camerjam mobile culture tate

Post on 02-Dec-2014

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@LouiseDowne @Ammonite

Louise Downe@LouiseDowne

&

Alex Fleetwood@Ammonite

@LouiseDowne @Ammonite

30%of UK mobiles are smartphones

@LouiseDowne @Ammonite

37%time spentplaying games

@LouiseDowne @Ammonite

26 millionpeople spend at least

25 minutesplaying games on their mobile,

every day.

@LouiseDowne @Ammonite

20 millionUS primetime TV show audience

26 millionUS mobile gaming audience

( 1× = 1 million )

@LouiseDowne @Ammonite

95% information seeking54% socialising46% entertainment42% shopping37% reading blogs

Tate Trumps

Tate Trumps

Tate Trumps

Tate Trumps

@LouiseDowne @Ammonite

1 Tate Trumps

22,506 downloads56 countries

@LouiseDowne @Ammonite

Games

Social networking

Entertainment

News

Travel

Lifestyle

Utilities

Music

Business 32 minutes

24 minutes

16 minutes

8 minutes

Smartphoneusage (daily)

@LouiseDowne @Ammonite

Games

Social networking

Entertainment

News

Travel

Lifestyle

Utilities

Music

Business 32 minutes

24 minutes

16 minutes

8 minutes

Smartphoneusage (daily)Tate Average

@LouiseDowne @Ammonite

Dice games

Simulation games

Casino games

Arcade games

Games

@LouiseDowne @Ammonite

Lifestyle

Education

News

Books

Business

@LouiseDowne @Ammonite

@LouiseDowne @Ammonite

@LouiseDowne @Ammonite

News & books(educated)Business(high income)Travel & education(culturally engaged)

Tate Trumps audience

@LouiseDowne @Ammonite

News & books(educated)Business(high income)

News & books(educated)Business(high income)Travel & education(culturally engaged)

Tate audience Mobile gamer

@LouiseDowne @Ammonite

Tate audience Mobile gamer Brian Sewel Hardcore gamer

@LouiseDowne @Ammonite

2008 2009 2010 2011

Searches for Arts topics (global)

@LouiseDowne @Ammonite

2008 2009 2010 2011

Searches for Arts topicsTate Trumps usage** Trend comparison, not to numerical scale

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