firm Flurry Analytics said 67% of time spent using the tablets is the game
There is plenty of anecdotal evidence for tablets that are used primarily for entertainment, but firm Flurry Analytics mobile tried to put precise figures on the trend, comparing the use of smartphones and applications shelves by category.
His research is based on more than 6 billion applications in about 500 smartphones and tablets sessions in September 2012, with data from other applications using the tools of analysis firm.
The most interesting is the above table, which compares the time spent by each application category between smartphones and tablets. Games is the most popular category of both, but there are significant differences in the percentage of time that the games suck:. 39% of smartphone use, but 67% use tablets
"At a high level, consumers spend more time using compressed media and entertainment, including games (67%), recreation (9%) and new (2%) categories, about four-fifths of consumer tablets, "Peter Farago of Flurry blogs, noting that communication activities and knowledge be more visible in smartphones.
"Further strengthen the tablets are" media machine is the fact that consumers are spending more than 71% of the gaming tables of time they spend on smartphones. "
- social networking accounts for a greater proportion of the use of smartphones and tablets that are listed here - Facebook has 604m monthly active mobile users in the third quarter of 2012, with 126 million them access to social network only through their phones.
- The second caveat is that these figures relate to the use of native applications, but what people do on your smartphone or tablet web browsers. Tablet users are likely to face some of their tasks non-entertainment/media via the browser, which does not appear here.
Research also indicates that if the demands of smartphones are used more frequently than tablets applications - 12.9 times per week, compared to 9.5 times - applications tablets are used for more time per session 8.2 minutes on average, against 4.1 minutes for applications for smartphones.
Farago
But again, the implications of data from the tablet to the living room, and a few companies that can be interrupted by:
"Tablet users are older, more women, and we can assume richer. Addition, the use of more night and during long sessions. Finally consume more media and entertainment with a significant portion devoted to games, "he wrote.
Distribution "In particular, this would indicate that Apple and Google entered the room with connected TV initiatives, gaming consoles from Sony, Microsoft and Nintendo would suffer increased competition. Contained in From the room residence may also change significantly for network providers and cable TV content. "
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