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Strategic Analysis on Survey Taiwanese Mobile App User’s Behavior Market Forecast

Wednesday, October 19, 2016 5:20
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(Before It's News)

Thanks to the diversified content and Internet services provided by mobile apps, smartphones have become an indispensable entertainment tool and also part of our daily lives. Therefore, MIC conducted a survey on smartphone users in the fourth quarter of 2015. The aim is to help enterprises planning to tap into the mobile app market or existing market players to enhance their understanding of Taiwanese mobile phone users’ usage and consumption patterns of mobile apps.

Report URL:

List of Topics

Overview of Taiwanese smartphone users’ app usage patterns, including the average number of apps a person uses per day, the average time they spend on mobile apps per day, and a list of the most frequently used apps
Taiwanese smartphone users’ app usage habits, touching on the most sticky mobile apps and what apps will they remove first when their phones are short of internal storage

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Summary of Taiwanese mobile app users’ consumption behavior, including the percentage of users who have ever paid formobile apps andthe kinds of appsthey have paid for; also included are their payment methods

Table of Content

1. Survey Scope and Methods4
2. Mobile App Usage Pattern4
2.1 Less than 10 Mobile Apps Used per Week4
2.2 Average of 90 Minutes Spent on Mobile Apps per Capita per Day5
2.3 Top 10 Mobile Apps Used per Day Mainly Foreign Services6
3. Usage Habits of Mobile Apps7
3.1 Social Networking and Mobile Game as Most Sticky Apps7
3.2 Mobile Game and Dating apps with High Priority for Removal8
3.3 Both Frequency and Duration of Use Highest on Weekends9
3.4 Social Networking, Game, and Multimedia Apps Catch More Eyeball10
4. Mobile App Consumption12
4.1 Nearly 70% Respondents Never Bought Mobile Apps12
4.2 Single Purchase Accounts for Largest Share12
4.3 Game, Learning & Publication, and Map Apps as Top Three Paid Apps13
4.4 Stickers, Game, and Music as Top Three In-app Purchase Categories in Free Apps14
4.5 Average Single Purchase Value Below NT$15015
4.6 56% Purchase Apps by Credit Card16
4.7 Stickers, Game, and Music Content/Services Remain Top Purchase Choices17
5.1 Social Networking Apps Have High Levels of Stickiness18
5.2 Single Purchase Valued Below NT$150 as Main Consumption Mode19
5.3 Need for Continued Service Optimization and Integration with Other Information20
Mobile App Category Definitions21
Glossary of Terms23

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