LimeLife Research Reveals Insights About What Women Really Want in Mobile Content
Menlo Park (Devember 6, 2005) - LimeLife, Inc., the only mobile consumer software publisher focused exclusively on content for women, today revealed the findings of its proprietary research studies examining the mobile motivations, usage patterns and content interests of women. LimeLife predicts that the number of women ages 15-45 who download mobile content will grow to 20 million by 2007.
LimeLife conducted focus groups in August in partnership with Just Ask a Woman and fielded three separate research surveys, (April, May, September 2005) surveying women cell phone users ages 18-49. Through this research, LimeLife uncovered new insights about women's use of their mobile phones and their fit within women's lifestyles as they move from high school toward college and full-time jobs, and then become focused on motherhood and their careers.
- The mobile phone initially serves as a 'private line' for girls 16-17 then evolves to an 'always with me connected buddy' during college years, gradually becoming more functional and ultimately beginning to serve as a 'command central' for working moms and women pursuing careers.
- Games are second only to ringtones for desired mobile downloads among women.
- 67% of those surveyed showed strong interest in wallpapers made from 'Photos I Take.' Further, the use of ringtones as 'caller ID' identifiers is also representative of the importance of customization and personalization in mobile content for younger women. 69% of women surveyed, aged 18-22, have already downloaded one or more ringtones.
- Women have a very strong interest in mobile applications that function as reminders, such as alerts, and help them be more productive and efficient as they multitask throughout their typical day. 70% of those surveyed were interested in reminders for things like doctor's appointments, beating out even birthday reminders with 66% interest.
LimeLife's proprietary research is bolstered by that of other industry sources such as M:Metrics which reports that, while mobile gaming is gender-neutral in terms of gameplay sessions, males generate the greater percentage of game downloads. This is perhaps not surprising given the dominance of sports and action games on carrier decks. In fact, the supply of games women are interested in (puzzle, word, strategy games) is regularly under-represented compared to consumer demand.
LimeLife has applied its research to shape the direction of its initial game product offerings. Other products in development at LimeLife are focused on making women's lives easier and more fun as they use their mobile phones for everything from a 10 minute 'entertainment timeout' to scheduling their appointments to creating their shopping lists.
About LimeLife, Inc.
LimeLife Inc., based in Menlo Park, California, is the only global publisher of wireless content and applications exclusively focused on the women's market. LimeLife's products are based on unique insights about what women seek in mobile entertainment experiences derived from the company's proprietary research conducted with women ages 15+. LimeLife's products include wireless games, lifestyle applications and other branded content. LimeLife distributes its mobile applications through the company's partnerships with multiple wireless carriers, including Cingular, Sprint and Verizon Wireless. For more information about LimeLife's product portfolio, visit www.limelife.com.
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