mobile for the cultural sector: tate trumps, louise downe
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@LouiseDowne @Ammonite
Louise Downe@LouiseDowne
&
Alex Fleetwood@Ammonite
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@LouiseDowne @Ammonite
30% of UK mobiles are smartphones
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@LouiseDowne @Ammonite
37%time spentplaying games
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@LouiseDowne @Ammonite
26 millionpeople spend at least
25 minutesplaying games on their mobile,
every day.
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@LouiseDowne @Ammonite
20 millionUS primetime TV show audience
26 millionUS mobile gaming audience
( 1× = 1 million )
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@LouiseDowne @Ammonite
95% information seeking54% socialising46% entertainment42% shopping37% reading blogs
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@LouiseDowne @Ammonite
1 Tate Trumps
22,506 downloads
56 countries
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@LouiseDowne @Ammonite
Games
Social networking
Entertainment
News
Travel
Lifestyle
Utilities
Music
Business 32 minutes
24 minutes
16 minutes
8 minutes
Smartphoneusage (daily)
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@LouiseDowne @Ammonite
Games
Social networking
Entertainment
News
Travel
Lifestyle
Utilities
Music
Business 32 minutes
24 minutes
16 minutes
8 minutes
Smartphoneusage (daily)Tate Average
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@LouiseDowne @Ammonite
Dice games
Simulation games
Casino games
Arcade games
Games
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@LouiseDowne @Ammonite
Lifestyle
Education
News
Books
Business
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@LouiseDowne @Ammonite
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@LouiseDowne @Ammonite
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@LouiseDowne @Ammonite
News & books(educated)Business(high income)Travel & education(culturally engaged)
Tate Trumps audience
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@LouiseDowne @Ammonite
News & books(educated)Business(high income)
News & books(educated)Business(high income)Travel & education(culturally engaged)
Tate audience Mobile gamer
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@LouiseDowne @Ammonite
Tate audience Mobile gamer Brian Sewel Hardcore gamer
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@LouiseDowne @Ammonite
2008 2009 2010 2011
Searches for Arts topics (global)
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@LouiseDowne @Ammonite
2008 2009 2010 2011
Searches for Arts topicsTate Trumps usage** Trend comparison, not to numerical scale