Mobile games are becoming a big hit in Australia

Mobile Games AustraliaYoung people are becoming enthralled by mobile games

Young consumers represent a very valuable demographic to many businesses around the world. These consumers hold a great deal of purchasing power, even if much of this power is not inherently theirs but that of their parents or guardians. The potential value of young people has long been enough to encourage marketers to reach out and attempt to engage them. In Australia, t he best way to do so may be through the use of mobile games.

Survey highlights the increasing value of mobile

According to the latest survey from Cartoon Network, a growing number of children between the ages of four and 14 are using mobile applications. This is two times higher than the number of children using applications, like mobile games, recorded in a 2011 survey. Of those using mobile applications, the survey shows that most children are accessing an average of 7 applications every month and are doing so mostly through smartphones and tablets that they own. These children also make use of the mobile devices owned by their parents or older siblings.

Mobile games are popular among Australian children

Mobile games are among the most popular applications being used by young people in Australia. These games represent a significant source of entertainment for people of all ages and many games are designed specifically to appeal to a young audience. The survey does show that Internet use is rising rapidly among children, especially those with tablet devices. Approximately 30% of Australia’s children are using tablets to browse the Internet and watch shows that can be found online.

Games represent promising marketing power

Mobile games present several marketing opportunities in and of themselves. These games, many of which are available for free, often feature advertisements that are made to be engaging for children. When clicking on these advertisements, which can easily be done accidentally, advertisers then have access to a consumer’s information, which is shared with them through the mobile games a person is playing.

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