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#Mobile Sports and Fitness Ecosystems Market Trend
marketinsight1234 · 4 months
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Mobile Sports and Fitness Ecosystems Market: Forthcoming Trends and Share Analysis by 2032
Mobile Sports and Fitness Ecosystems Market Size Was Valued at USD 27.3Billion in 2023 and is Projected to Reach USD 82.67 Billion by 2032, Growing at a CAGR of 13.1 % From 2024-2032.
Mobile sports and fitness ecosystems are networks of devices, apps, and digital platforms that work together to improve athletic performance, encourage physical exercise, and make wellness management easier. Features like exercise tracking, individualized training programs, dietary advice, social networking, and gamification components are all included into these ecosystems. These tools, which users can access on their mobile devices, promote motivation, community contact, and engagement—all of which lead to better health and fitness outcomes.
The network of mobile apps, gadgets, and services that work together to improve sports and fitness activities is referred to as the mobile sports and fitness ecosystems market. This ecosystem includes a broad range of goods and services, including as wearable technology, online communities, virtual coaching platforms, and fitness tracking apps.
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Updated Version 2024 is available our Sample Report May Includes the:
Scope For 2024
Brief Introduction to the research report.
Table of Contents (Scope covered as a part of the study)
Top players in the market
Research framework (structure of the report)
Research methodology adopted by Worldwide Market Reports
Leading players involved in the Mobile Sports and Fitness Ecosystems Market include:
Apple (U.S.)
Samsung Electronics (South Korea)
Fitbit (U.S.)
Motorola (U.S.)
Microsoft (U.S.)
Jawbone (U.S.)
Under Armour (U.S.)
Pebble (U.S.)
LG (South Korea)
Lenovo (China)
Withings (France)
Garmin (Switzerland), and other Major Players. 
Moreover, the report includes significant chapters such as Patent Analysis, Regulatory Framework, Technology Roadmap, BCG Matrix, Heat Map Analysis, Price Trend Analysis, and Investment Analysis which help to understand the market direction and movement in the current and upcoming years. 
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Segmentation of Mobile Sports and Fitness Ecosystems Market:
By Type
Hardware
Software
By Application
iOS
Android
By End- User
Athletes
Fitness Enthusiasts
An in-depth study of the Mobile Sports and Fitness Ecosystems industry for the years 2024–2032 is provided in the latest research. North America, Europe, Asia-Pacific, South America, the Middle East, and Africa are only some of the regions included in the report's segmented and regional analyses. The research also includes key insights including market trends and potential opportunities based on these major insights. All these quantitative data, such as market size and revenue forecasts, and qualitative data, such as customers' values, needs, and buying inclinations, are integral parts of any thorough market analysis.
Market Segment by Regions: -
North America (US, Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New Zealand, Rest of APAC)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
South America (Brazil, Argentina, Rest of SA)
Key Benefits of Mobile Sports and Fitness Ecosystems Market Research: 
Research Report covers the Industry drivers, restraints, opportunities and challenges
Competitive landscape & strategies of leading key players
Potential & niche segments and regional analysis exhibiting promising growth covered in the study
Recent industry trends and market developments
Research provides historical, current, and projected market size & share, in terms of value
Market intelligence to enable effective decision making
Growth opportunities and trend analysis
Covid-19 Impact analysis and analysis to Mobile Sports and Fitness Ecosystems market
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sudeepkedar · 10 months
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Bicycle Market 2023-2032; Growth Forecast & Industry Share Report
Bicycle Market is projected to cross USD 102.8 Bn by 2032, cites the latest research analysis by Global Market Insights Inc. As per the report, the market experiences sustained growth due to a series of product launches and innovative developments by industry leaders. For instance, in November 2023, Honda introduced its inaugural electric bicycle concept, the e-MTB, during the Japan Mobility Show. Unlike many other concept designs, this electric bicycle appears to be nearly production-ready in terms of its design.
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Women segment will register a noteworthy CAGR from 2023 to 2032, as per the report. Women of all ages are increasingly embracing bicycles for various purposes. Bikes serve as eco-friendly transportation options, exercise equipment, and a means of recreation. The versatility, health benefits, and empowerment associated with cycling appeal to women, making them a significant segment of the market. Bicycle manufacturers continue to cater to their specific needs, further driving the bicycle market growth among female consumers.
Traditional bicycle industry could exhibit a decent growth rate over 2023-2032, claims the report. Loved for their simplicity, reliability, and eco-friendliness, traditional bikes are versatile and cost-effective. They serve various purposes, from commuting to leisure rides and exercise. In both urban and rural areas, people value the practicality and health benefits of traditional bicycles, ensuring their enduring contribution to the bicycle market demand.
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Europe bicycle industry will register a robust CAGR from 2023 to 2032, owing to Europe's strong focus on environmental sustainability and healthy living, encouraging bicycle use. Extensive cycling infrastructure in many European cities promotes commuting and leisure riding. Additionally, the growing preference for e-bikes, combined with government incentives, further fuels demand. Europe's enduring love for cycling as a practical and eco-friendly transportation mode sustains the vibrant bicycle market in the region.
Cannondale, MERIDA BIKES, Trek Bicycle Corporation, Cube Bikes Colnago, Tern Bicycles, Giant Manufacturing Co., Ltd., Scott Sports, Fuji Bikes, GT Bikes, Specialized Bicycle Components, Inc., among others. Company efforts to introduce innovative initiatives, such as refurbishment programs and old bike trade-ins, serve to stimulate consumer engagement and enhance their foothold in the market.
Partial chapters of report table of contents (TOC):
Chapter 2   Executive Summary
2.1    Bicycle market 3600 synopsis, 2018 - 2032
2.2    Business trends
2.3    Regional trends
2.4    Type trends
2.5    Usage type trends
2.6    End-user trends
Chapter 3   Bicycle Industry Insights
3.1    Impact of COVID-19
3.2    Impact of the Russia-Ukraine war
3.3    Industry ecosystem analysis
3.4    Vendor matrix
3.5    Profit margin analysis
3.6    Technology & innovation landscape
3.7    Patent analysis
3.8    Key news and initiatives
3.8.1    Partnership/Collaboration
3.8.2    Merger/Acquisition
3.8.3    Investment
3.8.4    Level of autonomy launch & innovation
3.9    Regulatory landscape
3.10    Impact forces
3.10.1    Growth drivers
3.10.1.1    Increasing awareness of health and fitness
3.10.1.2    Growing environmental and sustainability awareness
3.10.1.3    Rising demand for cycling events and tourism
3.10.1.4    Increasing promotion of cycling as a sport
3.10.2    Industry pitfalls & challenges
3.10.2.1    Safety concerns
3.11    Growth potential analysis
3.12    Porter’s analysis
3.13    PESTEL analysis
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Global Market Insights, Inc., headquartered in Delaware, U.S., is a global market research and consulting service provider; offering syndicated and custom research reports along with growth consulting services. Our business intelligence and industry research reports offer clients with penetrative insights and actionable market data specially designed and presented to aid strategic decision making. These exhaustive reports are designed via a proprietary research methodology and are available for key industries such as chemicals, advanced materials, technology, renewable energy and biotechnology.
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john9028 · 1 year
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Smartwatch Market trends, opportunites, application and demand analysis 2032
Market Overview
Global Smartwatch Market valued at US USD 28,660 million in 2022, is anticipated to reach a value of US USD 136,130 million in 2033, growing at a CAGR of 21.5%.
A smartwatch is a wrist-worn digital device that provides atomic clock accuracy. It is linked to a smartphone and receives notifications for e-mails, texts, and incoming phone calls. It includes a number of apps that provide added features, like presenting weather updates, maps, and stock values. It is also capable of making phone calls and sending & receiving text messages. Its popularity is growing around the world because it includes fitness trackers and monitoring devices to help consumers track their health. Various features include notifications, alerts, apps, answer messages by voice, media management, fitness tracking, and a very good battery life. The market size revenue considered in the report is revenue earned by companies by selling smartwatch. From application perspective, the report analyses the market according to personal assistance, wellness, healthcare, sports, and others. Smartwatches are designed to, either on their own or when paired with a smart phone, provide features like connecting to the internet, running mobile apps, making calls, messaging via text or video, checking caller ID, accessing stock & weather updates, providing fitness monitoring capabilities, offering GPS coordinates & location directions, and more.
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Rise in demand for wireless sports and fitness devices, increase in health awareness among end users, and surge in technological advancements by market players are anticipated to boost the growth of smart watch market. Additionally, rising emphasis on connected devices and smart systems among several industries, and growing demand for connected ecosystem are projected to offer significant opportunities for smart watch market globally. The increase in data dependency among end users and huge investments in building smart cities by the government of various countries are the key success areas that bolster the demand for smart wearable devices.
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Smartwatch Market Size, Share, Global Analysis, Growth by Forecast 2030
Smartwatch market is valued at USD 29.52 billion in 2022 and is projected to reach a value of USD 123.60 billion in 2030 expanding at a CAGR of 19.6% over the forecast period of 2022-2030.
An atomic clock-accurate digital device worn on the wrist is called a smartwatch.
It is connected to a smartphone and gets alerts for new emails, messages, and phone calls.
There are several apps in it that offer extra functionality like showing stock prices, maps, and weather updates.
Additionally, it has the ability to send and receive text messages as well as phone calls.
Due to the fact that it comes with fitness trackers and health monitoring tools to assist customers in keeping track of their health, its popularity is expanding globally.
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Smartwatch Market- Overview
Smartwatches are predominantly designed to, make phone calls and send and receive text messages. These are designed to be worn on their own or when they are paired with a smart phone.
They provide features, such as connecting to the internet, to run mobile apps, or to make calls, checking caller ID, accessing stock & weather updates, also the provision of fitness monitoring capabilities, offering GPS coordinates & location directions, and many more functions.
A smartwatch is defined as a wrist-worn digital device, which provides atomic clock accuracy. It is also linked to a smartphone and helps in receiving notifications for e-mails, texts, and incoming phone calls.
A smartwatch includes a number of apps that provide added features, such as presenting weather updates, maps, and stock values.
The popularity of these watches are growing around the world because it includes fitness trackers and also helps in monitoring devices to help consumers track their health.
Key Trends of Global Smartwatch Market: • Rise in demand for wireless sports and fitness devices Rise in demand for wireless sports and fitness devices, increase in health awareness among end users, and surge in technological advancements by market players are anticipated to boost the growth of smart watch market. Additionally, rising emphasis on connected devices and smart systems among several industries, and growing demand for connected ecosystem are projected to offer significant opportunities for smart watch market globally. The increase in data dependency among end users and huge investments in building smart cities by the government of various countries are the key success areas that bolster the demand for smart wearable devices. • Evolving Technologies As technologies continue to evolve and merge in an ever changing digital world, a number of theoretical models have been proposed to study the user’s adoption of new technologies. Wearable technologies such as smart watches are also a new form of fashion accessories for users. Led by inventions, smart watch manufacturers are investing heavily on the R&D activities.
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Segmental analysis of the Market
Based on product
·         Extension
·         Standalone
·         Classical
Extension smartwatches have dominated the market growth. This is because of its various features and the growth of well-equipped smartwatches.
Based on application
·         Personal Assistance
·         Wellness
·         Healthcare
·         Sports
·         Others
Healthcare segment has dominated the market over the forecast period. This is because of the rise in awareness among the consumers regarding their health and fitness.
Based on operating system
·         Watch IOS
·         Android
·         REAL-TIME OPERATING SYSTEM
·         Tizen
·         Others
WatchIOS segment has dominated the market growth over the forecast period. This is because IOS has gained the maximum popularity among consumers.
North America is anticipated to amplify at a considerable CAGR
North America, Europe, Asia pacific, and Middle East and Africa are the major regions constituting the geographical landscape of smartwatch market. Among these, North America has dominated the regional market share. This is because of the rise in number of users in the region.
Table of Contents
1. Global Smartwatch Market Introduction and Market Overview
2. Global Smartwatch Market - Executive Summary
3. Smartwatch Market Trends, Outlook, and Factors Analysis
4. Global Smartwatch Market: Estimates & Historic Trend Analysis (2018 to 2021)
5. Global Smartwatch Market Estimates & Forecast Trend Analysis, by Deployment
6. Global Smartwatch Market Estimates & Forecast Trend Analysis, by Component
7. Global Smartwatch Market Estimates & Forecast Trend Analysis, by Content Type
8. Global Smartwatch Market Estimates & Forecast Trend Analysis, by End Use
9. Global Smartwatch Market Analysis and Forecast, by Region
10. North America Smartwatch Market: Estimates & Forecast Trend Analysis
11. Europe Smartwatch Market: Estimates & Forecast Trend Analysis
12. Asia Pacific Smartwatch Market: Estimates & Forecast Trend Analysis
13. Middle East & Africa Smartwatch Market: Estimates & Forecast Trend Analysis
14. Latin America Smartwatch Market: Estimates & Forecast Trend Analysis
15. Competitive Landscape
16. Company Profiles
17. Assumptions and Research Methodology
18. Conclusions and Recommendations
Competitive Landscape
The prominent players influencing the competitive hierarchy of the market
sphere are Apple Inc., Fitbit Inc., Garmin, Huawei Technologies, Fossil Group, Motorola, Sony Corporation, Samsung Electronics, LG Electronics, TomTom International and Amazon.
Major questions answered in this report
·         What is the growth rate of Smartwatch market?
·         What are the primary growth determinants of the market?
·         Which are the major regions constituting the geographical landscape of the market?
·         Which are the prominent companies operating in the market?
Key takeaways from the report
·         Smartwatch market is projected to register at a CAGR of 19.6% over the forecast period of 2022-2030.
·         The increase in demand for wireless sports and fitness devices is aiding
·         market progression.
·         Healthcare segment has poised to expand significantly over the forecast period.
·         North America is anticipated to amplify at a considerable CAGR.
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Digital Health Market 2018 to Earn a Valuation of USD 382 billion by 2025
The Digital Health Market is estimated to be around $382 billion by 2025. Digital health is the convergence of digital technologies with healthcare. It facilitates speedy collection of relevant data and in turn the improvement of healthcare services
North America dominated the global digital health market in 2016, due to various programs adopted by different organizations (such as American Health Information Community and the American Orthopedic Society for Sports Medicine)offering sports medicine fellowships for conducting research to develop innovative products. Due to the adoption of HITECH act in 2009, the U.S. has witnessed tremendous advancements in digital health innovations. The European market is an attractive segment for the global players due to increasing number of chronic disorders in this region. Germany has seen a substantial growth in digital health market. In 2015, the E-Health Law was approved in Germany to improve the interoperability in different healthcare IT systems. Due to increasing geriatric population, Europe and China hold attractive opportunities for growth of digital health products.
Prominent Players of Digital Health Market:
Key players operating in this market are Cerner Corporation, AT & T, Inc., Qualcomm, Inc., Cisco Systems, Inc., Athena Health, Inc., Philips Healthcare, Biotelemetry, Inc., Lifewatch AG, McKesson Corporation, and eClinicalWorks.
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Industry Outlook and Trend Analysis: The digital health market is estimated to be around $382 billion by 2025.
Digital health is the convergence of digital technologies with healthcare. It facilitates speedy collection of relevant data and in turn the improvement of healthcare services. The global digital health market is rapidly expanding due to high penetration of mobile devices and internet connectivity all over the world. More than one third of the global population is estimated to own a smartphone by 2017. Innovations in technology enabled wearable health monitoring devices have propelled the digital health market to new heights. Integration of medical devices with smartphones has facilitated real time tracking of health parameters from distant locations. Remote monitoring services facilitating patient monitoring from a remote location is set to further drive the demand for digital health devices.
Digital Health industry Product and Organization Outlook and Trend Analysis:
The electronic health records (EHR) and e-prescription were the largest selling products in 2016. EHR segment witnessed substantial growth due to government initiatives and rise in investments for the development of innovative products. mHealth market is expected to register highest growth rate due to increase in smartphone sales and increased adoption of mobile communication technology. Cost effectiveness provided by mobile devices to monitor health related parameters has also driving the market growth. Low cost and high value applications of digital health products have resulted in their adoption at a fast pace globally. Health analytics product segment is expected to show consistent growth in the forecast period as they reduce the healthcare costs and incorrect diagnosis.
Digital Health industry Opportunities Outlook and Trend Analysis:
Digital health offers more advanced and efficient healthcare services than traditional one. Increasing demand for advanced healthcare information systems propose lucrative opportunities for the expansion of digital health market. Remote monitoring services are changing the way health monitoring was perceived traditionally. The home healthcare segment also has enormous scope for the development of advanced innovative products with a rising demand for these products globally. Health analytics is a rapidly growing segment which is expected to see consistent innovations backed by investments from governments as well as large market players.
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The Digital Health Market Market is segmented as follows- Digital Health Market, By Technology, Estimates and Forecast, 2016-2025 ($Million)
Tele Healthcare Market, By Type
Telecare, Activity Monitoring, Remote Medication Management, Telehealth, LTC Monitoring, Video Consulting
mHealth Market, By Type
Wearables, BP Monitors, Glucose Meters, Pulse Oximeters, Sleep Apnea Monitors, Neuromonitors
Apps
Medical Apps, Fitness Apps,
Health Analytics Market, By Type
Digital Health Systems Market, By Type
Electronic Health Records, E-prescribing Systems
What makes our report unique?
1) An extensive research study on the Global Digital Health Market and its entire ecosystem, describes the market trends, drivers, restraints and opportunities of the Digital Health Market
2) We provide you the longest possible market segmentation based on type of products, procedures and geography and describe the market share region wise.
3) The report gives a bird eyes view on the competitive landscape which includes mergers and acquisitions, collaborations, market strategies, and new product launches.
Major TOC of Digital Health Market
Chapter 1. Introduction
Chapter 2. Executive Summary
Chapter 3. Market Overview
Chapter 4. Digital Health Market, By Technology
4.1. Introduction
4.2. Global Digital Health Market Assessment and Forecast, By Technology, 2016-2025
4.3. Telehealthcare
4.3.3. Telecare
4.3.4. Telehealth
4.4. mHealth
4.4.3. Wearables
4.4.3.1. Market Assessment and Forecast, By Type, 2016-2025 ($Million)
4.4.3.2. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.3.3. BP Monitors
4.4.3.3.1. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.3.4. Glucose Meters
4.4.3.4.1. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.3.5. Pulse Oximeters
4.4.3.5.1. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.3.6. Sleep Apnea Monitors
4.4.3.6.1. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.3.7. Neuromonitors
4.4.3.7.1. Market Assessment and Forecast, By Region, 2016-2025 ($Million)
4.4.4. Apps
4.5. Health Analytics
Chapter 5. Digital Health Market, By Region
Chapter 6. Company Profiles
Chapter 7. Global Digital Health Market Market Competition, by Manufacturer
Chapter 8. Digital Health Market Market Forecast (2018-2023)
…CONTINUED FOR TOC
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List of Tables
Table 1.Global Digital Health Market, By Technology ($Million), 2016-2025
Table 2.Telehealthcare Market, By Type ($Million), 2016-2025
Table 3.Telehealthcare Market, By Region ($Million), 2016-2025
Table 4.Telecare Market, By Type ($Million), 2016-2025
Table 5.Telecare Market, By Region ($Million), 2016-2025
Table 6.Activity Monitoring Market, By Region ($Million), 2016-2025
Table 7.Remote Medication Management Market, By Region ($Million), 2016-2025
Table 8.Telehealth Market, By Type ($Million), 2016-2025
Table 9.Telehealth Market, By Region ($Million), 2016-2025
Table 10.LTC Monitoring Market, By Region ($Million), 2016-2025
Table 11.Video consulting Market, By Region ($Million), 2016-2025
Table 12.mHealth Market, By Type ($Million), 2016-2025
Table 13.mHealth Market, By Region ($Million), 2016-2025
List of Figures
Figure 1.Global Digital health Market Share, By Technology, 2016 & 2025
Figure 2.Global Digital Health Market Share, By Region, 2016 & 2025
Figure 3.Cerner Corporation: Net Revenues, 2014-2016 ($Million)
Figure 4.Cerner Corporation: Net Revenue Share, By Segment, 2016
Figure 5.Cerner Corporation: Net Revenue Share, By Geography, 2016
Figure 6.AT&T Inc.: Net Revenues, 2014-2016 ($Million)
Figure 7.AT&T Inc.: Net Revenue Share, By Segment, 2016
Figure 8.AT&T Inc.: Net Revenue Share, By Geography, 2016
Figure 9.Qualcomm, Inc.: Net Revenues, 2014-2016 ($Million)
Figure 10.Qualcomm, Inc.: Net Revenue Share, By Segment, 2016
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Market: https://www.crystalmarketresearch.com/checkout/HC054 About Crystal Market Research
Crystal Market Research is a U.S. based market research and business intelligence company. Crystal offers one stop solution for market research, business intelligence, and consulting services to help clients make more informed decisions. It provides both syndicated as well as customized research studies for its customers spread across the globe. The company offers market intelligence reports across a broad range of industries including healthcare, chemicals & materials, technology, automotive, and energy.
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anitakumarigrewal · 3 years
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Different Developing Trends of Global Smartwatch Market Outlook: Ken Research
Smartwatches are intended to either on their own or when combined with a smart phone, provide features such as connecting to the internet, running mobile apps, making calls, messaging through text or video, checking caller ID, retrieving stock & weather updates, provided that fitness monitoring skills, providing GPS coordinates & location directions, and additional. A hybrid smartwatch provide the benefits of a regular smartwatch with some linked features but deprived of a touch display or a charging functionality. The smartwatch can be effortlessly attached with smartphone through wireless connectivity and Bluetooth feature. This also assistances the sports person or any client to programme their day to day responsibilities.
According to the analysis, ‘Global Smartwatch Market 2020-2030 by Product Type, Operating System, User Gender, Age Group, Distribution Channel, Application, and Region: Trend Outlook and Growth Opportunity’ there are so much key players that are working for the boost of the market that surrounds of Google Inc., Connected Device Ltd., Neptune Pine, Huawei Technologies Co. Ltd., Pebble Technology Corporation, Apple, Inc., Samsung Electronics, Qualcomm Inc., ASUSTeK Computer Inc., Sony Corporation, Fitbit, Inc, Timex Group Inc., Razer Inc., Xiaomi.
Led by inventions smartwatch corporations are expenses heavily on the R&D front. Top players are including on their R&D investments as a highlighted strategy to upsurge their own market shares. Further, a sturdy distribution support is additional key aspect of this market. The foremost companies are cooperating with their dealers and resellers to penetrate in the market during the right selection of the channel, region and target audience. Numerous features comprise notifications, alerts, and apps and answer messages by voice, media management, fitness tracing and a very decent battery life.
Advanced and progressive features are motivating the global smartwatch market and are also expected to improve the overall sales of smartwatches within the coming years. Design and growth of gender-based smartwatches are deliberated as one of the chances of this market.
However, high initial price of the technology and difficulties related to power consumption and low battery life hinder the market development. Furthermore, expanding emphasis for linked devices among numerous industries and accumulative demand for connected ecosystem are predictable to provide lucrative smartwatch market development internationally.
The regional investigation of Global Smartwatch market is taken into the account for the key provinces like APAC, Europe, North America, Latin America, RoW. Europe is that the passionate province over the domain inside terms of open market share on account of initiation of large expanse of shopper’s within the region. Whereas, North America is as well estimative to exhibition exhilarating rate over the forecast amount 2020-2026.
Furthermore, increasing concern regarding personal health & fitness and the growth within use of Smartphone’s are the key features driving the development of this market? Moreover, innovative features like tracking, alerts and connectivity within smartwatches have garnered customer interest within recent years. Smart watches established on operating systems (OS), like Tizen and proprietary OS are predictable to show important development during the forecast period. Therefore, it is predicted that the Global Smartwatch market can increase within approaching years.
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Global Smartwatch Market Research Report
Related Report:-
Smartwatch Market Status and Trend Analysis 2017-2026 (COVID-19 Version)
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sandlerresearch · 3 years
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Wearable Technology Market by Product (Wristwear, Headwear, Footwear, Fashion & Jewelry, Bodywear), Type (Smart Textile, Non-Textile), Application (Consumer Electronics, Healthcare, Enterprise & Industrial), and Geography - Global Forecast to 2026 published on
https://www.sandlerresearch.org/wearable-technology-market-by-product-wristwear-headwear-footwear-fashion-jewelry-bodywear-type-smart-textile-non-textile-application-consumer-electronics-healthcare-enterprise-indus.html
Wearable Technology Market by Product (Wristwear, Headwear, Footwear, Fashion & Jewelry, Bodywear), Type (Smart Textile, Non-Textile), Application (Consumer Electronics, Healthcare, Enterprise & Industrial), and Geography - Global Forecast to 2026
Growing applications of wearable devices are anticipated to surge the adoption of wearable technology
Wearable technology market was valued at USD 116.2 billion in 2021 and is anticipated to reach USD 265.4 billion by 2026, growing at a CAGR of 18.0% between 2021 to 2026. The key factors contributing to the growth of the wearable technology market include the rising share of the aging population and mounting benefits of wearable devices in the healthcare sector. The market is further driven by the advent of platforms such as IoT, AR, and machine to machine (M2M); the growing interest of tier 1 players in the wearable ecosystem; and the growing trend of smart living among end users.
The growing demand for wearable technology in applications such as sports and fitness tracking and for multi-featured and hybrid application mobile devices are expected to provide major growth opportunities for the wearable technology market.
The consumer electronics segment recorded the largest shipment of wearable device in 2020
The consumer electronics segment registered the largest shipment of wearable devices in 2020. The reason behind the growth of this market is that a majority of consumers use wearable technology products to address their health and fitness tracking needs. Wearable technology and the development of related mobile apps further increase the benefits of wearable devices (such as smartwatches and smart bands). Furthermore, sports companies are taking the initiatives to develop new fitness-related applications suitable for wristwear. For instance, Under Armour, Inc. (US), a company developing sports clothing and accessories, launched applications such as MapMyRun, MyFitnessPal, and Endomondo. It also added advanced features such as smart scale and heart-rate fitness tracker to its app. Considering all such developments, the consumer electronics market is expected to register the largest shipments by 2026.
Asia Pacific is the fastest-growing region in the wearable technology market
APAC is the fastest-growing region in the wearable technology market and is made up of 4 major countries—China, Japan, South Korea, and India. Applications such as consumer electronics, industrial, healthcare, and textile contribute significantly to the growth of the market for wearable technology in this region. Asia Pacific has become a global focal point for large investments and business expansion opportunities. In addition, wearable technologies are widely used in oil refineries (for communication and safety purposes). The major consumer electronics companies operating in APAC include Samsung Group (South Korea), Sony Corp. (Japan), Panasonic Corp. (Japan), and LG Electronics (South Korea).
The breakup of primaries conducted during the study is depicted below:
By Company Type: Tier 1 – 43 %, Tier 2 – 36%, and Tier 3 –21%
By Designation: C-Level Executives – 38%, Directors – 22%, and Others – 40%
By Region: Americas– 45%, Europe – 17%, APAC – 30% and ROW – 8%
Research Coverage
The report segments the wearable technology market and forecasts its size, by volume and value, based on region (Americas, Europe, Asia Pacific, and RoW), Product (Wristwear, Headwear, Footwear, Fashion & Jewelry, Bodywear), Type (Smart Textile, Non-Textile), Application (Consumer Electronics, Healthcare, Enterprise & Industrial).
The report also provides a comprehensive review of market drivers, restraints, opportunities, and challenges in the wearable technology market. The report also covers qualitative aspects in addition to the quantitative aspects of these markets.
Key Benefits of Buying This Report
This report includes market statistics pertaining to the product, type, application, and region.
An in-depth value chain analysis has been done to provide deep insight into the wearable technology market.
Major market drivers, restraints, challenges, and opportunities have been detailed in this report.
Illustrative segmentation, analyses, and forecasts for the market based on product, type, application, and region have been conducted to provide an overall view of the wearable technology market.
The report includes an in-depth analysis and ranking of key players.
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opticien2-0 · 5 years
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GUEST ANALYSIS Going beyond discounts: how technology can help retailers keep customers happy all year round
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In an era of connectivity and hyper-personalised engagement, shopping today has been revolutionised. Recent research highlights that 90% of UK shoppers buy from a combination of retailers, brands and online marketplaces. Shoppers are moving targets, jumping across physical and digital destinations as they browse, purchase and request service and support. For retailers, pinpointing the demands of their customers is increasingly challenging.
  Black Friday has become a significant day for shoppers and brands alike, offering retailers a way to increase spend and brand awareness. This year, the UK saw an increase in Black Friday sales on 2018, demonstrating continued consumer appetite for the event. Recent consumer trends have made one thing crystal clear: shoppers have higher expectations than ever before – and for brands looking to stay ahead, it’s time to rise to the challenge of meeting them.
  It’s not all about the discounts
Globally, we saw an average discount rate of 28% on Black Friday, yet increasingly, consumers are on the hunt for shopping deals all year round. While Cyber Monday and January sales are still popular, calendar events also resonate with shoppers.
  Events like Valentine’s Day and back-to-school are important milestones. In a saturated market, customers want meaningful, frequent interactions with the brands they love. Calendar events represent the perfect touchpoints to engage with customers throughout the year – to the extent that many now expect their favourite brands to participate. More than ever, consumers look to retailers to meet their needs as and when they arise.
  SALE! SALE! SALE!
There’s no question that discounting is an effective way of driving sales and general customer engagement. Over the last few years, we’ve seen the duration of discount events extended from single days to long weekends and even weeks of sales as retailers try to make up for weaker trading across the calendar year.
  While this approach has shown positive results in the short term, there’s no question that you can have too much of a good thing. Increasingly, discounting has become a double-edged sword, with sales growing stagnant when products return to full price.
  Even more crucially, frequent discounts undermine building meaningful, long-term relationships with consumers. To counter this, brands are having to brainstorm creative ways to win customer advocation – initiatives like sharing exclusive offers, hosting events, creating product tours, or even launching campaigns around social responsibility. For example this year, Allbirds emptied its flagship store to raise awareness around “conscious consumerism”, whilst high street video games retailer, GAME, has partnered with a gaming LAN specialist to launch a new gaming arena in London.
  In a highly saturated market, it’s these noise-cutting initiatives that give brands a real competitive advantage.
  Using technology to go beyond discounts
We saw over half of all purchases during Black Friday made via mobile, with mobile traffic share monopolising almost three quarters of all traffic, demonstrating how crucial ease of access is for consumers shopping on-the-go. Customer experience is no longer a nice-to-have – it has become a become a competitive necessity. More than ever, retailers are looking to technology to give them the leading edge.
  Today’s CRM systems enable brands to get to know their customers more than ever before. They can answer key questions like is a demographic more likely to be found on Facebook or Twitter? Would they rather be reached through live chat, social channels, or by phone? What special offers would entice them?
  Armed with this information, brands can build unified, 1:1 customer journeys with a laser focus on customer needs. They’ll know how best to reach out to customers, what products to recommend to them, what content to direct them to, and even when is the best time to offer assistance to clinch a conversion. Customers expect brands to know them and in turn, experience a fully personalised service. Retailers must act accordingly and deliver a tailored customer experience.
  Brands willing to innovate and onboard the necessary technology will deliver a more personalised experience to match the exact needs of their customers – keeping them engaged from the first click right through to purchase and beyond. For instance, Lakeland, a more than 50-year-old retail chain, recently launched a loyalty programme to keep customers coming back; whilst Decathlon created a sports platform to connect customers, brands, fitness providers and experts in a ‘sport ecosystem’.
  The future of retail
The face of retail is changing at such a rapid pace that it’s almost unrecognisable from how it was just 10 years ago. While discounts are undoubtedly useful – even essential in many cases – they aren’t enough to enable retailers to flourish in the age of digital transformation.
Retailers must strike a balance between short-term sales and long-term success. While Black Friday will continue to be a key consumer event, that momentum should try to be sustained over the whole year. Customers save their advocation for those that offer the deepest, most meaningful relationships. It’s up to brands to equip themselves with the tools so that they can rise to the challenge.
  Michael Green is senior area vice president at Salesforce
  Image: Adobe Stock
    from InternetRetailing https://ift.tt/2QIFUup via IFTTT
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kdmarketresearch · 5 years
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Smartwatch Market 2018 Will Generate New Growth Opportunities in The Upcoming Year to Expand its Size in Overseas Market till 2025
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KD Market research launches a new market research report on the Smartwatch Market . The study covers a detailed in-depth analysis of the global market along with the regional and country level analysis. The study also delivers a complete analysis about the major & niche players of Smartwatch Market which includes profiling of Apple Inc., Google Inc., Garmin, Fitbit, Motorola, Sony Corporation, Samsung Electronics, LG Electronics, and Huawei Technologies Co. Ltd.
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Smartwatch is a portable wearable device that is used to track various everyday activities such as steps covered in a day, calories burnt, heart rate, and others. Smartwatch is similar to a mobile phone device with a touchscreen display and consists of various apps through which an individual can access his mobile phone. Increase in adoption of smartphone along with fast internet connectivity is the key driver for the growth of the global smartwatch market. As of now, the market is driven by leading tech companies such as Xiaomi, Samsung, Apple, Google, and others.
The standalone segment accounts for the highest market share in the global smartwatch market due to features such as wireless operations, sim card acceptance, and others. Growth in demand for wireless fitness & sports devices, increase in health awareness among the consumer, and entrance of large number of players, drive the growth of the market.
The global smartwatch market is segmented based on product, application, operating system, and region. Based on product, the market is categorized into extension, standalone, and classical. Based on application, it is divided into personal assistance, wellness, healthcare, sports, and others. Based on operating system, the market is categorized as watchOS, android, RTOS, Tizen, and others. Based on region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The major players operating in the global smartwatch market are Apple Inc., Google Inc., Garmin, Fitbit, Motorola, Sony Corporation, Samsung Electronics, LG Electronics, and Huawei Technologies Co. Ltd. These players have adopted various growth strategies, such as mergers, acquisitions, collaborations, and partnerships, to strengthen their market reach and retain their position in the market.
Key Benefits for Global Smartwatch Market:
· This study presents the analytical depiction of the global smartwatch market along with the current trends and future estimations to determine the imminent investment pockets.
·The report presents information regarding the key drivers, restraints, and opportunities.
· The current market is quantitatively analyzed from 2017 to 2025 to highlight the financial competency of the market.
· Porter’s five forces analysis illustrates the potency of the buyers and suppliers in the market.
Global Smartwatch Market Segmentations:
By Product – Extension, Standalone, Classical
By Application – Personal Assistance, Wellness, Healthcare, Sports, Others
By Operating System – WatchOS, Android, RTOS, Tizen, Others
By Region  – North America U.S., Canada, Mexico Europe UK, Germany, France, Italy, Rest of Europe Asia-Pacific China, India, Japan, Australia, Rest of Asia-Pacific LAMEA Latin America, Middle East, Africa
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Table of Content
CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION 1.2. KEY BENEFITS FOR STAKEHOLDERS 1.3. KEY MARKET SEGMENTS 1.4. RESEARCH METHODOLOGY
1.4.1. Primary research 1.4.2. Secondary research 1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE 3.2. KEY FINDINGS
3.2.1. Top impacting factors 3.2.2. Top investment pockets 3.2.3. Top winning strategies
3.3. PORTERS FIVE FORCES ANALYSIS 3.4. MARKET SHARE, 2017 3.5. MARKET DYNAMICS
3.5.1. Drivers
3.5.1.1. Growth in demand for wireless fitness & sports devices 3.5.1.2. Increase in health awareness among the consumers 3.5.1.3. Entrance of large number of players
3.5.2. Restraint
3.5.2.1. High initial cost
3.5.3. Opportunity
3.5.3.1. Rise in investment on building connected ecosystem
CHAPTER 4: GLOBALSMARTWATCH, BY PRODUCT
4.1. OVERVIEW 4.2. EXTENSION
4.2.1. Key market trends, growth factors and opportunities 4.2.2. Market size and forecast, by region 4.2.3. Market analysis by country
4.3. STANDALONE
4.3.1. Key market trends, growth factors, and opportunities 4.3.2. Market size and forecast, by region 4.3.3. Market analysis by country
4.4. CLASSICAL
4.4.1. Key market trends, growth factors, and opportunities 4.4.2. Market size and forecast, by region 4.4.3. Market analysis by country
CHAPTER 5: SMARTWATCH MARKET, BY APPLICATION
5.1. OVERVIEW 5.2. PERSONAL ASSISTANCE
5.2.1. Key market trends, growth factors and opportunities 5.2.2. Market size and forecast, by region 5.2.3. Market analysis by country
5.3. WELLNESS
5.3.1. Key market trends, growth factors and opportunities 5.3.2. Market size and forecast, by region 5.3.3. Market analysis by country
5.4. HEALTHCARE
5.4.1. Key market trends, growth factors and opportunities 5.4.2. Market size and forecast, by region 5.4.3. Market analysis by country
5.5. SPORTS
5.5.1. Key market trends, growth factors and opportunities 5.5.2. Market size and forecast, by region 5.5.3. Market analysis by country
5.6. OTHERS
5.6.1. Key market trends, growth factors and opportunities 5.6.2. Market size and forecast, by region 5.6.3. Market analysis by country
CHAPTER 6: SMARTWATCH MARKET, BY OPERATING SYSTEM
6.1. OVERVIEW 6.2. WATCHOS
6.2.1. Key market trends, growth factors and opportunities 6.2.2. Market size and forecast, by region 6.2.3. Market analysis by country
6.3. ANDROID
6.3.1. Key market trends, growth factors and opportunities 6.3.2. Market size and forecast, by region 6.3.3. Market analysis by country
6.4. REAL-TIME OPERATING SYSTEM
6.4.1. Key market trends, growth factors and opportunities 6.4.2. Market size and forecast, by region 6.4.3. Market analysis by country
6.5. TIZEN
6.5.1. Key market trends, growth factors and opportunities 6.5.2. Market size and forecast, by region 6.5.3. Market analysis by country
6.6. OTHERS
6.6.1. Key market trends, growth factors and opportunities 6.6.2. Market size and forecast, by region 6.6.3. Market analysis by country
CHAPTER 7: SMARTWATCH, BY REGION
7.1. OVERVIEW 7.2. NORTH AMERICA
7.2.1. Key market trends, growth factors, and opportunities 7.2.2. Market size and forecast, by product 7.2.3. Market size and forecast, by application 7.2.4. Market analysis by country
7.2.4.1. U.S.
7.2.4.1.1. Market size and forecast, by product 7.2.4.1.2. Market size and forecast, by application 7.2.4.1.3. Market size and forecast, by operating systems
7.2.4.2. Canada
7.2.4.2.1. Market size and forecast, by product 7.2.4.2.2. Market size and forecast, by application 7.2.4.2.3. Market size and forecast, by operating system
7.2.4.3. Mexico
7.2.4.3.1. Market size and forecast, by product 7.2.4.3.2. Market size and forecast, by application 7.2.4.3.3. Market size and forecast, by operating system
7.3. EUROPE
7.3.1. Key market trends, growth factors, and opportunities 7.3.2. Market size and forecast, by product 7.3.3. Market size and forecast, by application 7.3.4. Market analysis by country
7.3.4.1. UK
7.3.4.1.1. Market size and forecast, by product 7.3.4.1.2. Market size and forecast, by application 7.3.4.1.3. Market size and forecast, by operating system
7.3.4.2. Germany
7.3.4.2.1. Market size and forecast, by product 7.3.4.2.2. Market size and forecast, by application
7.3.4.3. France
7.3.4.3.1. Market size and forecast, by product 7.3.4.3.2. Market size and forecast, by application 7.3.4.3.3. Market size and forecast, by operating system
7.3.4.4. Italy
7.3.4.4.1. Market size and forecast, by product 7.3.4.4.2. Market size and forecast, by application 7.3.4.4.3. Market size and forecast, by operating system
7.3.4.5. Rest of Europe
7.3.4.5.1. Market size and forecast, by product 7.3.4.5.2. Market size and forecast, by application 7.3.4.5.3. Market size and forecast, by operating system
7.4. ASIA-PACIFIC
7.4.1. Key market trends, growth factors, and opportunities 7.4.2. Market size and forecast, by product 7.4.3. Market size and forecast, by application 7.4.4. Market size and forecast, by application 7.4.5. Market analysis by country
7.4.5.1. China
7.4.5.1.1. Market size and forecast, by product 7.4.5.1.2. Market size and forecast, by application 7.4.5.1.3. Market size and forecast, by operating system
7.4.5.2. Japan
7.4.5.2.1. Market size and forecast, by product 7.4.5.2.2. Market size and forecast, by application
7.4.5.3. India
7.4.5.3.1. Market size and forecast, by product 7.4.5.3.2. Market size and forecast, by application 7.4.5.3.3. Market size and forecast, by operating system
7.4.5.4. Australia
7.4.5.4.1. Market size and forecast, by product 7.4.5.4.2. Market size and forecast, by application 7.4.5.4.3. Market size and forecast, by operating system
7.4.5.5. Rest of Asia-Pacific
7.4.5.5.1. Market size and forecast, by product 7.4.5.5.2. Market size and forecast, by application 7.4.5.5.3. Market size and forecast, by operating system
7.5. LAMEA
7.5.1. Key market trends, growth factors, and opportunities 7.5.2. Market size and forecast, by product 7.5.3. Market size and forecast, by application 7.5.4. Market analysis by country
7.5.4.1. Latin America
7.5.4.1.1. Market size and forecast, by product 7.5.4.1.2. Market size and forecast, by application 7.5.4.1.3. Market size and forecast, by operating system
7.5.4.2. Middle East
7.5.4.2.1. Market size and forecast, by product 7.5.4.2.2. Market size and forecast, by application 7.5.4.2.3. Market size and forecast, by operating system
7.5.4.3. Africa
7.5.4.3.1. Market size and forecast, by product 7.5.4.3.2. Market size and forecast, by application 7.5.4.3.3. Market size and forecast, by operating system
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componentplanet · 5 years
Text
Hands On With the Google Pixelbook Go
Beginning with the original Google Chromebook Pixel, Google’s higher-end ChromeOS hardware has always been impressive, but it came with price tags to match. With the new Pixelbook Go, Google is aiming closer to a mid-market sweet spot for a personal ultralight laptop. A starting price of $650 puts it in direct competition with other premium Chromebooks and many midrange Windows laptops. So one of the big questions for us, when we got our hands on a review unit, was whether Google could still deliver a premium product at this lower price point. For the most part, the answer is yes.
Google Pixelbook Go by the Numbers
The Pixelbook Go manages to fit a 13.3-inch screen into a 13mm slim, 2.3-pound chassis. One way Google does that is by using a wide, media-friendly, 16:9 aspect ratio. As a result, the actual screen area isn’t as large as 4:3 displays with a similar nominal size, or like the previous Pixelbook, which featured a 3:2 ratio display.
CPU options include Core m3, i5, and i7 versions of Intel’s 8th generation Kaby Lake processor. You can choose between 8GB and 16GB of RAM, and 64, 128, or 256GB of local storage. There is an interesting choice of displays — either a 1080p “molecular display” or a full 4K display. The 4K display comes with a smaller 47 Wh battery versus the 56 Wh for the 4K display. As is the current trend, the Go also omits a headphone jack.
Google claims up to 12 hours of battery life. With a fast charger, a recharge rate of 2 hours of charge in 20 minutes is possible. The front-facing 2MP webcam has been bumped up to 1080p, which definitely improves the quality of video calls. It’s just a single camera, so no fancy facial recognition. Our unit was a “Just Black” model, with the other option being “Not Pink.”
Our review unit was equipped with an i5, 8GB of RAM, and 128GB of storage. The 1080p display was bright, but I’ve gotten spoiled by the higher-resolution options on models like the 2017 Pixelbook. To be able to read text in Chrome comfortably, I found I needed to change the display setting to show fonts at the same size they would be on a 720p display.
Living With a Pixelbook Go
The rounded corners and grippy, ribbed, bottom make the Go easy to carry. The notch in the front makes it simple to flip open. One of Google’s cost-cutting moves was ditching the 360-degree hinge, though, so no tent mode or 2 in 1 with the Go. Speaking of which, stylus support is also missing, so the Go isn’t about to appeal to those hoping to have their laptop double as a creative tablet.
The Go, at least the Core i5 version we tested, is very quick. You can scroll through and display Google Photos at warp speed assuming you have a matching internet connection. Lightroom for Android also ran very nicely.
The Go has dual front-facing speakers on either side of the keyboard. They did an excellent job with sports soundtracks and a good job with challenging music given their small size. In particular, the sound stage was well-defined.
One nice touch is the adjustable keyboard backlight. I used to think of a backlit keyboard as a nice-to-have feature, but have grown addicted to them. Google touts the quiet “Hush” keys on the keyboard, and indeed they are blissfully silent compared with a lot of other small keyboards. They are also easy to type on but aren’t as impressive-looking or as nicely spaced as those on the older Pixelbook.
Android Support Continues to Improve
While there are still some annoying holes in the Go’s Android support (I’m hoping Adobe’s Premiere Rush will be available soon, for example), Android integration continues to improve. For most of my favorite Android apps, they were easy to run, and they installed themselves on the Go as soon as I logged in to my Google account.
The Pixelbook Go also supports Google’s Instant Tethering feature, which allows your Pixelbook to prompt you to use the data connection from your Android phone when it can’t find a Wi-Fi network to use. You’ll need to have both a supported phone and a data plan that allows tethering. Google explained to me that they prefer re-using the phone’s data connection this way rather than adding the extra cost of an LTE or 5G modem and data plan to the Pixelbook Go. For those of us who are already paying through the nose for a nearly-unlimited data plan with tethering, this is the right call.
Is the Pixelbook Go in Your Future?
Unlike when Google first started producing its own ChromeOS hardware, there is no shortage of competition. For a similar price, you can get a model
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from companies including Samsung and Lenovo that have equivalent base specs but also offer features like stylus support, tablet mode, a rear camera, a headphone jack, and a microSD slot. To my eye, the Go looks more modern than most of those, and more stylish, which might matter to you. You also know you’ll get the latest and greatest updates from Google, although unlike with Android, the ChromeOS ecosystem already does a good job of keeping devices up to date.
If you do decide to purchase one, some configurations should be shipping before the end of October, with others coming later. While the base unit with an m3, 8GB of RAM, and 64GB of storage is $650, I expect most users will purchase the $850 model that has an i5, 8GB of RAM, and 128GB SSD. If you need more memory the 16GB version is $1,000. For big-spenders, $1,400 gets you upgrades to a 4K display, an i7 CPU, and a 256GB hard drive.
Now Read:
Google May Be Planning to Run Windows 10 on Pixelbook
Hands On With the Google Pixel Slate
Mobile Photography Workflow: Pushing the Envelope With Lightroom and Pixel
from ExtremeTechExtremeTech https://www.extremetech.com/computing/300638-hands-on-review-google-pixelbook-go from Blogger http://componentplanet.blogspot.com/2019/10/hands-on-with-google-pixelbook-go.html
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Smartwatch Market Top Key Players – Apple Inc., Google Inc., Garmin, Fitbit, Motorola, Sony Corporation, Samsung Electronics
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Smartwatch is a portable wearable device that is used to track various everyday activities such as steps covered in a day, calories burnt, heart rate, and others. Smartwatch is similar to a mobile phone device with a touchscreen display and consists of various apps through which an individual can access his mobile phone. Increase in adoption of smartphone along with fast internet connectivity is the key driver for the growth of the global smartwatch market. As of now, the market is driven by leading tech companies such as Xiaomi, Samsung, Apple, Google, and others.
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The standalone segment accounts for the highest market share in the global smartwatch market due to features such as wireless operations, sim card acceptance, and others. Growth in demand for wireless fitness & sports devices, increase in health awareness among the consumer, and entrance of large number of players, drive the growth of the market.
The global smartwatch market is segmented based on product, application, operating system, and region. Based on product, the market is categorized into extension, standalone, and classical. Based on application, it is divided into personal assistance, wellness, healthcare, sports, and others. Based on operating system, the market is categorized as watchOS, android, RTOS, Tizen, and others. Based on region, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.
The major players operating in the global smartwatch market are Apple Inc., Google Inc., Garmin, Fitbit, Motorola, Sony Corporation, Samsung Electronics, LG Electronics, and Huawei Technologies Co. Ltd.
These players have adopted various growth strategies, such as mergers, acquisitions, collaborations, and partnerships, to strengthen their market reach and retain their position in the market.
Key Benefits for Global Smartwatch Market:
- This study presents the analytical depiction of the global smartwatch market along with the current trends and future estimations to determine the imminent investment pockets.
- The report presents information regarding the key drivers, restraints, and opportunities.
- The current market is quantitatively analyzed from 2017 to 2025 to highlight the financial competency of the market.
- Porter’s five forces analysis illustrates the potency of the buyers and suppliers in the market.
Global Smartwatch Market Segmentations:
By Product
- Extension
- Standalone
- Classical
By Application
- Personal Assistance
- Wellness
- Healthcare
- Sports
- Others
By Operating System
- WatchOS
- Android
- RTOS
- Tizen
- Others
By Region
North America
- U.S.
- Canada
- Mexico
Europe
- UK
- Germany
- France
- Italy
- Rest of Europe
Asia-Pacific
- China
- India
- Japan
- Australia
- Rest of Asia-Pacific
LAMEA
- Latin America
- Middle East
- Africa
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  Table of Content
CHAPTER 1: INTRODUCTION
1.1. REPORT DESCRIPTION
1.2. KEY BENEFITS FOR STAKEHOLDERS
1.3. KEY MARKET SEGMENTS
1.4. RESEARCH METHODOLOGY
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
 CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO PERSPECTIVE
CHAPTER 3: MARKET OVERVIEW
3.1. MARKET DEFINITION AND SCOPE
3.2. KEY FINDINGS
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.2.3. Top winning strategies
3.3. PORTERS FIVE FORCES ANALYSIS
3.4. MARKET SHARE, 2017
3.5. MARKET DYNAMICS
3.5.1. Drivers
3.5.1.1. Growth in demand for wireless fitness & sports devices
3.5.1.2. Increase in health awareness among the consumers
3.5.1.3. Entrance of large number of players
3.5.2. Restraint
3.5.2.1. High initial cost
3.5.3. Opportunity
3.5.3.1. Rise in investment on building connected ecosystem
CHAPTER 4: GLOBALSMARTWATCH, BY PRODUCT
4.1. OVERVIEW
4.2. EXTENSION
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis by country
4.3. STANDALONE
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis by country
4.4. CLASSICAL
4.4.1. Key market trends, growth factors, and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market analysis by country
CHAPTER 5: SMARTWATCH MARKET, BY APPLICATION
5.1. OVERVIEW
5.2. PERSONAL ASSISTANCE
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis by country
5.3. WELLNESS
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis by country
5.4. HEALTHCARE
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market analysis by country
5.5. SPORTS
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market analysis by country
5.6. OTHERS
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market analysis by country
Continue…
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 About KD Market Insights
KD Market Insights offers a comprehensive database of syndicated research studies, customized reports, and consulting services. These reports are created to help in making smart, instant and crucial decisions based on extensive and in-depth quantitative information, supported by extensive analysis and industry insights.
Our dedicated in-house team ensures the reports satisfy the requirement of the client. We aim at providing value service to our clients. Our reports are backed by extensive industry coverage and is made sure to give importance to the specific needs of our clients. The main idea is to enable our clients to make an informed decision, by keeping them and ourselves up to date with the latest trends in the market.
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Website: www.kdmarketinsights.com
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anitakumarigrewal · 4 years
Text
Rise in Demand for Wireless Fitness & Sports Devices Expected to Drive Global North America Smartwatch Market: Ken Research
Smartwatch is a wearable electronic device, which is worn on the wrist. It is a portable wearable device with touch-screen display and comprises of various apps to control & access one’s mobile phone. It provides various features like connecting to the internet, making calls, running mobile apps, checking caller ID, messaging via text or video, providing fitness monitoring capabilities, accessing stock & weather updates, offering GPS coordinates & location directions, and more. Based on operating systems for instance Tizen and proprietary operating system, some smartwatches are anticipated to show considerable growth during the forecast period.
Referring to the study, “North America Smartwatch Market 2020-2030 by Product Type, Operating System, User Gender, Age Group, Distribution Channel, Application, and Country: Trend Outlook and Growth Opportunity” some of the key companies operating in the North America smartwatch market are Pebble Technology Corporation, ASUSTeK Computer Inc., Apple, Inc., Huawei Technologies Co. Ltd., Connected Device Ltd., Neptune Pine, Google Inc., Qualcomm Inc., Fitbit, Inc, Sony Corporation, Samsung Electronics, Razer Inc., Timex Group Inc., Xiaomi. Key vendors are focusing on acquiring patents related to cameras, displays, and sensors to integrate advanced technologies in the next-generation smartwatches. This will assist them gain a competitive advantage over the other vendors.
Based on product type, North America smartwatch market is segmented as standalone, extension and classical. Standalone segment holds major share in global market owing to rise in awareness over the advanced versions of the products at affordable prices. Based on operating system, market is segmented as Tizen, watchOS, Real-time Operating System (RTOS), android and others. Based on user gender, market is segmented as men and women. Based on age group, market is segmented as age <18, age 18-24, age 25-34, age 35-44, age 45-54 and age >55. Based on distribution channel, market is segmented as organized retail chain, un-organized retail chain and online e-commerce store. Based on price range, market is segmented as low price, medium price and high price. In addition, based on application, market is segmented as sports, wellness, personal assistance, medical & healthcare and other applications.
The North America smartwatch market is driven by increase in health awareness among the consumers, followed by rise in demand for wireless fitness & sports devices and emergence of large number of players in the market. However, high initial cost of smartwatch and growth in complexity of wearable devices & limited use of features, augmented with security risks may impact the market. Moreover, growth in technological advancements in the wearables market and rise in investment on building connected ecosystem are key opportunities for market.
It is predicted that future of the North America smartwatch market will be bright as a result of presence of leading smartwatch manufacturers, early adoption of advanced technology, increase in disposable income, rise in health & fitness-focused features in smartwatches and, emergence of built-in LTE smartwatches over the forecast period. The North America smartwatch market is also predicted to grow by 20.7% annually in the forecast period and reach US $48.25 billion by 2030.
For More Information, click on the link below:-
North America Smartwatch Market Research Report
Related Report:-
Global Smartwatches Market Report 2020 by Key Players, Types, Applications, Countries, Market Size, Forecast to 2026 (Based on 2020 COVID-19 Worldwide Spread)
Contact Us:-
Ken Research
Ankur Gupta, Head Marketing & Communications
+91-9015378249
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wikimakemoney · 4 years
Text
The pivot to video is back, and that’s a good thing for innovation
30-second summary:
While surfacing the phrase “pivot to video” to any publisher may generate feelings of frustration and overall discomfort, the modern publisher needs to have a strong video strategy to make it in today’s digital media landscape.
Since the onset of the global COVID crisis, video viewership has been surging, with consumers spending nearly a half hour longer per day watching digital video content than they did last year.
To compete for viewer attention with the huge wave of streaming services introduced by media behemoths, social media companies have brought to market a raft of new video offerings.
In order to ensure creative content is highly visible, publishers must come to understand how to leverage social media to amplify distribution. There is no single recipe, each will need to find their own balance.
In order to ensure a healthy ecosystem and meet the rising demand for video, publishers must re-strategize and re-tool – and fast – learning as they go, overcoming new obstacles and creating content that will go the distance.
With much of the world spending a lot more time at home over the past few months, media consumption patterns have experienced a substantial shift in a short timeframe. With more time available, consumers’ typical “tl;dr” article skim has given way to sitting back and watching content in video form, a much-desired escape from home and daily routines.
Since the onset of the global COVID crisis, video viewership has been surging, with consumers spending nearly a half hour longer per day watching digital video content than they did last year.
While that peak is beginning to subside, the overall trend may actually lead to permanent shifts. Although mobile continues to be the screen favored by most for watching videos, data from cross-device solution provider Tapad shows connected TV (CTV) usage soaring by up to 60% throughout the day.
While surfacing the phrase “pivot to video” to any publisher may generate feelings of frustration and overall discomfort, the modern publisher needs to have a strong video strategy to make it in today’s digital media landscape.
New forms of popular video entertainment are what’s really driving engagement (and ad dollars) right now, and as remote work becomes the new normal, having an innovative approach to content creation and digital video production is a requirement for success.
What’s driving digital video’s accelerated growth  
The amount of time spent by viewers on digital sites has increased nearly 50 percent from last year, an indicator of their move to a “lean back” approach for content consumption that’s fit for the video medium.
The pandemic is certainly fueling growth, but there are other market factors contributing to this latest resurgence in digital video.
Younger cord cutting generations have all but abandoned a traditional TV model built around cable subscriptions, and that fact hasn’t gone unnoticed.
Large media companies from CBS to NBC have introduced streaming services over the past year with a lineup designed to captivate a younger audience while also bringing older viewers over to their platform.
While people across age groups may have tested a few different offerings anyway, quarantines perpetuated broader, faster adoption of both subscription and ad-supported models.
To compete for viewer attention with the huge wave of streaming services introduced by media behemoths, social media companies have brought to market a raft of new video offerings.
While Facebook focused on building out programming for Watch and bulking up capabilities for Instagram’s IGTV, Pinterest launched video on their platform.
Most recently, YouTube made its strongest bid yet to go after TV ad space, releasing YouTube Select for advertisers to purchase ads against premium content that approximates what audiences would see on TV, and touting more than 100 million viewers a month who stream their content on TV sets.
And as video content grew increasingly popular during quarantine, TikTok took off as a new favorite across a variety of demographics.
For publishers, the need to diversify revenue streams is not new, but it’s been amplified by an increasing sense of urgency to build up first-party data stores in advance of the demise of the third-party cookie on the popular Chrome browser in 2021.
During IAB NewFronts in June, publishers including Condé Nast, Barstool Sports, Vice Media Group and The Wall Street Journal all made presentations touting both their audiences and their creative capabilities via digital studios.
The second pivot to video is in full swing, but this time, publishers are aiming to gain more control of their own destiny.
Prime time for innovation
Now is the time for publishers to innovate. The confluence of outside forces, from the state of the digital media market to the normalization of remote work, are signals that media companies must drive and adopt change quickly, just as other industries have done to meet the world’s current demands.
In order to ensure creative content is highly visible, publishers must come to understand how to leverage social media to amplify distribution. There is no single recipe, each will need to find their own balance.
Not only should content fit the platform, but publishers must be able to interpret viewing patterns, trends, and how people are engaging with content.
At TheSoul Publishing, we debuted English-language channels on Pinterest and TikTok for “5-Minute Crafts” earlier this year, capitalizing on the desire for DIY and craft ideas during quarantine.
By testing and tailoring our content, we were able to quickly amass more than 10 million TikTok followers and see our Pinterest channels grow considerably month-over-month.
Innovation also needs to facilitate remote creation and creativity. Efficient workflow processes and new, tailored systems for creation must be adopted to foster the creation of quality video content.
And as more digital media companies are challenged with the need to adjust to new market realities, global talent resources may prove to be more efficient in the long run. Having team members located worldwide can provide the foundation for additional organic creativity.
In order to ensure a healthy ecosystem and meet the rising demand for video, publishers must re-strategize and re-tool – and fast – learning as they go, overcoming new obstacles and creating content that will go the distance.
The post The pivot to video is back, and that’s a good thing for innovation appeared first on ClickZ.
source http://wikimakemoney.com/2020/09/02/the-pivot-to-video-is-back-and-thats-a-good-thing-for-innovation/
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unixcommerce · 4 years
Text
In the News – Justice Dept. Stopping Outrageous PPP Loan Fraud
We’ve reached the extended deadline to apply for the Paycheck Protection Program loan.
PPP loans were created under the CARES Act for small business relief from the coronavirus pandemic.
So far, the loans have helped millions of small businesses stay afloat. But not all loans, unfortunately, went to business owners truly in need. In a report this week, we highlight 30 cases of egregious PPP loan fraud. And you’re not going to believe what some thought they might get away with when they got their money.
Sports cars, an expensive boat, lavish trips … but the Justice Dept. is on the trail of these bad apples. Check out our report detailing all their alleged bad behavior: 30 PPP Fraud Prosecutions So Far, and Counting.
And for the rest of the week in headlines important to small business owners, check out our weekly news roundup below.
Small Business News Roundup – August 7, 2020
Next Insurance Unveils Two New Products for Small Business Commercial Auto Coverage
Next Insurance has announced the launch of two new products catering to small business commercial auto coverage. The offering comes with tools and equipment insurance and upgraded commercial auto coverage. the launch of the products is part of the company’s quest to be a one-stop-shop for insurance coverage for self-employed and small businesses.
2 out of 3 of Consumers Would Buy from Companies Who Now Offer “Contactless” Payment Options
More than two thirds of customers say they would switch to businesses now offering contactless payment options. Over three quarters of consumers say they have changed how they pay, due, in part, to the COVID-19 pandemic. These statistics were unveiled by a new report by Visa. The report shows that 75% of small business owners are optimistic about the future of business.
Womply Bills Lets Businesses Pay Invoices Using Credit Cards Even Where Cards Aren’t Accepted
Womply, a local commerce platform to help small businesses grow, has launched Womply Bills. The new feature enables business owners to pay any bill effortlessly via a credit card. With Womply Bills, businesses can use any US-based credit card to pay virtually any company in America. Expenses can be paid even if the recipient doesn’t accept credit cards.
Grokker Launches Team Wellness Tool for Small Businesses
Grokker, has announced the launch of its new virtual team wellness video solution targeting small and medium-sized businesses. The latest offering by Grokker looks to address the needs of businesses seeking healthy and engaged employees. As remote working was rolled out across the nation in the wake of COVID-19 businesses shifted fitness classes from in-person to virtual sessions.
New Lightspeed Tools Helping Small Retail Businesses
As the landscape in which small retail businesses operate in continues to change, they must adapt. The new digital tools from Lightspeed look to help retailers improve their digital transformation and address the changes taking place. The company is introducing in-store POS, eCommerce, Digital Wallet, and Analytics Core solutions.
Reach More Customers with Messenger’s Enhanced Chat Plugin
With so many channels and points of contact in the digital ecosystem checking for messages can be a job in itself. The new Chat Plugin from Messenger is going to simplify this process by allowing you to communicate with your customers on your site even if they are not logged into Facebook.
Uber Drivers Severely Impacted by Coronavirus Restrictions
A recent survey by Ridester reveals that Uber and Lyft drivers earn less than $5 an hour. The findings indicate the high impact pandemic has had on rideshare services. Of those surveyed in late July, 90% report losing 80% or more of their income because of the pandemic.
82% of Shoppers Will Pay More Now to Support Small Businesses
A study by Red Egg Marketing reveals that as much as 82% of shoppers will pay more to support small businesses. Revealing shoppers’ motivation to support local businesses in the wake of COVID-19. A whopping 82.76 % of shoppers say they would rather support a local business than a large corporation. With eight out of 10 of them willing to spend more money at their local business.
BlueVine and DoorDash Partner on PPP Loan Application Tool for Restaurant Owners
FinTech company BlueVine has partnered with DoorDash to provide a custom PPP loan application for small businesses. The opportunity is designed for restaurants that partner with DoorDash for delivery services. And it’s meant to help those companies save time on the application process. Independent restaurants have been hit extremely hard by the pandemic.
Keap Awarded $100,000 in Small Business Grants During Pandemic
In recent months, Keap awarded two rounds of Keep Going small business grants. During each round Keap awarded $100,000 total in $500 grants. For more info on the grants, see below beginning with Keep Going Stories. Keap Keep Going Grants for Small Business Keap (formerly Infusionsoft) develops sales and marketing campaigns for small businesses.
New Demandforce Mobile App Gives Small Business Communications On the Go
Demandforce has launched its mobile app that provides businesses more access to client communication tools and marketing automation features. It lets users easily manage and run their business from anywhere with instant mobile access to valuable information. This includes those of clients, schedules, appointment requests, and two-way text conversations.
Only 37% of Hotels Have Brought Back Half of Their Employees
Only 37% of hotels have brought back half of their employees according to a survey by the American Hotel & Lodging Association (AHLA). Furthermore, 9 in 10 hotels have been forced to either lay off or furlough their employees due to COVID-19. Businesses in the events and leisure sectors were hit the hardest as the pandemic unfolded.
AccountingGo Launches Service to Connect Small Business with Affordable Accounting Services
Now there’s a free directory of affordable accounting and advisory firms for small business struggling with costs and the pandemic. AccountingGo just launched in Houston and 12 other US cities. The service lists firms that are less than three years old since these tend to cost less. AccountingGo Launches in US for Small Businesses David Maly is a company spokesperson.
The Latest Poll on How Small Businesses are Handling the COVID-19 Pandemic
A good reference for how companies are handling the Covid-19 Pandemic is the Small Business Coronavirus Impact Poll sponsored by Met Life and the US Chamber of Commerce.
Image: Depositphotos.com
This article, “In the News – Justice Dept. Stopping Outrageous PPP Loan Fraud” was first published on Small Business Trends
https://smallbiztrends.com/
The post In the News – Justice Dept. Stopping Outrageous PPP Loan Fraud appeared first on Unix Commerce.
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Text
In the News – Justice Dept. Stopping Outrageous PPP Loan Fraud
We’ve reached the extended deadline to apply for the Paycheck Protection Program loan.
PPP loans were created under the CARES Act for small business relief from the coronavirus pandemic.
So far, the loans have helped millions of small businesses stay afloat. But not all loans, unfortunately, went to business owners truly in need. In a report this week, we highlight 30 cases of egregious PPP loan fraud. And you’re not going to believe what some thought they might get away with when they got their money.
Sports cars, an expensive boat, lavish trips … but the Justice Dept. is on the trail of these bad apples. Check out our report detailing all their alleged bad behavior: 30 PPP Fraud Prosecutions So Far, and Counting.
And for the rest of the week in headlines important to small business owners, check out our weekly news roundup below.
Small Business News Roundup – August 7, 2020
Next Insurance Unveils Two New Products for Small Business Commercial Auto Coverage
Next Insurance has announced the launch of two new products catering to small business commercial auto coverage. The offering comes with tools and equipment insurance and upgraded commercial auto coverage. the launch of the products is part of the company’s quest to be a one-stop-shop for insurance coverage for self-employed and small businesses.
2 out of 3 of Consumers Would Buy from Companies Who Now Offer “Contactless” Payment Options
More than two thirds of customers say they would switch to businesses now offering contactless payment options. Over three quarters of consumers say they have changed how they pay, due, in part, to the COVID-19 pandemic. These statistics were unveiled by a new report by Visa. The report shows that 75% of small business owners are optimistic about the future of business.
Womply Bills Lets Businesses Pay Invoices Using Credit Cards Even Where Cards Aren’t Accepted
Womply, a local commerce platform to help small businesses grow, has launched Womply Bills. The new feature enables business owners to pay any bill effortlessly via a credit card. With Womply Bills, businesses can use any US-based credit card to pay virtually any company in America. Expenses can be paid even if the recipient doesn’t accept credit cards.
Grokker Launches Team Wellness Tool for Small Businesses
Grokker, has announced the launch of its new virtual team wellness video solution targeting small and medium-sized businesses. The latest offering by Grokker looks to address the needs of businesses seeking healthy and engaged employees. As remote working was rolled out across the nation in the wake of COVID-19 businesses shifted fitness classes from in-person to virtual sessions.
New Lightspeed Tools Helping Small Retail Businesses
As the landscape in which small retail businesses operate in continues to change, they must adapt. The new digital tools from Lightspeed look to help retailers improve their digital transformation and address the changes taking place. The company is introducing in-store POS, eCommerce, Digital Wallet, and Analytics Core solutions.
Reach More Customers with Messenger’s Enhanced Chat Plugin
With so many channels and points of contact in the digital ecosystem checking for messages can be a job in itself. The new Chat Plugin from Messenger is going to simplify this process by allowing you to communicate with your customers on your site even if they are not logged into Facebook.
Uber Drivers Severely Impacted by Coronavirus Restrictions
A recent survey by Ridester reveals that Uber and Lyft drivers earn less than $5 an hour. The findings indicate the high impact pandemic has had on rideshare services. Of those surveyed in late July, 90% report losing 80% or more of their income because of the pandemic.
82% of Shoppers Will Pay More Now to Support Small Businesses
A study by Red Egg Marketing reveals that as much as 82% of shoppers will pay more to support small businesses. Revealing shoppers’ motivation to support local businesses in the wake of COVID-19. A whopping 82.76 % of shoppers say they would rather support a local business than a large corporation. With eight out of 10 of them willing to spend more money at their local business.
BlueVine and DoorDash Partner on PPP Loan Application Tool for Restaurant Owners
FinTech company BlueVine has partnered with DoorDash to provide a custom PPP loan application for small businesses. The opportunity is designed for restaurants that partner with DoorDash for delivery services. And it’s meant to help those companies save time on the application process. Independent restaurants have been hit extremely hard by the pandemic.
Keap Awarded $100,000 in Small Business Grants During Pandemic
In recent months, Keap awarded two rounds of Keep Going small business grants. During each round Keap awarded $100,000 total in $500 grants. For more info on the grants, see below beginning with Keep Going Stories. Keap Keep Going Grants for Small Business Keap (formerly Infusionsoft) develops sales and marketing campaigns for small businesses.
New Demandforce Mobile App Gives Small Business Communications On the Go
Demandforce has launched its mobile app that provides businesses more access to client communication tools and marketing automation features. It lets users easily manage and run their business from anywhere with instant mobile access to valuable information. This includes those of clients, schedules, appointment requests, and two-way text conversations.
Only 37% of Hotels Have Brought Back Half of Their Employees
Only 37% of hotels have brought back half of their employees according to a survey by the American Hotel & Lodging Association (AHLA). Furthermore, 9 in 10 hotels have been forced to either lay off or furlough their employees due to COVID-19. Businesses in the events and leisure sectors were hit the hardest as the pandemic unfolded.
AccountingGo Launches Service to Connect Small Business with Affordable Accounting Services
Now there’s a free directory of affordable accounting and advisory firms for small business struggling with costs and the pandemic. AccountingGo just launched in Houston and 12 other US cities. The service lists firms that are less than three years old since these tend to cost less. AccountingGo Launches in US for Small Businesses David Maly is a company spokesperson.
The Latest Poll on How Small Businesses are Handling the COVID-19 Pandemic
A good reference for how companies are handling the Covid-19 Pandemic is the Small Business Coronavirus Impact Poll sponsored by Met Life and the US Chamber of Commerce.
Image: Depositphotos.com
This article, “In the News – Justice Dept. Stopping Outrageous PPP Loan Fraud” was first published on Small Business Trends
source https://smallbiztrends.com/2020/08/small-business-news-roundup-august-7-2020.html
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ladystylestores · 4 years
Text
Glu reloads its war chest for mobile game acquisitions
Glu Mobile has grown into a big mobile gaming publisher through both acquisitions and home-grown titles. But as the world changes around the company, Glu is changing with the times.
Back in June, the San Francisco-based company raised $151.8 million in a secondary public offering. That gave it a war chest to pursue new acquisitions. Making good use of that money will be the job of Chris Akhavan, senior vice president for business development, corporate development, and advertising at Glu.
Other rivals such as Scopely have been busy buying other companies. In fact, in the second quarter, the value of game acquisitions and investments topped $7.8 billion, according to data collected by game investment specialist Sergei Evdokimov. During the quarter, Zynga bought Peak Games for $1.85 billion.
But Glu also has its own studios working on titles such as MLB Tap Sports Baseball, Deer Hunter, Covet Fashion, Design Home, and others. It recently published Disney Sorcerer’s Arena, and more games are coming. I talked to Akhavan about the overall strategy.
Here’s an edited transcript of our interview.
Above: Glu Mobile’s Chris Akhavan.
Image Credit: Glu
Chris Akhavan: We issued a secondary, and the total amount was $151.8 million, back in June. That was a great milestone for the company. A big part of that was to give us the flexibility to pursue M&A, something that we’ve kicked off the year with a greater focus on. People don’t realize that Glu has been built on — a lot of our successful titles and studios that we have today, at one point they originated through an acquisition.
Going back to 2011, we acquired Blammo Games. They went on to create the Kim Kardashian game. In 2012 we acquired the Deer Hunter IP from Atari and went on to have a very successful franchise with that IP. We have the next version of Deer Hunter currently in development. In 2013 we acquired a small studio that’s now become our sports studio, with the MLB Tap Sports Baseball franchise, one of our top games. In 2014 we acquired PlayFirst, which made the Diner Dash franchise. Tom Hall was part of that. And then obviously in 2016 we had the CrowdStar acquisition, which brought us a phenomenal studio with Covet Fashion and Design Home.
If you look at the company today, it’s composed of a lot of great teams and IP that originally came to the company through an acquisition. We set out this year thinking that the company was in a good place foundationally. The company had restructured over a number of years to focus on what we call “growth games,” games we operate over the course of a long period of time. We felt like we’re now in a good place where we can bring on another great studio and team into the picture and support their growth. The capital raise was to give us the flexibility to pursue acquisitions if we find a good fit.
Above: Disney Sorcerer’s Apprentice has debuted on iOS and Android.
Image Credit: Glu
GamesBeat: With that amount of capital, are you looking to catch studios in a certain stage of their growth, before they’ve hit the big time?
Akhavan: We look across the spectrum. If you look at our prior deals, like the team that ultimately became our Tap Sports Baseball studio, that was an acqui-hire. At the time, when we met them, it was a three-person team that was passionate about making mobile sports games. They had a cool prototype of a football game that was very mobile friendly, social, and easy to play. We saw a great team we could build with, so we brought them on board and gave them the resources to build out a full studio, and also help them get licenses with MLB and the MLBPA. Over the years that franchise has grown phenomenally. Through the end of Q1 that studio has done $278 million in bookings as part of Glu. That originated from a small three-person acqui-hire.
On the other end of the spectrum, CrowdStar was a more mature studio when we acquired them. They had Covet Fashion live and running for multiple years at the time. They had Design Home in beta. That was a more mature studio that had a great live title and an impending launch. Glu was able to help invest in the studio and grow that studio through scaling up the team even further, investing heavily in user acquisition, and everything else that’s fueled the growth of the studio.
We’re open to the full spectrum, from earlier stage opportunities where we see a good DNA fit that we can help accelerate, through to mature and even potentially more mature than we’ve done in the past. The funding we raised was more to give us the flexibility to pursue anything within the range I talked about. If we do find a good fit, we’re ready to go from a funding perspective to be able to pursue an acquisition.
GamesBeat: How did your role change here, your responsibilities?
Akhavan: I’ve always been involved in corp dev during my seven-plus years at Glu. I’ve worked on our prior deals. But I also used to oversee other parts of the business, including things like marketing and UA. At the beginning of this year, I handed that off to focus more on corp dev. My role now is very corp dev-heavy, but I also still handle biz dev and our advertising revenue business, which continues to be a meaningful business for us. My role change was really letting go of some of the prior parts of the business to focus more on corp dev and our pursuits in that area.
GamesBeat: How does the game industry look for this kind of opportunity now, the M&A opportunity?
Akhavan: We’ve seen continued consolidation. Our peers at companies like Scopely and Zynga and Stillfront have all been active. We think there are still a lot of opportunities out there, and we think that consolidation trend is likely to continue. As the mobile gaming ecosystem evolves, things become more competitive, and scale becomes an increasing advantage. We’re seeing a lot of studios that might be doing well today — they’re starting to see the benefit of becoming a part of a larger player, where they can tap into shared infrastructure, or even just the capital to fuel investment in things like UA. It can give studios more opportunities to focus on making and operating amazing games, while they let the parent company help them with a lot of that central infrastructure and support, so they don’t have to reinvent the wheel on a lot of these building blocks that are more scalable.
GamesBeat: That strategy has almost become a necessity. If everyone else is doing this in the market, then it’s a forcing function. You have to eat or be eaten.
Akhavan: The market is definitely requiring another tier of capability to be successful today. You have to be great in so many areas, from analytics to UA to, in many cases, ad monetization. Product marketing, PR. When you start to add it up, it becomes a sizable effort for even a 50-person or 100-person studio, to build a great game and also be great at all of those additional functions. Whereas plugging into a bigger publisher like Glu, you get access to phenomenal talent that can support you in those areas and allow that core studio to focus on making great products, which is ultimately what studios want to focus their energy on.
GamesBeat: How do you look at the key advantages of Glu? What do you see as something that helps Glu in this strategy?
Akhavan: We’re strong in UA and marketing, for sure. That’s a core strength. But what’s unique about Glu is our focus on growth games. We’re not a high-volume business where we’re cranking out title after title. We’re very selective in investing in titles that we think have that very long growth potential. “Products that can last for decades” is what we always try to create and nurture. Our advantage is having experience in building these growth games and accelerating them and showing that track record of year after year of improvement and growth, going deeper on these properties. Whether it’s Design Home or Tap Sports Baseball, we’re always finding ways to evolve these experiences and deliver more to the audience, as well as finding innovative ways to tap into new audiences.
When we approach a studio, that’s something they find attractive about Glu. When we place a bet on a title or franchise, they know that we’re going to take it seriously and invest deeply, as opposed to other publishers that might dabble in placing many different bets to see which ones work out. We’re more intentional in where we apply our resources and focus. Where we see that potential, we lean in very heavily, and across the spectrum — marketing, UA, and everything else in terms of supporting the studio. For example, things like user research teams that can support them in understanding their audience at a deeper level. That’s important when you’re trying to create that multi-year relationship with your players.
Above: Covet Fashion has introduced more than 50 different female body types.
Image Credit: CrowdStar/Glu
GamesBeat: The example you brought up of the small sports team growing up and being matched with a license, that’s a clear way to unlock the value of that team.
Akhavan: It was similar with our Toronto studio, the one that was acquired in 2011. They had initially created a game called Stardom Hollywood when they joined Glu. Later on, Glu helped them get the partnership with Kim Kardashian, which obviously led to phenomenal success. It’s another example where our expertise in working with IP was something we were able to bring to the table to help a studio succeed.
GamesBeat: What do you think about the potential of mobile games? I spend a lot of time across the whole spectrum, and I recently spent a lot of time with The Last of Us Part II. It’s a very interesting, very satisfying thing to play and write about. I wonder if mobile games can or should have the same kind of ambitions as triple-A games. And if not, what is the opportunity, the thing that could be driven for?
Akhavan: There are definitely opportunities for mobile games to expand beyond what people historically associate with them. It could look different compared to what you might expect from a triple-A PC or console experience. Maybe that’s not exactly what you get on mobile. But as a general theme, offering gamers and consumers much deeper, more meaningful experiences is something that I see developing and evolving in mobile.
Design Home and Covet Fashion are good examples for us, where those are — you could call them games, but they’re really beyond just a game. They’re adding value to the lives of people that interact with those products, giving them an outlet for creativity, an outlet to learn more about design or fashion that impacts their real lives. Ultimately it gives them a connection to other people that have shared interests, where they can collaborate and bounce ideas off each other. Through that I think you’re seeing much deeper connections and experiences developing through mobile games.
Certainly there’s an opportunity, though — a game like Last of Us is a great example of compelling narrative and depth of character development. We haven’t seen a lot of that yet in mobile, but it’s not something that can’t be viable on the platform. You just need to rethink how you deliver it in a way that makes sense on a small phone versus a PC monitor.
GamesBeat: Games for diverse audiences seems to be an area where you’ve excelled. That’s another more fertile direction, maybe.
Akhavan: Those products serve an underserved market. Largely women make up the audience for both of those titles. Traditionally the mobile game industry just says, “Well, we’ll make another farming game, or a match-three game.” Instead, these products offer meaningful connections to the real lives of the people that interact with them. Beyond that, they give a true creative outlet, where they can express and develop their creativity. They operate in spaces that weren’t overly saturated, and where there was this big demand from consumers to have a different kind of interactive entertainment experience that just wasn’t being offered previously.
GamesBeat: As far as the footprint you have, how much interest is there in international markets, like China? Because of where we are with COVID, is there any particular geographic interest in where you want to expand?
Akhavan: Glu is pretty heavily concentrated in North America. We’ve talked in the past about how we have a desire to expand internationally. In particular we’ve been focused on expansion efforts in Europe. It’s something we’re looking for. Should any acquisition fit with an opportunity to expand internationally, that would be a plus.
Touching on what you hinted at with COVID, one of the challenges a lot of people are facing in corp dev, obviously you can no longer travel to studio and do what you typically do, have these multi-day visits where you spend all day on site meeting people and getting a feel for the culture. Those dinners you have after a long day together, where you get more of that personal connection, that’s challenging to do now when we’re on video calls all day.
Fortunately a lot of the relationships we had prior to this all happening, so we can build on those. We’re not letting the current situation slow us down. We’re working on video and doing what we can to maintain the same ability to build those relationships in this new environment we all have to work with. But we’re open to a broad range of geographies in the studios that we talk to.
Above: Glu Mobile’s Design Home.
Image Credit: Glu Mobile
GamesBeat: Looking at the opportunity that you found to raise money this year during the pandemic, games seem better off than many other industries right now.
Akhavan: The game industry has been fortunate. People have turned to gaming more broadly in this time, where other forms of entertainment aren’t available. My personal point of view is it’s also introducing a lot of people that weren’t engaged with games into the gaming world. For the whole industry, we’re going to see this as something that drove an acceleration, more people becoming gamers and finding that games are not just simple entertainment anymore. You can find meaningful friendships and create meaningful relationships through games.
I always tell my wife — I’m a big PC gamer myself, but for me it’s how I go and hang out with my friends. We’re on Discord voice chat with each other while we play a game like Valorant or Counter-Strike. This moment, for a lot of people, has introduced them to the fact that while we can’t connect with each other in person, games provide an outlet to maintain relationships and create new relationships. That’s been one of the positives, if there is one, to come out of the difficult situation we’re going through this year.
GamesBeat: What are you thinking about as far as moving forward with your workforce during this time? We have the pandemic, we have Black Lives Matter, we have sexual harassment crises. All these things are weighing very heavily on the workforce.
Akhavan: Personally I’ve been inspired by how Glu has responded to what’s happened with the Black Lives Matter movement in particular. We’ve addressed that in a big way internally. We’re having a lot of conversations here, and we’ve rolled out training programs for all of our employees on unconscious bias, allyship, power and privilege. This morning I was working on unconscious bias training. It’s nice to see that Glu is stepping up within our organization and working directly to support the cause. In addition, we’ve made a donation to the NAACP and the Equal Justice Initiative. I’ve seen similar from a lot of other gaming companies. I’ve been inspired to see the industry step up and play an important role there.
In terms of the working from home environment that we’re dealing with, Glu has been listening closely to our talent and understanding what’s working, what’s not working. People have mixed challenges. Everyone is very productive from home, so it’s been a great moment where we as an organization have learned that people can be incredibly productive in this remote format. But that comes with some challenges. There’s been burnout in being on Zoom video all day, not having that real-life personal connection. Not everyone has a nice dedicated office space at home. Maybe they don’t have the right equipment they need. They have to deal with those challenges.
We’re working with our talent in the short term to make this as comfortable as possible, including giving mandatory company days off. People aren’t taking vacations now, and we want to make sure they’re taking time to rest. It’s hard to do that when everyone’s plugged into their computers, so we have full company shutdown days we add on top of normal holidays.
Beyond that, in the long term we’re looking at how to evolve, potentially, the work structure between working at home and being in an office. We’re seeing big benefits to working at home. The future of work, even well beyond COVID, could be very different than it was pre-COVID. We could have a world where people work from their homes part of the week, and then come to the office for a couple of days a week with more of an intention to spend that time meeting with other people. You could see more of this hybrid office and home model being more prevalent coming out of the pandemic.
Above: Chris Akhavan (left) and Nick Earl (CEO of Glu) stand at the entrance to Glu’s new headquarters.
Image Credit: Dean Takahashi
GamesBeat: One thing I’ve been thinking about a bit is stories that have to do with the evolution of the game industry. I look at something like EA in 2008, when they had 60 games in development, and now they launch maybe six or eight games a year, but the revenue and profit are far bigger than they used to be.
Akhavan: We have a miniature version of that. Back when I joined in early 2013, the company was cranking out games all the time. I feel like the month I joined, that month alone, the company put out three games. It was a very different model. There were a lot of sequels, Frontline Commando 2 and so on. That rinse and repeat cycle — put out a game, monetize it for six to nine months, and then you have the next game coming out. Certainly we’ve also made that evolution toward the growth game philosophy of investing in fewer properties, but in a much more meaningful, long-term way.
GamesBeat: I wonder about changes in the whole industry, like the rise of hypercasual games. How might that affect Glu?
Akhavan: Hypercasual has been interesting. We’ve obviously been keeping an eye on that market, given how significant a share of downloads have gone toward hypercasual games. It’s a net positive for the whole market, because hypercasual is a great way to introduce people that are not even casual gamers — maybe you get them into these snack-sized 20-second session games, and then that’s a pathway for them to get into more meaningful and long-term engagement games.
We know that’s happening, because if you play those hypercasual games — play a level, die in 10 seconds — the ads you typically get are for more long-term live ops-oriented, free-to-play games that are designed for longer sessions. We’re seeing hypercasual as this interesting funnel that maybe brings in a very casual consumer, gets them familiar with games, and then potentially, through the ads they see in those hypercasual games, they ultimately move into deeper gaming experiences.
GamesBeat: On the M&A side, how much might you consider that market?
Akhavan: We’re genre agnostic in general when it comes to M&A, but if you look at our prior track record, we do a lot of analysis to understand where the opportunities are in the market. I talked about the sports studio. Back then we saw a big opportunity for mobile free-to-play sports that was wide open. Baseball in particular did not have a top-grossing game. That was one where we thought there was a huge opportunity to invest. We also talked about Design Home and Covet Fashion as being products that were sitting in their own categories.
What I’ll say about that, we’re genre agnostic. We’re willing to look at studios across a wide variety of genres. But we ultimately want to invest in opportunities where we think there’s a differentiated market to go after, or a significantly growing market where we can grab a meaningful share. We tend to shy away from hyper-competitive, hyper-saturated markets, like the social casino market. That’s one we’ve historically avoided, where you have these massive players in a hyper-competitive situation.
GamesBeat: How do you look at some of these long-time franchises, like Diner Dash? How often do you need to refresh that or change its direction or otherwise keep it generating revenue?
Akhavan: I want to say that PlayFirst started in the early 2000s on PC. We acquired the studio in 2014. Since joining Glu, they’ve launched a total of four versions of Diner Dash. The first was the initial Diner Dash when they joined, which was the first smartphone, truly free-to-play Diner Dash. They took the learnings from that and launched Cooking Dash, which was very successful, along with the Gordon Ramsay Restaurant Dash game. Then Diner Dash Adventures is the most recent installment in that franchise, launching last year. While there’s been new SKUs launched in that franchise, it’s really been an evolution of the franchise itself, that team learning what their audience is looking for and refining their approach. It’s been a multi-year investment in the Dash franchise.
GamesBeat: What do you consider to be some of the biggest areas of investment for you internally right now?
Akhavan: We’re very focused on our growth games. We’ll continue to invest heavily in Design Home and Covet Fashion, as well as our baseball title. In terms of pipeline, we have a new Deer Hunter in development, and then a couple of games beyond that. We’re also continuing to invest in the Disney Sorcerer’s Arena game that we recently launched. The internal focus is continuing to refine and evolve experiences across those titles. We’re always looking to up-level our central infrastructure and be able to offer even more compelling tool sets over time to the studios we work with.
GamesBeat: How do you decide that you need to let go of a game, give it a break, or otherwise feel like you can’t be the most competitive in a particular space?
Akhavan: If I look back to the past couple of years, there have been titles that we ended up walking away from, or de-emphasizing. We had a WWE game that we created and launched, and it just didn’t hit the mark. The KPIs weren’t where we needed them to be. We gave it a good effort and tried to continue to refine, and after a while of doing that we concluded that the gap we’d need to fill to make that a viable business in the long term was just too great. We redeployed that team’s resources to other titles.
We try to be very data-driven, and also consumer insights-driven. Look at the data and understand it, but also layer on the more subjective pieces that you can get through consumer insights, get that holistic view of how users are experiencing a game. Whenever we decide to not invest in a product, it’s because the signals coming from across that spectrum of data and insights are telling us that we’re too far off the mark to create a long-term successful growth game.
GamesBeat: When it comes to leadership from women in game companies, and Glu in particular, how are you thinking about that, making that possible?
Akhavan: It’s been a big priority for us, part of our effort to improve in terms of diversity and inclusion. We’ve added two women to our board recently. We’ve taken direct action there. It’s an area where we need to continue to address and improve diversity across the spectrum of our talent.
GamesBeat: How big do you think mobile is going to get, and how fast is it going to grow toward the kind of numbers people are talking about? Newzoo was talking about 3 billion gamers by 2024. How should we think about that? How much do you think companies should try to grow as a result?
Akhavan: We’re obviously very bullish on the prospects for mobile in the long term. We’re still in the early days. Mobile games are evolving quickly. There’s so much room to improve and develop more meaningful experiences. When you look at things we’ve talked about in this conversation, whether it’s hypercasual or games like what CrowdStar brought to market, games that brought in new audiences that were not previously gamers, that trend will continue. We’ll continue to see interesting, compelling new experiences offered in the mobile gaming world that will bring in the next wave of consumers that don’t necessarily interact with any games today. There’s a lot of reason to believe that this market has plenty of room left to grow.
GamesBeat: How do you work with Nick Earl?
Akhavan: I work with him every day. He’s hugely supportive. He’s always willing to get involved. We have conversations with the studios. He’s passionate about our culture and how we operate at Glu. He does a great job of walking new teams through what that looks like, so they know that if they do become a part of Glu, they’re walking into a culture that we’ve built with a lot of care and intention. Nick has been critical in that process, being that voice for the company. He’s there all the time to collaborate and bounce ideas off him. He’s always willing to directly engage with new teams.
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