Casual online and social games have brought video gaming to wider demographics than ever before. According to the Entertainment Software Association (ESA), nearly half of U.S. adults over 50 played video games.
Adult respondents said that their kids had some influence over how they learned about new games and related technology. And 63% said children influenced their purchasing decisions.
Media tablets have already been adopted by millions of new users during the course of this year. Worldwide tablet shipments are expected to reach 221.3 million units by the end of 2013, that’s down slightly from a previous forecast of 227.4 million but still 53.5 percent above 2012 levels, according to IDC.
However, new growth will slow in the coming years, as some key markets approach the saturation point.
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.
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.
The Western Europe Consumer Electronics (CE) market will end 2013 much the same way as it did last year — with -5% growth in retail value, due to lower prices and cannibalization of single-function devices by more mobile multi-functional devices.
According to Strategy Analytics, most major CE devices will experience negative growth in revenue aside from standout categories such as Smartphone, Tablet, Games Console, and Digital Media Adapter.
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.
Though computers are still the most preferred devices for online shopping activities, more than half of internet users have browsed — and bought — at least something via mobile.
The survey of internet users in the U.S. found that 87.3% liked using their computer for online shopping best, with just 7.4% choosing tablets and 5.3% choosing smartphones.
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.
Research conducted by Frank N. Magid Associates for Crackle suggests tablets and smartphones are more likely to be used for out-of-home online video viewing in America.
One-quarter of U.S. internet users reported using their smartphones to watch streaming TV and movies while on the go, and nearly as many said the same about tablets. Both devices were less likely to be used for this purpose at home.