Tag: juniper research

Mobile coupons usage could nearly double in three years

This form of online and mobile marketing is predicted to grow in popularity.

According to a new report from Juniper Research, the number of eCoupons redeemed will rise almost two times by 2017, increasing from 16 billion in 2014 to more than 31 billion in 2019, and the report claims that redemptions will be driven mostly by mobile coupons.

Many shoppers look for mobile or online coupons before making a purchase.

Print-at-home coupons are not as popular as coupons that can be redeemed online or barcode based coupons that can be scanned and redeemed in stores. The report suggested that consumer behavior is changing. More consumers are engaging in eCouponing and are choosing to search for online or mobile coupons before they make purchases in-store or on the web.

The report cited that on retailer websites, as well as VoucherCloud and other aggregator sites, there was a sudden increase in visits to these site’s couponing sections. Also, the number of consumers storing coupons on devices via wallet apps such as Samsung Wallet, Google Wallet or Passbook, to redeem these digital coupons at a later time, is on the rise.

When mobile coupons or any eCoupon is deployed correctly, this increases CLV.

Mobile CouponsThe Juniper Research study argued that analytics regarding consumer purchase patterns were necessary to enable an increase in Customer Lifetime Value (CLV). According to the report’s author, Dr. Windsor Holden, “Coupons should offer discounts on products that a consumer might be interested in purchasing, rather than those purchased on a regular basis.” Holden added that “Otherwise, coupon redemption represents a loss to the brand or retailer.”

Other report findings included that one of the primary adoption hurdles is many retailer POS lack scanning infrastructure. Moreover, when couponing platforms are integrated with leading social media, this presents considerable opportunity for the delivery of targeted offerings. In addition, the report found that there is less of an opportunity for targeted couponing when high profile data thefts occur because they can lower the uptake of store loyalty cards, which can negatively impact targeted couponing.

Nevertheless, based on what the report has found it is very likely that there will be an increase in the adoption and redeeming of eCoupons and mobile coupons in upcoming years.

Mobile gaming report predicts future tablet games growth

New data has found that global revenues from tablet games will reach over $13 billion by 2019.

A recent Juniper Research report found that the growth of tablet mobile gaming will be powered by many important factors, such as a consumer’s preference for ubiquity and convenience, improved graphics capabilities, growing mobile broadband penetration, and devices with better storage capacity.

The predicted 2019 worldwide revenues is three times the amount of the 2014 figure of $3.6 billion.

The report from Juniper Research – “Mobile & Handheld Games: Discover, Monetise, Advertise 2014 – 2019” – also discovered that 2015 could be a crucial year for independent (indie) developers of mobile games. The research said that in mobile marketplaces that now have more than 1 million apps, more funding would be needed for developers to make the most of opportunities when it comes to attaining consumer awareness. Crowdfunding was suggested by the report to be a funding option that would grow in popularity for indie developers.

In addition to this, the report claimed that across emerging markets, with storefront payments being increasingly facilitated by carrier billing deployments in countries with reduced banked penetration rates, there will be impressive monetization growth of mobile games for smartphones. It said that games may have another delivery channel via micro-apps, which are currently being incorporated in messenger services, and this could encourage more growth.

Advertising is becoming more and more important for mobile gaming in terms of generating revenue.

tablet mobile gamingAccording to the report, it estimates that in 2019 only around 6 percent of mobile games will be paid for by consumers at the point of download and the real revenue generation will come from advertisements. It also noted that diversified gaming offerings have lead to a sudden boost in not only the number of gamers across wider demographics who engage in social/casual gaming, but also how long consumers play games.

According to Juniper Research analyst Eva Hunyadi, social/casual games can be played anywhere and at anytime and are a generally fun pastime that does not require the user to devote time concentrating on certain game specifications.

Hunyadi also commented that although the growth in tablet mobile gaming is astounding, in the near future, its impact on PC and other gaming platforms won’t be meaningful.