Archive for the ‘ Smartphones ’ Category

Computerworld reported new smartphone unit predictions for 2010. IDC’s forecasts:

  • Mobile phone vendors will ship nearly 270 million smartphones in 2010
  • 173.5 million smartphones shipped in 2009
  • For the first half of 2010, vendors shipped 199.4 million smartphones, a 55.5% increase over the same period in 2009

Smartphone shipments will increase in 2011 by 24.5%

They also broke out market percentage predictions for the end of 2010 by operating system:

  • Symbian (Nokia devices), will finish 2010 with 40% of the global market
  • BlackBerry has 18%
  • Android 16%
  • Apple’s iPhone will have nearly 15%,
  • Windows Phone 6.8%

IDC predicts that in 2014, Android will have almost 25% market share, Windows Phone will have almost 10% and the other major OSs will decline.

The Consumer Electronics Association (CEA) has predicted that there will be:

  • 2.1 Million 3D TVs in 2010
  • 6 Million 3DTVs in 2011
  • Smartphones will generate $26 billion in 2011
  • 54 million Smartphones will ship in 2010
  • 66 million Smartphones are expected to ship in 2011

Women Are Gaming

A study from Q Interactive and Social Media World Forum of more than 2,000 women in November of 2009 found them actively engaging with brands as they partake in social media gaming. The report also states:

50% of U.S. women play online games according to Pew Internet

The online social-gaming market is expected to at least double from $720 million to over $1 billion by 2010 according to Think Equity

The study also establishes a picture of the typical woman engaged in social media games and applications:

  • 85% of those surveyed use five or less games and/or apps regularly, indicating an inclination to be loyal to a handful of favorites; approximately 15% regularly invest in six or more games/apps at a time
  • 57% are earning/spending virtual currency daily
  • 74% got involved in a game or app due to a recommendation by family or friend or because they noticed a friend or family member’s score
  • 95% utilize virtual currency primarily to gift and/or advance games
  • In interacting with games and apps, 57% feel virtual gifting – for example, giving a bag of virtual makeup from Sephora – is as meaningful as real life gifting
  • 97% of women prefer to earn virtual currency through either winning more or accepting a branded offer – versus paying for it with “real” money
  • Only one in ten women have actually used “real” money to purchase virtual currency; of that, 85% have spent under $100 in their gaming and aping activities – ever
  • Of women who have signed up for branded offers to get more virtual currency, 67% found the offer useful
  • 37% of those women chose the branded offers based on “content”; 17% went for offers with free products or services

A follow up study in February, 2010  Q Interactive and Engage! Expo  revealed insight into the psychology of women who play social media games, the largest demographic of social media users. The study of over 700 women, about 54% of which play daily and 30% weekly, investigates a range of viewpoints around salient social media gaming topics. This is the company’s third recent proprietary research study from its “Women’s Channel.”

Of those surveyed, 42% consider themselves gamers and 7% deem themselves obsessed:

  • For 67%, one to five hours per week is socially acceptable
  • 26% feel six or more hours per week is socially acceptable.
  • Nearly 45% of those surveyed have friends they consider obsessed with social media gaming.
  • Approximately 16% of those surveyed hide or sometimes hide their gaming habits.

Over two-thirds of those surveyed believe there are stigmas associated with gaming. For those women, the leading stigmas are:

  • Games are addictive (24%)
  • Play makes you neglectful of other areas of your life (21%)
  • Gaming is a waste of time (17%)
  • Play at work is basically off limits: 93% of those surveyed share they primarily play at home versus work.

More than half of women surveyed, 54%, fear more games will make gamers pay in the future:

  • If forced to pay, 77% would give up the game, while:
  • 10% would prefer a monthly subscription or fee
  • 10% would prefer a pay-as-I-go system
  • 2% would prefer a separate payment scenario for each game played

Chris Sherman Founder of the Engage! Expo said, “…  moms and kids are both wired into social media gaming… however, mom… is actively supervising the time her kids play and what they spend”

  • Overall kids (children under 18 years old) are connected: 16% of moms say their children have a smart phone.
  • According to mom, 40% of kids are allowed to play daily, 37% weekly, and 10% monthly.
  • Generally speaking, kids are banned from the wallet: 80% are not allowed to pay for social media gaming.

The February study is available here, and the November study is here.

According to a report by Pyramid Research, Smartphones will capture 37% of the worldwide cell phone market by 2014. This is an increase of 16%in 2009.

  • China will capture the No. 1 position in 2010
  • Brazil will have a CAGR of 43% over the next five years
  • India will have a CAGR of 39% over the next five years
  • Turkey will have a CAGR of 37% over the next five years
  • Nigeria will have a CAGR of 34% over the next five years
  • Latin America will be the fastest growing region at a compound annual growth rate of 48%
  • Africa and the Middle East will have a 39% CAGR

Pyramid also forecasts sales of 1.8 billion smartphones over the next five years

According to a release from IDC, there were more than 450 million mobile Internet users worldwide in 2009, a number that is expected to more than double by the end of 2013. Here are the highlights from IDC’s Worldwide Digital Marketplace Model and Forecast”:

  • More than 1.6 billion people – a little over a quarter of the world’s population – used the Internet in 2009
  • By 2013, over 2.2 billion people – more than one third of the world’s population – is expected to be using the Internet
  • More than 1.6 billion devices worldwide were used to access the Internet in 2009, including PCs, mobile phones, and online videogame consoles
  • By 2013, the total number of devices accessing the Internet will increase to more than 2.7 billion
  • China continues to have more Internet users than any other country, with 359 million in 2009
  • The number of Internet users in China is expected to grow to 566 million by 2013
  • The United States had 261 million Internet users in 2009, a figure that will reach 280 million in 2013. India will have one of the fastest growing Internet populations, growing almost two-fold between 2009 and 2013.
  • The United States has far more total devices connected to the Internet than any other country
  • China is the leader in in the number of mobile online devices with almost 85 million mobile devices connected to the Internet in 2009
  • The number of Internet devices in India, both mobile and fixed, is expected to grow commensurate with the number of Internet users
  • Worldwide, more than 624 million Internet users will make online purchases in 2009, totaling nearly $8 trillion (both business to business and business to consumer)
  • By 2013, worldwide eCommerce transactions will be worth more than $16 trillion
  • Worldwide spending on Internet advertising will total nearly $61 billion in 2009, which is slightly more than 10% of all ad spending across all media
  • Worldwide spending on Internet advertising is expected to reach almost 15% of all ad spending across all media by 2013 as Internet ad spending grows surpasses $100 billion worldwide

According to eMarketer, there will be 126.2 Million Mobile Internet Users by 2013. This presents great opportunities for social gaming companies and mobile entertainment companies as it becomes easier to have cross-platform access to entertainment. It also means there will need to be a greater push for mobile browser sized web pages and applications.

eMarketer’s article also cites Yankee Group’s projection that:

  • Smartphone application revenues will reach $4.2 billion in 2013
  • Smartphone application revenues are estimated at $343 million in 2009

According to Gartner Group, Smartphone sales this year will grow by 29% year-over-year to 180 million units, overtaking laptop sales.

  • By 2012, smartphone revenue will reach $191 billion
  • By 2012, $152 billion that’s will be spent on mobile PCs
  • Smartphones account for 14% of overall mobile device sales today
  • By 2012, smartphones devices will make up 37% of global handset sales

In-Stat has predicted that there will be:

  • 412 million smartphones worldwide by 2014
  • More than 250 million of these smartphones units will have accelerometers
  • Symbian OS will be the dominant operating system, however their market share will be in decline

If you’re interested in learning how to develop for Symbian, you can get access to tools and help here.

An article in Advertising Age points out some interesting information on the penetration of iPhones among women in the coveted 18-49 age group.

  • 18% of women age 18-49 have a smartphone (roughly 3% of the total cellphone-carrying population) – Source:  Nielsen
  • 721,000 moms age 25-44 own an iPhone – Source: M: Metrics.

The article also points out that advertising content is more ineffective with iPhone users:

  • Users of conventional cellphones average 4.3 to 4.8 post-click page views
  • iPhone users only average 1.3 post-click page views (actions the user takes after clicking a banner ad)

“iPhone users leave a branded web page without taking additional action about 80% of the time; only 12% of non-smartphone users, on the other hand, desert their destination.” – Advertising Age

There is new information on iPhone and Smartphone usage from the Wall Street Journal and Gamesindustry.biz. Data from the two articles includes:


  • There are now 13,000 games for the iPhone and iPod Touch (20% of applications)
  • Free titles for iPhone and iPod Touch account for 22.6% of available games according to Mobclix
  • Puzzle games are 16.4% of the offerings (iPhone and iPod Touch)
  • Action games are 11.2% (iPhone and iPod Touch)
  • Arcade games are 11.1% (iPhone and iPod Touch)
  • The number of games on iPhone and iPod Touch has doubled since March
  • U.S. smartphone penetration is estimated at 18%
  • Samsung expects 500 million global smartphone users by 2012
  • 17% of teens use their smartphones as a gaming platform while on the go (versus 10% of teens on traditional mobile phones) according to Harris Research