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Category Archives: Mobile & Telecom

Mobile Commerce Market and Forecast 2012 – 2017

There are two main mobile commerce technology camps: NFC, and “the rest” — methods based on non-NFC technologies such as SMS, mobile Internet, and mobile applications. NFC is the ‘holy grail’ that provides the easiest user experience. Other methods require more work and expertise from the consumer. The question is: will the NFC market respond to these alternatives and get organized, or will it continue on its own path?

Demand for these services and related mobile money services, such as banking, domestic person-to-person payments, and international remittances are undeniable, although its drivers differ around the world. Industrialized regions’ customers are becoming comfortable with using their mobile phones for more than just traditional communications. In the developing world, mobile money services have promise as an alternative to scarce financial institutions for money transfers, and as ways to reach the previously “unbanked.”

We expect mobile commerce revenue to reach $10 billion by the end of 2013. This growth is driven by the introduction of the tablet computing and the next generation smart phones. The report predicts the future of the industry based on two primary scenarios “Application Domination” and “Rise of New Wireless Devices and Tablets”.

Audience:

•    Mobile Network Operators
•    Mobile Software Developers
•    OSS/BSS Solution Providers
•    Handset and Tablet Manufacturers
•    Mobile Payment Service Providers
•    Content and Applications Aggregators
•    Mobile Marketing and Advertising Providers
•    Telecommunications Infrastructure Providers

To know more about this report:
http://www.researchkart.com/product/10390/Mobile-Commerce-Market-and-Forecast-2012-2017.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Google’s Mobile Advertising Strategy

Google’s mobile advertising business continues to fuel impressive growth for the online search engine pioneer. The company estimates its mobile advertising revenues will likely generate in excess of $2.5 billion a year and growing. Google generates 97 percent of its $34 billion in annual revenue from selling advertising and new CEO Larry Page promises that mobile advertising, including search and social media, will be a prominent part of its growth strategy.

Although Google’s assertive foray into mobile advertising has paid off royally, other technology powerhouses are challenging the company with highly competitive business models. Apple and Facebook promise mobile advertising and pricing strategies, and online audience reaches that rival or exceed Google’s. The year 2012 promises to be a pivotal year in which a few companies could dominate the mobile advertising platform competitive landscape.

This research analyzes Google’s emerging mobile advertising strategy to enable marketers to leverage Google’s platform to reach consumers with targeted messages. The report aggregates and synthesizes important metrics and trends on mobile advertising and marketing to inform executives making critical spending decisions during a down economy. The report evaluates key Google competitors in the mobile ad space.  It supports advertising buyers to ensure they can optimize their mobile ad dollar spending. The report focuses particular attention to the competitive strategy of Facebook and Apple in the mobile advertising space.

Key Findings:

•    Mind Commerce estimates that global spending on mobile advertising and marketing initiatives will reach nearly $37.5 billion in 2012, a near 15% compounded annual growth rate since 2008. The Asia-Pacific region is leading the mobile charge and will chalk up an estimated budget of $15.8 billion in 2012. In comparison, Europe’s spending on mobile advertising in 2012 will be about half as much ($7.9 billion) while North America’s spending for 2012 will be $11.2 billion.
•    Mobile search, especially localized search, will be the dominant activity platform for marketers to engage consumers with branded communications but they should not ignore the potential of downloadable applications, streaming video, WAP and, most certainly, mobile messaging.
•    Facebook is expected to roll out mobile ad services by the end of March 2012. Facebook originally planned to introduce the mobile ad platform earlier this year and the project could face additional delays, one of the sources adds. Facebook’s advantage is that it reportedly has over 800 million users with the company expecting to break the billion mark through mobile devices.
•    Apple originally required marketers to commit to a spending limit of at least $1 million, but this was later cut down to $500,000. Also, Apple was charging marketers every time a user tapped an ad, which would quickly eat through the budget. But Apple is now making some changes in order to beef up its failing ad service. For starters, it reportedly plans to drop the spending limit from $500,000 to $400,000.

Companies in Report:

•    Admob
•    Apple
•    Facebook
•    Google
•    ICrossing
•    Jumptap
•    Madvertise
•    Millenial Media
•    Mogreet
•    Rhythm New Media
•    Third Screen Media
•    Vdopia

Audience:

•    Smartphone and PDA manufacturers: They provide the hardware that enable next-generation mobile content possible
•    Mobile advertising networks: The suppliers enable different types of mobile ads to be broadcast over mobile networks, in videos, and in other mobile premium content.
•    Mobile search and content aggregators: Many are chasing Google but the smaller vendors offer localized search capabilities.
•    Cellular phone providers: They carry the millions of text messages, some of them sponsored, and are looking at ways to leverage mobile marketing campaign data for their own use.
•    Mobile platform developers: These suppliers create videos, games, downloadable applications for mobile that they in turn use to recruit sponsorship opportunities.
•    Traditional media outlets: Broadcast television stations and Internet properties are leveraging mobile to stream newscasts and other premium content.
•    Marketing and Advertising Agencies, and Corporate Marketing Departments: Chief Marketing and Advertising Executives are determining how best to allocate their budgets for 2012 and mobile is certainly on their radar.

To know more about this report:
http://www.researchkart.com/product/10381/Google-s-Mobile-Advertising-Strategy.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Smartphones: New User Paradigms and Behaviors

The Smartphone market is currently the fastest-growing segment and it will continue to outpace the overall handset market for the foreseeable future. User friendly platform and evolving user behavior pattern are responsible for its exponential growth.   In the past few years Smartphone sales have grown exponentially. In 2011, 472 million Smartphone were sold worldwide.  This is expected to rise to 1 billion by 2016. Smartphones now account for 17% of all global mobile handset sales. Particularly in the USA, 43% end-users have Smartphone which is equivalent to France, Germany, Italy, Spain and the UK.

Among the four major operating platforms Android leads the market with 47% market share beating Apple’s who has 29%. However 57% mobile operating profits are in Apple’s basket. The user behavior pattern has also experienced a major shift from voice to data centric in last year and sleek design of handset.  Usage and growth in social networking, mobile payments, and many expected other non-voice applications driven by LTE are expected.

This research addresses:

•    Top Smartphones and innovations in 2011
•    Smartphone user behavior pattern evolution
•    Top smartphone functions for end-users
•    Relationship between mobile growth and smartphone user behaviors
•    Leading demographics (by gender / race / nationality) for usage
•    New dynamics of smartphone user behavior
•    Impact of mobile marketing
•    Relationship of applications market to smartphone user behavior
•    Smartphone business models
•    Actions that stakeholders should take for optimal success in smartphone marketplace

Key Findings:

•    We project 20% of smartphones will support NFC by 2014
•    Mobile commerce will become $31 billion business by 2016
•    We see 74% of mobile search leading to a purchase because of smartphone
•    Mobile marketing spend will reach $56.5 billion in 2015
•    Statistical snapshots:
o   50% smartphone users purchase via mobile
o   45% of smartphone users check email constantly throughout the day
o   32% of smartphone users check Facebook at least once per day
o   78% of Japanese smartphone users browse online from their mobile
o   90% of smartphone users search local information in US and Japan
o   76% of smartphone users utilize location check-in services
o   56% of smartphone usage is with applications
o   60% of end-users connect to social networks via mobile

Audience:

•    Mobile network operators
•    Handset and mobile device manufacturers
•    Infrastructure providers (equipment, software, and services)
•    Content providers and intermediaries
•    Semiconductor manufacturers
•    Mobile commerce application and service providers
•    Mobile applications developers (general)
•    Brands, advertisers, portals, and media companies

To know more about this report:
http://www.researchkart.com/product/10380/Smartphones-New-User-Paradigms-and-Behaviors.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Real-time Location Services (RTLS): Applications, Services, and Company Analysis

Real-time Location Services are changing processes and procedures in yards, hospitals, warehouses, factories and any facilities in which location determination and tracking in real-time is crucial.   RTLS applications support operational areas for logistics and other services, to combine identity and location of any type of items or objects, allowing for efficient location procedures through automatic determination/tracking with the click of a mouse button.

This report provides analysis, case study assessment and evaluation of the following:

•    Indoor RTLS and key players
•    RFID tag types and their applications
•    Current and next generation applications
•    Protocols, standards, and technical details of RTLS
•    Regulatory mandates regarding RFID focusing on RTLS
•    Different RTLS technology approaches: GPS, WiFi, RFID
•    Real-life implementation analysis with example case studies
•    Importance of RTLS for large scale Tracking and Management
•    How the RFID industry has grown and penetrated into daily life
•    GPS based Tracking w/o Active RFID and Implementation of the system
•    RTLS in various verticals including Healthcare, Yard/Port, Inventory, and more

The report also addresses challenges and opportunities in deploying/operating RTLS including available solutions and the methodologies.

Audience:

•    Venture capitalists, private equity firms, and startup companies
•    RTLS and RFID hardware, software, and solution vendors and related professional services companies
•    Managed RTLS service providers, outsourced RFID solutions and RTLS application providers, and RFID service bureau operators
•    Healthcare management personnel responsible for tracking patients, staff personnel, equipment, inventory, and other critical resources
•    Companies interested in optimizing their RFID business process strategies for tracking and telemetry with a special focus on large scale tracking.
•    Retailers and personnel responsible for merchandise inventory and ordering processes, Customer Relationship Management (CRM), Merchandise tracking and fraud prevention
•    Personnel responsible for automating Supply Chain Management (SCM), Customer Relationship Management (CRM), Manufacturing Resource Planning (MRP), Enterprise Resource Planning (ERP), Inventory Tracking, Fleet Management, Yard/Dock Management and other business processes

To know more about this report:
http://www.researchkart.com/product/10395/Real-time-Location-Services-RTLS-Applications-Services-and-Company-Analysis.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Network Operator Monetization Strategies: Leveraging New Sources of Revenue

Arguably, the cellular communications marketplace has reached a point of saturation in terms of customer acquisition.  Network operators are increasingly reliant upon cannibalizing customers from each other and growing revenue from non-voice communications.  There are many other potential areas for driving revenue growth and improved profitability including:

•    Subscriber data mining and management
•    Leveraging presence and location determination
•    Value-added Service (VAS) applications and content
•    Working with third party application and content providers
•    Mobile advertising, commerce, stored value and subsidized services
•    Expanding the scope of Machine-to-Machine (M2M) communications
•    Leveraging network improvements such as Self Organizing Networks (SON)
•    Provide Free-to-End-user (FTEU) applications and services paid by third parties

This research evaluates opportunities for network operators to grow revenue from new sources including mobile Value Added Services (VAS) applications.  The report analyzes many other revenue potential areas including subscriber data management, working with third party sources such as mobile marketing and mobile commerce companies, improving margins through better network management such as Self Organizing Networks (SON), and more.

Target Audience:

•    Mobile network operators
•    OSS/BSS solution providers
•    Software and application developers
•    Content and applications Aggregators
•    Mobile marketing and advertising companies
•    Telecommunications infrastructure Providers

To know more about this report:
http://www.researchkart.com/product/10394/Network-Operator-Monetization-Strategies-Leveraging-New-Sources-of-Revenue.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Sony PlayStation Vita: Mobile Console vs. Cellphone-based Gaming Market 2012-2017

Japanese electronics giant Sony with proven selling experience of Japan market launched its new dedicated console gaming device for high-end handheld portable console market named PlayStation Vita in North and Latin America, Europe, PAL regions, and Singapore on February 22, 2012.

We see this development as an evolution of gaming as the portable handheld gaming market, including consoles, have gone through a massive revitalization in last 10 years.  The notable shift has taken place on gaming preference shifting from hard-core gamer to casual gamer. However, Mind Commerce observes that there remains a market opportunity among niche target group for portable handheld gaming devices (such as PS Vita) with multifunctional capabilities such as digital download facility PS store.

This research includes:

•    Vita platform development market opportunity analysis
•    Analysis of console vs. mobile/cellular gaming marketplace
•    Vita & console gaming market projections through 2012-2017
•    Evaluation of PS Vita positioning as dedicated premium gaming device
•    Vita competitive positioning vs. smartphones, market prospects, and more

Key Findings:

•    The US will hold 60% of device market share by 2017
•    Device unit sales is expected to growth by 1358% through 2017
•    The average game unit sale is expected to reach 52.5 billion by 2017
•    Average gamers’ game units consumption is expected to reach 3 from 1.5
•    Sony will hold the market lead by 40% market share defeating Nintendo behind

Target Audience:

•    Mobile network operators
•    Electronic gaming device manufacturer
•    Video Game publishers and developers
•    Social game and Casual game publishers or developer
•    Gaming infrastructure providers (equipment, software, and services)

To know more about this report:
http://www.researchkart.com/product/10442/Sony-PlayStation-Vita-Mobile-Console-vs-Cellphone-based-Gaming-Market-2012-2017.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming

Embedded gaming or “Gamification” is a next generation advertising approach in which gaming elements are integrated into a non-game environment.

Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.

Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global 2000 organizations will have gamified applications and/or processes.

The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a precursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors.   Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.

This research includes:

•    Gamification business model analysis
•    In-depth analysis of Gamification solution and dynamics
•    Analysis of thirty two companies involved in Gamificiation
•    Case study analysis of brands capitalizing upon Gamification
•    Analysis of Gamification market trends and market projections 2012 – 2017
•    Analysis of potential benefit metrics and non-metrics of Gamification for Brands
•    Gamification process analysis including game mechanics, design techniques, and features
•    Guidelines for Brands, Vendors, Service Providers, and Investors to realize optimal success with Gamification
•    Feasibility assessment of Gamification solutions across various industries (education, enterprise, healthcare, education, entertainment)
As a complement to this valuable report, Mind Commerce provides Gamification consultancy services including:
•    Design a deployment solution with operational support
•    Define ROI measurement & tracking metrics from Gamified solution
•    Develop cross channel marketing solutions identification and implementation
•    Identify the specific Gamification potential for your industry, product or service
•    Identify game mechanics for your product or service that will act as extrinsic motivators

Companies in Report:

Vendor Platforms: Gamify.it, Badgeville, Bunchball, Bigdoor, CrowdTwist, Cynergy, SpectrumDNA, Reputely, IActionable, Scvngr, Manumatix, Leapfrog, beintoo, Objective Logistics, Rypple, CloudCaptive, Arcaris, Gigya, Gamisfaction, Play Nicely, Punchtab, Keas, RepTivity, Fusion, Badgy, Bulbstorm, Crowd Factory, FanGager, RoarEngine, Hoopla, Kitzy, and Snowfly

Brands, Service/Product Providers and others: XboxLive, Foursquare, Gowalla, Getglue, LinkedIn, Salesforce, Mint, Checkpoints, Shopkick, Hallmark, Starbucks, NIKE, Buffalo Wild Wings, Microsoft, American Airlines, Sundance Film Festival 2011, Nextjump, Speed Camera Lottery, Psych, NBC, Universal, Playboy, CrowqTap, RecylceBank, eBay, Amazon, Debhub, Playgen, Metycoon, Zynga, Cadbury, TFL Chromaroma, Bunchball, MOGL: Dinning Out, Nissan, Siemens, Hilton, SAP, BMW, Mashable, COCA COLA, Ask.Com, Google, and Facebook

Key Findings:

•    Gamification ranks 4th in Top Digital Marketing Trends for 2012
•    The Gamification market is anticipated to reach $ 3.6 billion by 2017
•    Mobile platform gamification is expected to increase by 90% in USA by 2017
•    For global 2000 organizations
o    o   80% will gamify products or services by 2017
o    o   70% will gamify enterprise process by 2017

•    Select industry metrics:

o    o   The entertainment industry currently holds the lead in Gamification market (45% market position)
o    o   The education, healthcare and financial sector will increase dramatically but will not overtake entertainment by 2017

Target Audience:

•    Mobile network operators
•    Content providers and intermediaries
•    Digital marketing agency or consultants
•    Internet and mobile based solution providers
•    Brands, advertisers, portals, and media companies
•    Mobile commerce application and service providers
•    Social gaming, mobile gaming and social commerce developers
•    System integrators, consultants, and professional service providers
•    Gamification platform and infrastructure providers (equipment, software, and services)

To know more about this report:
http://www.researchkart.com/product/10440/Gamification-2012-2017-Opportunities-and-Market-Outlook-for-Next-Generation-Brand-Product-Advertising-through-Embedded-Gaming.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition

Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition provides a complete understanding of the mobile software marketplace.  The reader will learn about mobile applications from the inception and evolution of applications on mobile platforms, to current market trends.  The state of the current market is defined through current market statistical data, financial and sales trends, user surveys, and assessing the impressions of news media outlets.  Each of the top hardware and software platforms are reviewed and evaluated to provide a thorough understanding of the competitive landscape of the smart phone market. This research is an essential read for any organization directly or indirectly involved in the mobile marketplace.

Target Audience:

This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space.

Table Of Contents :

1          EXECUTIVE SUMMARY   7
2          DEFINITION OF A MOBILE APP  9
2.1       WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE?   9
2.2       EXAMPLES OF CURRENT MOBILE APPS       9
3          HISTORY OF MOBILE PLATFORM PROGRAMMING 10
3.1       THE FIRST WIDGET           10
3.2       HARDWARE WIDGETS?  10
3.3       HARDWARE AND SOFTWARE EVOLUTION   12
3.3.1   Hardware evolution 12
3.3.1.1            The Smartphone revolution           12
3.3.2   Development platform evolution   13
3.3.2.1            Palm   13
3.3.2.2            WAP, WML, and HTML       14
3.3.2.2.1         HTML and Mini Browsers   15
3.3.2.2.2         Adobe, Flash, and SilverLight       15
3.3.2.2.3         JavaScript     15
3.3.2.2.4         AJAX  16
3.3.3   Development future            16
4          PLATFORM ARCHITECTURES   17
4.1       PLATFORM SPECIFIC DEVELOPMENT           17
4.1.1   Symbian        17
4.1.2   Windows Mobile, Windows Phone 7       18
4.1.3   Blackberry OS          19
4.1.4   iPhone OSX 20
4.1.5   Linux  21
4.1.6   Palm OS        22
4.1.7   Danger Hiptop, SideKick    22
4.1.8   Android          23
4.2       PORTABLE APP DEVELOPMENT          24
4.2.1   J2ME Platform          24
4.3       WEB BASED APPS            25
4.3.1   WAP/WML/XML       25
4.3.2   HTML 26
4.3.2.1            Browser Constraints by Platform  26

To know more about this report:
http://www.researchkart.com/product/862/Mobile-Applications-and-Widgets-Portable-Applications-on-Mobile-Platforms-Fifth-Edition.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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