Dec 14, 2019 | Updated: 02:50 PM EST

Mobile’s Impact Over The Past 8 Years

Jan 26, 2014 10:07 PM EST


Business Insider recently posted a Tech Chart of the Day by Pew Research. The chart gives insight on how consumer electronics has transformed over the past 8 years. SInce 2005, tablets, smartphones, e-readers and mobile services such as for streaming integrated as U.S. devices being possessed. It is an indication of how the latest technologies outlast the old technologies of the past. The industry is obviously changing rapidly with mobile.

The tech chart highlights interesting statistics about mobile. E-readers such as Kindle are used by 26 percent of consumers in the United States. Other mobile devices in possession include tablets, smartphones and other types of mobile phones. The use of services which can be compatible with Android such as streaming web services for apps is also used by 39 percent of consumers in the U.S. Other mobile areas which are in possession are wi-fi, TV and mp3 players.

*Business Insider

E-Readers with services to rent eTextbooks has become a popular option as consumers adopted Android smartphones and tablets. Students and readers can even use an eBook Reader to browse from a number of available ebooks. The sections are clear and easy to browse and navigate. Students can use Android mobile devices and instantly read and make a purchase. eBook Readers could save users the hassle of carrying physical books.

Android is the leading global smartphone device operating system (OS). While low-end smartphones may be less glamourous, the market is proving it is rather very lucrative for Android. The present market demand for smartphones under $200 is substantial. There are many Android consumers who simply require internet access, to view videos or play video games from a smartphone. It is no doubt that low cost smartphones are poised to dominate in emerging markets. For competitors such as Apple, they are left with the downsides of eroding margins and an oversaturated premium market for smartphones. The days of high average selling price (ASP) smartphones are now coming to end.

The future of Connected TVs are reaching a tipping point. More than 8 billion Internet-connected video devices will be installed worldwide in 2017, exceeding the population of the planet, according to Broadband Technology Service at IHS Inc. Media companies will face challenges. Learning how to integrate consumers into platform ecosystems and offering incentives for switching to high costs is concern.

Streaming web services today has never been easier for Android users. Google now contributes to the offering of over 700,000 apps being distributed worldwide. The average app consumer spends an estimate of two hours a day using apps. According to Gartner, “Global revenue from app stores is expected to rise 62 percent in 2013 to $25 billion.”

Video games for Smartphones and tablets are the most used gaming devices. Online gaming for mobile has exploded in recent years. Robotic avatars and social inter-dependent characters cater to the online and mobile video game society. The opportunities for mobile gamification developers are significant. The industry is evolving rapidly.

Gaming is still emerging. Mobile and game development is sophisticated to develop. The process is long and complex. The gaming community exists for not only teenagers but for all ages. In Japan, the average age for gamers is age 30. The digital cultural world allows users to express themselves in a different medium than others.

The recent advancements of technologies in the market has WiFi more prominent in consumer electronic devices. Devices such as Android smartphones and tablets with WiFi capabilities have significantly increased.

According to a recent Research and Markets report, “By 2016, 45 percent of designated Wi-Fi access points are estimated to be for outdoor purposes along with the deployment of Next Generation Hotspots.” The demand uninterrupted data internet connectivity from Android and other device users has made in flight WiFi a necessity. 

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