Those operating within the mobile games space, or indeed wider apps space, will be well aware of the elusive "in-app purchase." Used by developers, publishers and app stores as a means of monetizing users, purchasing virtual currencies and in-game items has become commonplace and the practice features in many of the top grossing games.
One in four tablet users is predicted to pay bills via the device by 2017, according to a report by Juniper Research.
Operator storefronts and portals now yield just 6 percent of mobile content downloads worldwide, far behind Apple's App Store and Google Play at a combined 70 percent, Juniper Research reports.
Tablet gamers are on pace to spend $3.03 billion on in-app goods like power-ups and virtual currency in 2016, exploding from $301 million in 2012, according to a new Juniper Research forecast.
Over the past 12 months, enterprises have been driving the increase in 4G LTE service revenues, which are expected to reach $75 million this year, according to the latest stats from Juniper Research.
Modules used for wireless machine-to-machine communications could be vulnerable to security threats, warned Anthony Cox, an analyst with Juniper Research.
Improvements in mobile video calling user interfaces and underlying technology will fuel a four-fold increase in users--many of them in the workplace--reaching 160 million by 2017, predicted Juniper Research.
Retailers are increasingly using mobile devices as a delivery channel for coupons in an effort to drive consumers to stores and to improve consumer engagement and retention, according to a report by Juniper Research.
Mobile banking forms an essential component of the overall mobile commerce industry, wherein the two are closely interrelated. Empowering users to make account transactions whilst on the move, mobile banking enables supplementary mobile commerce actions to be undertaken as a function of a mobile wallet.
Apple shipped 47.8 million iPhones in the fourth quarter, lower than expected given the launch of the iPhone 5 in September, according to Juniper Research. The iPhone 5 launch did help AT&T attract more new customers in the fourth quarter than it has in three years though, according to an AP report.