Gaming is the single biggest digital life category in a mobile-first world, measured in both time and money spent.
Mostly true True in substance, wrong in a detail.
Factual: Statements about the present or the past, checked against the record: did they hold up?
The second judge would not resolve this claim; the verdict shown is the first judge's.
Said for an organisation they lead or work for; it counts on both records.
What would count as true or false
Judged as of 2014-07-10. True: industry data from around 2013–2014 (e.g., Flurry, App Annie, Nielsen) show that gaming was the largest digital or mobile-app category by both time spent and consumer money spent. Mostly true: gaming led clearly on money spent and was at or near the top on time spent, within a small margin. Mixed: gaming led on one measure but clearly not on the other, for example social or messaging led on time. Mostly false: gaming led on neither measure but was a major category, so the claim overstates its position. False: data show gaming well behind other categories on both measures.
Set before the research began.
Evidence (4)
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E1 Apps Solidify Leadership Six Years into the Mobile Revolution Flurry · 1 April 2014
“Comparing them to last year, gaming apps maintained their leadership position at 32% of time spent. Social and messaging applications, including Facebook, increased share from 24% to 28%.”
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E2 Games rule the iTunes App Store: Most popular genres revealed Game Developer (community blog post, originally on Localize Direct's blog) · 16 December 2014
“found that a staggering 74% of App Store revenue came from games (incidentally that figure was 90% for the Google Play Store).”
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E3 Comscore US mobile App report 2014 comScore (hosted on SlideShare) · 25 August 2014
“Amajority of mobile app engagement comes from only a select few categories, with Social Networking, Games and Radio contributing nearly half of the total time spent on mobile apps.”
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E4 Spending on mobile games jumps threefold in 2013 PocketGamer.biz · 19 February 2014
“While spending on non-app digital games outpaced app spending by more than two-to-one ($34 billion versus $16 billion), spending on non-app digital games remained relatively flat with 1.0 times the growth.”
Reasoning
On money spent, E2 reports that games made up 74% of App Store revenue and 90% of Google Play revenue, a clear lead. On time spent, Flurry's April 2014 data (E1) has gaming apps first at 32%, ahead of social and messaging at 28%. comScore's 2014 US report (E3), however, groups Social Networking, Games and Radio together as the top categories, names social networking first and gives no figures, so gaming's lead on time is narrow and depends on the source. Gaming clearly led on money and was at or near the top on time, which fits the 'mostly true' criterion.
Cite this claim
Satya Nadella, “Gaming is the single biggest digital life category in a mobile-first world, measured in both time and money spent.” (said 10 July 2014). Verdict: mostly true. Reliability API, claim c_06b004a8af1e, method 0.1.0+28da144b, dataset release v1.1.2. https://epistacklabs.com/claims/c_06b004a8af1e
This claim is in dataset release v1.1.2, with the same verdict.
Reply to this claim
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