MobileMobile Game

App Purchasing Behavior – Survey Report

Along with the development of smartphones, mobile app presence can not be separated from smartphone users. Her presence brings convenience to the users to do many things, ranging from communicating to purchase an item / needs. There are many various choices of mobile app that users can freely choose what app is needed. Even many of which are available free of charge. This time Jakpat wants to know the behavior of users of smartphones in the mobile app purchase fee. The survey involved 176 respondents across Indonesia, aged 18-39 years.

The rise of mobile app preceded by two smartphone platform that is IOS and android app store with the google play store, until today almost all mobile platforms can access the app on the each app store. In this latest survey, the majority of respondents involved using android smartphone platform (82.95%), while the 10.23% of respondents admitted to using the iPhone.

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Then more than half of all respondents reported to have never bought a mobile app (64.20%), while 35.80% of them said that they had bought a mobile app. Respondents who claimed to have bought a mobile app, the majority said that they had bought 1-3 applications (71.43%). The majority of respondents say spending 30,000 (IDR) – 50,000 (IDR) to buy application.

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In Indonesia, mobile app purchases, leaving little problem. The way in which the payment using a credit card into a little barrier in the purchase of mobile app because many Indonesian people do not have it. Therefore, the existence of a third party who mediates the purchase of a mobile app to be the way that has been chosen by the respondents (46.03%).

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Apparently, games is still the most widely purchased (63.49%), while in the second position is occupied app both educational and music (14:29%).

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Paid applications have several types. The majority of respondents choose paid to download (73.02%), while the type of in-app purchase was chosen by 41.27% of respondents.

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Reason app purchase can vary, the findings that we have encountered from the results of this latest survey, the pleasure is the main reason respondents (57.14%). In addition, the function of the app itself is also a reason respondents buy applications (55.56%).

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Like the purchase of other goods, purchase applications also often lead to regret. 4 out of 10 respondents stated that there are already applications that they do not use anymore. However, 6 out of 10 respondents stated that to this day still use the purchased application.

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How respondents found the app to be purchased is an issue we want to know. Looking for app directly on device app store into the way chosen by the majority of respondents (63.49%). While 20.63% of respondents browsing the device app store what applications are roughly interesting.

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41.27% of respondents admitted to buying the application the last time in the last few months, while 33.33% of them said that in the last year.

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To the respondents who claimed to have never bought the application, the main reason is mobile app is not essential to purchase. (40.27%). While 29.20% of them said no paid applications were keen to buy.

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We asked the respondents opinion, if one day they need or want to buy the application, more than half of the respondents chose app games.

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For more detail you can download XLS report at the button below. JAKPAT report consists of 3 parts which are 1) Respondent Profile, 2) Crosstabulation for each question and 3) Raw Data. Respondent profile shows you demographic profiles ( gender,age range, location by province, and monthly spending). Cross tabulation enables you to define different demographic segment preference on each answer.

 You can also download PDF here:

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