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An Insight on Android Users’ Behavior in Indonesia

Mobomarket’s intensive penetration since 2014 has finally resulted on something worth-analyzing. On its last year’s fourth quarter report, Mobomarket rolled out data about the behavior of Android users in Indonesia. Some of important findings were the fact that mobile games remain the king, four inches-wide screen was still people’s favorite, and social media apps still held a significant role.

As a marketplace which focuses on local developers’ masterpieces, Mobomarket indeed has never stopped promoting local apps. After successfully holding the “Find Top 50 Local Apps” in which they searched for the best Android apps, now they’re ready with a unique insight which may be used by local developers to get to know their consumers way better.

The research involved 517.000 apps registered at Mobomarket, with a thousand of them were local apps. Based on that number, Mobomarket noted 265 million distributions that users made during the fourth quarter last year. Mobomarket’s commitment to improve the mobile ecosystem in Indonesia will be continued by releasing reports routinely every quarter.

According to Mobomarket, games still dominated the total downloads, compared to social media, tools, productivity, and other types of apps. This should be more than enough to stimulate local game developers to produce high quality products.

Furthermore, Mobomarket’s research result suggested that out of so many selections of gadget screen available at the market, people tend to choose four inches-wide screen with 800x400 pixel screen resolution. Based on this fact, developers should optimize their responsivity for that particular size.

Social media remains the holder of a significant role in Indonesian mobile growth. The argument is strengthened by the fact that each Indonesian installs at least three to four social media apps on their mobile devices. Users also tend to use those apps for a long-term, since they update them more often than they update the games.

Mobomarket further published that 17.00 is the starting point for users to start actively using their gadgets and reached their first peak at 20.00, when they get home from work. Surprisingly, 23.00 to 24.00 is the highest peak that users make. It can be assumed that people bring their gadgets along when they’re about to sleep. Based on this finding, it would be much wiser to start monetizing at those peak hours.

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