LIMELIFE RESEARCH REVEALS INSIGHTS ABOUT
WHAT WOMEN REALLY WANT IN MOBILE CONTENT
(Menlo Park, Calif.—December 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.
“Our research shows a clear gap between what women want and need
and what is being made available to them by traditional mobile
content providers, both in terms of games and in the larger
category of lifestyle applications,” said Kristin Asleson
McDonnell, CEO, LimeLife. “LimeLife is uniquely positioned to
fill this gap, not just as a content publisher, but as consumers
ourselves, who are intimately knowledgeable about the needs of
the large women’s market segment.”
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. For more information
about LimeLife's product portfolio, visit www.LimeLife.com.