The Middle East and Africa (MEA) handset market grew to its largest size in ten quarters in Q2 2014, expanding 27% year on year to total 64 million units. Smartphone share of the market jumped 13 percentage points year on year to reach 40% in Q2 2014, with that figure reaching as high as 75–80% in some of the region’s more developed countries.
The more things change in the U.S. mobile payments space, the more they seem to stay the same. The landscape continues to rapidly evolve, with many players experimenting with and launching new products. Regardless, most people remain tepid about paying for goods and services with their smartphones at the point of sale, according to eMarketer.
Healthcare focused smartphone interfaces launched by Samsung and Apple will be instrumental in propelling the global healthcare accessory hardware market to $3 billion by 2019, according to the latest market study by Juniper Research.
It looks like UK physicians are following the worldwide trend of doctors’ offices going mobile, as an August 2014 survey found that 82% of physicians in the country used smartphones for professional purposes. This trailed only desktops, which had become a staple in most doctors’ offices – 97% of respondents accessed such devices at work.
Short battery life remains the biggest irritation to smartphone users and is a clear opportunity for handset vendors and mobile network service providers to improve the user experience by adopting new, longer-lasting battery technologies.”Additionally, the growth in size-constrained wearable devices makes the problem even more acute,” said Nick Spencer.
The top 25 video game companies generated over $25 billion in the first half of 2014, that’s an impressive jump of $3 billion, or 17%, compared to same period in 2013. For the first half of 2014 Tencent’s revenues are an impressive 50% higher than the number 2 in the world: EA.
June 2014 polling found that UK gamers hailed from across demographic groups within Great Britain — i.e. more females played video games than men, and more older adults played than teens. The smartphone was considered the leading video game device by 54% of respondents vs. 45% who considered the console to be the main device.