1) It is projected that by the year 2014 public and private healthcare providers could save between $1.96 billion and $5.83 billion in healthcare costs worldwide by utilizing mHealth technologies for health monitoring. The Juniper Report further indicates that most of these cost savings could be generated by the U.S. and Canadian markets due to their high healthcare costs, complex healthcare system structures, and potential for deployment of more advanced remote monitoring technologies
2) According to a report from Pyramid Research, more than 200 million people actively use mobile healthcare (mHealth) applications today, and that number is expected to increase threefold by 2012.
• About 70% of people worldwide are interested in having access to at least one mHealth application, and they’re willing to pay for it.
3)17,000 mHealth applications are already available
4) 300 million people in the US and EU have at least one chronic disease, and it’s estimated that 25% of these patients would benefit from wireless home monitoring solutions
5) 50% of patients would benefit from handset integration of existing medical devices (mHealth and Home Monitoring, Berg Insight, 2009)
6) Chronic diseases cost more than $50 billion in lost productivity in Canada per year
• A single connected medical device (CMD) saves 4–36 minutes of caregiver time daily, while preventing up to 24 data errors per day. (Quantifying the Business Value of Medical Device Connectivity, Black Box SME, 201)
http://origin-pwc.pwc.com/gx/en/healthcare/mhealth/patients-doctors-expectations.jhtml -Stats from Price Waterhouse CooperRead More
When marketing a brand through mobile, there are two challenges that must be taken into consideration. First, the ability to gain the consumer’s attention on their own personal device, and second, ensuring they continue to engage and interact with your brand. A growing trend in solving these problems is the development of branded mobile games.
Games have some of the highest customer retention rates, therefore they have become a logical and increasingly popular solution for brand marketers . It is important however, to do it properly and exploit the gaming industry’s unique marketing opportunities.
- Rewarding vs. Solicitating- You are able to insert your sales tactics as a reward (5% off for passing level 10) instead of simply giving it to your consumer. This has numerous benefits on the consumer’s mindset, and encourages continued interaction with your application.
- Social Interaction Opportunities- Top scorers, challenge winners etc. can be tweeted at or featured on pages as extra content. This opens up avenues of advertising from your social network to theirs, creating clout.
- Viral Advertising Opportunities- If your game is structured to promote sharing with friends (through competition, rewards etc.), every single download of your game can create multiple active users.
- Extra Revenue Stream- If you choose to charge for your game, you open up an additional revenue stream for your company. This is a strategic decision based on your market strategy for the game, but is definitely a benefit to not overlook.
- Proven Success: Large companies like Audi and Red Bull have created their own branded games that have driven a massive amount of traffic to their websites. Audi in particular sees more traffic driven to their site through this game than any of their other marketing efforts.
Are interested in creating a mobile game? FloatPoint can help strategically develop, implement and market your branded mobile game.
FloatPoint Media always likes an informative infographic. Take a look at the statistics below and you will realize how much consumer behavior has changed. Our blog post also discusses future directions for mCommerce and mPayment for natives apps in 2012. FloatPoint Media works closely with enterprise organizations to help them implement a mobile strategy. Our mobile consulting division focuses on monetization, supplier acquisition, user interface design and tech infrastructure. Call us at 1-800-295-0482 To arrange a meeting.Read More