While still a niche in high-end ultrabook and notebook PCs, gesture control is a good feature to use to help differentiate the product – at a small incremental cost – from the competition as well as the lower-end devices within the manufacturer’s own portfolio.
MRG expects that the software-based gesture controls will help propel the market to reach penetration levels of over 35% by 2018.
Armed with today’s mobile and cloud-based technology, commercial vehicles like new trucks or vans no longer need expensive PC hardware, and the availability of consumer mobile devices with increasingly sophisticated capabilities means that smaller fleets are embracing commercial telematics.
Most commercial fleet operators in numerous industries around the globe are already using smartphones as service access devices to monitor their vehicles remotely.
Over the next five years, the number of smartphone and/or media tablet owners using their devices to gamble online will increase by 100 million. That means about 164 million people will either place a bet, visit a mobile casino or buy a lottery ticket on their mobile device in 2018.
These findings come from a new market study on mobile gambling, which highlighted that the strongest growth would come from the North American market.
The typical corporate ICT environment continues to be threatened by security attacks — ranging from opportunistic hackers using pre-built tools through to targeted, well-resourced, state-sponsored cyber activity.
Ovum believes that online attack volumes will continue to rise and no business should consider itself immune — since any type of organization can be targeted by hackers.
A “smart wearable” product is an app-enabled computing device which is worn on, or otherwise attached to the body, while being used. In some cases a wearable device is also considered a fashion accessory.
A recent market study has revealed that the smart wearable device shipments — including smart watches and smart glasses — will approach 130 million by 2018, that’s 10 times more than was forecast for 2013.
Handheld gaming consoles will experience a dramatic reduction in presence – generating only 13% of the global market in 2017 in contrast to 22% in 2013. They face increasingly strong competition from games on mobile terminals.
IDATE forecasts an average annual growth of 11.4% for online gaming and 12.2% for mobile gaming for the period of 2013-2017 — against 11.1% for the entire video games market.
Today, securing all devices with mobile internet access has become an ever increasing concern. People want to be protected during their daily activities involving email access, online banking or simply browsing content.
Meanwhile, corporate stakeholders are much more concerned about their organisational network integrity and business data protection.
In addition to the $1.30 billion spent on new video games, the total spend on used and rental reached $436 million. Full game and add-on content downloads, subscriptions, mobile games and social network games generated $1.72 billion.
3Q 2013 experienced a 20% increase for new physical games coupled with a 35 percent growth in digital full games and downloadable content.
Senior executives have been waiting for actionable insight from the mass of information that their IT departments already gather about their customers. But many have become very impatient — because they want to see results, now.
Ovum expects a significant wave of business technology ramp-ups in 2014, in response to the market demand.
Canalys predicts that next year media tablets will almost out-ship all other PC form factors combined, forming almost 50% of the total client PC market (desktops, notebooks, and tablets).
Tablet PC shipments accounted for 40% of PC shipments in Q3 2013, less than half a million units behind global notebook shipments.