iphone tv apps

iPhone gets all the attention and the lion's share of the economy app paid according to industry observers. However, the iPod Touch, which is the primary delivery of pure numbers that drive the 2 billion downloads + app. For marketers seeking to extend its brand to target a teenage male-fashion-gadgets-public-social application in the economy, the iPod Touch users represent the sweet spot primary.

Let's take a step back for a moment and get the lay of the land unit volume. iPod Touch is approx. 40% (22.3M *) of the total installed base OSX from Q3 2009. In particular, the iPod Touch has played very well in North America and United Kingdom and proportion, continues to represent a larger installed base than the overall figures and coincidentally get the same level, approx. 46% (15.5M) and 46% (1.9 M) of these respective markets.

Note: Apple iPod Touch does not release figures global or regional. However based on certain resources available to the public, it can be reasonably estimated.

The increase of downloads continues to scale with the latest data coming into 10.5 million days of apps. But here is the real kicker. For each 1 app downloaded by a User of the iPhone, 1.8 apps are being downloaded by a User of the iPod Touch, according to AdMob. Almost double. This translates consuming iPod Touch 54% (146M) of all the apps 12M globally and in the United Kingdom in September 2009. Since the volume is accelerating iPhone and iPod Touch is expected to grow into a global market stagnant iPod a crossover point is expected later this year. However, the segment remains a key demographic iPod Touch versus the flash of his twin.

Target audience are like iPod Touch Users uniquely defined against iPhone users? According to comScore and have Flurry Analytics;

Lots of teen angst. 69% are between 13-24 years and are mainly characterized as centered teen

Less money. Only 66% have at least 25 thousand annual income

The zeal for fashion and gadgets. More likely to be in the market of furniture, clothes, TVs and other consumer electronics

Voraciously share their lives. Formed by heavy users of MySpace, Facebook and SMS

Of course, one thing that both devices have in common is the machismo, depending on the industry report that you read are 65-70% + male.

Here's the slap in the face. the iPod Touch users have an appetite insatiable to download the latest shiny new thing, but the trend is to use it once and chuck it. According to Pinch Media, only 20-30% of users return after the first use. Laughably this drops to approx. 1% of users who continue with the product after 70-90 days. In fact, Flurry with a much larger sample indicates that in North America and the United Kingdom, the retention level is 12%. They define this as someone who has downloaded an app sometime in the past and has used the application in the last seven (7) days. Pinch or Not Flurry break it down by type of device, however, given the nature of trigger happy users of the iPod Touch, I would suggest that support the weight of responsibility for these kinds of statistics showing.

So, if you are a marketer wanting to reach this teen male-fashion-gadgets-public-social, what to do. I suggest that you want to create a super application environment or explicitly, a conception throw-away app. Not bother with the middle ground. The type of application should factor in their decision-making process as according to Flurry, categories such as music, health & fitness news and tend to have higher levels of retention. In contrast categories like lifestyle and entertainment expected to have lower levels.

Often the best marketing is simply embrace the behavior of the User and not trying to get all fancy pants in your target market. Design for "use once and dump "delivering a great-off" pop "utility that enhances the brand. The bonus here is likely to be faster and cheaper launch based on a simple concept process of realization.

In contrast, the application must involve the experience to deliver a well crafted in terms of content, design and go to the market elements. Part of that experience is the integration of social skills to appeal to the sharing voracious need mentioned above. The result is, fortunately, durability and long-term traction with your audience. In fact, one could argue why the users download and use as is the large number of home-grown lame apps.

There you have it. Build a super application environment or explicitly, a conception throw-away app.

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