. Internet+ has penetrated into more traditional industries, promoted capacity upgrades, and reached a more diverse audience; ——Globalization. The data is interpreted from the perspectives of application and game fields, developed regions and developing country markets. Mobile application product promotion service: APP promotion service Qinggua Media advertising The author of this article @ASO100 was compiled and published by (Qinggua Media). Please indicate the author information and source when reprinting! |
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