RSS

Tag Archives: 2017

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

 
Leave a comment

Posted by on March 26, 2012 in Mobile & Telecom

 

Tags: , , , , , , , , , , , , , , , ,

Global Semiconductor Marketplace: Industry Verticals, Growth Drivers, and Forecast 2012 – 2017

Semiconductor technologies continue to evolve and amaze even those that previously forecasted aggressive growth. New materials, new structures, new manufacturing tools, and new advancements in modeling and simulation form a breeding ground for novel high performance electronic and photonic devices.

High costs, long manufacturing cycles, and enormous increase in computing power are behind recent rapid progress of the modeling, simulation, optimization, and design of semiconductor devices. Continuous advancement of semiconductor technology and growth of semiconductor industry impose new requirements on semiconductor manufacturing. Semiconductor manufacturing belongs to the most challenging and complicated production systems involving huge capital investment and cutting-edge technologies.

This report evaluates the industry verticals, evolution, and market drivers for global semiconductor growth.  This research analyzes some key technology developments that will accelerate the need for semiconductors.  It also includes analysis and forecasting for a key drivers for growth of semiconductors with an emphasis on growth and sophistication of mobile communications devices.

Target Audience:

•    EMS, OEMs, and ODMs
•    Semiconductor manufacturers
•    Consumer electronics manufacturers
•    Telecommunications infrastructure providers

To know more about this report:
http://www.researchkart.com/product/10417/Global-Semiconductor-Marketplace-Industry-Verticals-Growth-Drivers-and-Forecast-2012-2017.html
or email us at shreya@researchkart.com

 
Leave a comment

Posted by on March 26, 2012 in Electronics

 

Tags: , , , , , , , , , , , , , , , , , , , ,

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

 
Leave a comment

Posted by on March 26, 2012 in Mobile & Telecom

 

Tags: , , , , , , , , , , , , , , , , ,

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

 
1 Comment

Posted by on March 26, 2012 in Mobile & Telecom

 

Tags: , , , , , , , , , , , , , , , , , , , , ,