The fastest way to customers is through fun
Tuesday 17th September 2013
When developing new apps, you need to be able to understand your target audience well and it seems that aiming at their thirst for fun is the best way to go.
Certainly this is what research by Gartner seems to suggest as it found that fifty per cent of the time that users spend on their mobiles devices is used on entertainment.
Whether that is on their smartphones, tablets or laptops, generally these devices are used for reading books, playing games, streaming TV shows or listening to music.
Principal research analyst at Gartner Meike Escherich said: "Of the different types of activity, people spend by far the most time on entertainment, and people often use several devices at once, so it seems we are turning into a society of multitasking, multiscreen users,"
However she found that the way that owners use their mobile devices changes depending on the technology.
For example, Ms Escherich suggested that tablet user like to have their technology as an accompaniment to television viewing, as she found that many use these in the evening between 19.00 GMT and 22.00 GMT.
Meanwhile smartphones tend to be used while people are on the go, if they need it to conduct some quick research for example.
The way that app developers approach these technologies should be borne in mind when thinking of ways to approach customers.
As well as that, developers also need to be able to ensure they are reaching people across platforms. Previous reports from Gartner suggest that apps will need to be supported across more and more devices if they want to reach the most users.
There are a number of cloud platforms on the market that are available to develop solutions that are game-related and that can be used on a variety of devices.
For example, Dot Net Solutions used the Microsoft Azure platform to develop the GameShaper platform for Enteraction. By using a cloud platform, they could make sure that the product is flexible and scalable. As it aimed to connect to users through Facebook, this was absolutely necessary as the size of the user base was difficult to predict.