To read the full article, simply create a login account via the link below. Thank you for supporting our newsroom!
Mobile users in Indonesia spend about a third of their waking hours on their phones, according to Data.ai’s (formerly App Annie) State of Mobile 2022 report. Tied with Brazil, the average Indonesian spent about 5.4 hours on their mobile in 2021, 0.4 hours more than that in 2020. Additionally, the weighted average among the top 10 markets was close to five hours in 2021, a 30% increase from pre-pandemic levels (2019).
The global mobile app sector saw 230 billion downloads in 2021 and a cumulative 3.8 trillion hours spent on mobile consumption. Indonesia ranked fifth in the top mobile markets for app downloads at 7.31 billion in 2021. It was also one of the fastest-growing markets for app downloads with a 15% YoY growth. Additionally, it was among the top five markets with the highest mobile consumption, accumulating about 156 billion hours.
The total time spent in shopping apps globally reached over 100 billion hours. In Indonesia, time spent on in-app shopping spiked in 2021 (5.56 billion hours), compared with 2020 (3.65 billion hours). Additionally, Indonesia recorded the fastest YoY growth in hours spent (52%), followed by Singapore (46%) and Brazil (45%).
Despite access to bigger screens, consumers are still watching content on mobile. The total hours spent watching video streaming apps grew 32% worldwide since pre-pandemic levels. Indonesia saw the highest growth (93%) in hours spent streaming, from 2019 to 2021. Japan, and India were also among the markets with the highest increases in total hours spent across their video streaming apps in 2021, with YouTube being the primary driver of growth across all three markets.
Photo courtesy: 123RF
What are consumer behaviours like during Ramadan? Here's your playbook
Eyeing Gen Z dollars this Ramadan? Here's when and where to target them
Study: APAC programmatic mobile in-app advertising spikes with 4 key investment areas
esports marketing in Indonesia: Why hardcore gamers are not your main audience