This sort of headline is enough to make our Paul Acevedo jump around with joy and pull many smug faces to the rest of the team due to gaming dominating other categories in terms of usage on multiple smartphone platforms. Since the beginning, games have always been a major hit on iOS, especially those that are Facebook orientated. Windows Phone 7 has Xbox Live and some fairly big titles (the upcoming Beards and Beaks for example), while Android is somewhere in between.
So we're already aware of how popular games are on smartphones, what's so intriguing about this latest analytic data? The breakdown of hours on platforms.
With WP7 featuring Xbox Live, achievements, the Xbox Live hub and some arguably larger titles than competitor platforms, one would expect to see WP7 topping the above chart with more hours accumulated than iOS and Android, but this is not the case. Not only is the platform behind in the total number of hours, but Microsoft's mobile OS seems to be slightly under the industry average of 7.8 hours a month.
Is this a negative finding? Not at all if we're to take Microsoft's advertising and marketing campaign for WP7 into consideration. Remember the adverts that stated how Windows Phone will enable users to complete tasks quickly and get back to real life? Perhaps this rubs off onto gaming too? Maybe we're now so used to sending SMS messages, replying to emails, browsing the web, downloading apps and more with speed that we don't spend hours upon hours immersing ourselves into Xbox Live?
Then again, it could be that the price of Xbox Live titles and iOS ports on WP7 are just too high to justify. The final chart shown below displays the advantage of having the Xbox Live brand used on Windows Phone and the integration with the service. WP7 users are more likely to download apps than any other platform with iOS and Android not so far behind (of course this data isn't accurate), while Blackberry trails in last place (which is expected).
What do you think about this data, and do you believe Microsoft should look into increasing the average play time per user?