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Two things: 1. The author of this article clearly has money on one side of the issue since he's trying to sell a cross-device app development platform. 2. The
by ender7 15y ago
Two things:
1. The author of this article clearly has money on one side of the issue since he's trying to sell a cross-device app development platform.
2. The data he supplies isn't broken down by usage type, so it's a little hard to analyze. What if 50% of the 'app' time is spent playing games? Or 20% of it is spent only in a couple of apps like Facebook? He's suggesting that native apps are supplanting web usage, but the graph actually shows web usage going up. So, are apps complementing or cannibalizing web usage? Hard to tell.
- djbender 15y agoThank you for the perspective.
- diminish 15y agoI understand that some people like TV/Radio metrics; such as time spent; however web sites/mobile apps are programmable with multiple purposes where each have diverse usage scenarios than passively watching TV. Comparing Minutes spent on apps or web sites may be a bit misleading; in this case why not put time spend on Office suites or Desktops on PCs too or me watching my Lisp code. Apps such as games, contents, utilities or web front ends have all different meanings to the users and with regard to monetization (ad or not). The same is true for web sites. a. the time I spend with my utility apps are apples and oranges comparison to the time I spend reading HN on my Android. b. Not all 'times spend` are monetizable, or monetizable in the same rate or way; c. Mobile apps are used slower mainly due to small screen size, finger input. d. Games are a peculiar category on their own. Edit: that said; mobile has expanded our connected time to new places/times; toilet, elevator, waiting (queues), couch, TV-ad pauses...
- milesskorpen 15y agoIf you follow through to the article's source (Flurry - http://blog.flurry.com/bid/63907/Mobile-Apps-Put-the-Web-in-Their-Rear-view-Mirror http://blog.flurry.com/bid/63907/Mobile-Apps-Put-the-Web-in-... ), they split out the mobile usage by activity. It is 47% games, 32% social.