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Mobile Wallet market in Europe 2015 to grow at a CAGR of 32.87% by 2019: Market Research Store

Mobile wallets are electronic accounts that can be operated through cellphones and are based on the NFC technology. Mobile Wallet market in Europe to grow at a CAGR of 32.87% over the period 2014-2019. They help account holders pay their bills or make purchases on the go. Mobile wallets have revolutionized the Digital Payments industry. Increased adoption of smartphones, tablets, and other mobile technologies has changed the way customers make their payments. Before the advent of smartphones, Java-enabled and internet-based phones were used sparingly because the usage was limited to SMS and calling options. Notably, carrier charges were high during that time, which had resulted in lesser usage among customers.

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“Unlike other technological services, mobile wallet service and delivery varies significantly from region to region,”.

“It is vital for service providers to have flexible business and operating models to cater to evolving customer demands, adapt to local market conditions, and cope with shifting regulatory imperatives.”

Covered in this Report

This report covers the present scenario and the growth prospects of the Mobile Wallet market in Europe during the period 2015-2019. To calculate the market size, the report considers the total revenue generated from retail transactions sourced through mobile devices. These transactions include mobile commerce transactions, mobile ticketing, mobile coupons, money transfer, and micropayments.

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Mobile Wallet Market in Europe 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the landscape of the Mobile Wallet market in Europe and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Market Drivers

Increased Collaboration among Mobile Operators
Increased Service Offerings
Emergence of Sophisticated Services
Convenience of Transactions

Key Market Trends

Increased Use of M-commerce
Interoperability among Stakeholders
Flexible Business Models
Increased Dependence on Mobile Phones
Enhanced Client Confidence in Mobile Wallets

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Key Market Vendors

EE Ltd.
MasterCard
PayPal
Visa Inc.
Weve

To define the market circumstances in the next 3-4 years, Our analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.

Social gaming market in US 2015 to grow at a CAGR of 19.63% by 2019: Market Research Store

About Social Gaming

Social gaming refers to playing online games on social media platforms, networking sites, or social media applications. Social gaming market in the US to grow at a CAGR of 19.63% over the period 2014-2019. It was born as a result of the collaboration between the social networking site, Facebook, and the popular game, Farmville, which was developed by Zynga in 2009. Following the success of Farmville on Facebook, social gaming became increasingly popular across the globe. The social gaming market in the US is one of the biggest markets worldwide. Most of the vendors focus on this region for launching better and more creative games. For instance, games such as Candy Crush Saga and FIFA series immediately witnessed an increase in their gamer base following their launch on social media platforms in the US. An increasing number of people have accounts on social networking sites and other platforms, which is the primary reason for the popularity of social gaming in the US.

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Covered in this Report

This report covers the present scenario and the growth prospects of the social gaming market in the US for the period 2014-2019. To calculate the market size, the report considers revenue generated from the three segments of the social gaming market in the US, namely, virtual goods, advertising, and lead generation. In addition, the report discusses the major drivers that influence the growth of the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends that are emerging in the market.

Social Gaming Market in the US 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the landscape of social gaming market in the US and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

Our analyst researched the following companies as the key players in Social Gaming Market in the US 2015-2019: Electronic Arts (EA), King Digital Entertainment, Peak Games, Wooga and Zynga

Other Prominent Vendors in the market are: Arkadium, Crowdstar, DeNA, GREE, Kabam, Peak Games, Playdom and Pretty Simple Games

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Commenting on the report, an our analyst said: “An increase in the number of gamers and intense competition among vendors has been motivating vendors to make use of gamer data for game development; analytics gives them important insights about social gamers. This has become particularly relevant as competition in the market will only increase. Vendors have to develop and publish games that will capture and retain gamers. The intelligent usage of analytics would empower vendors to transform social networking into social intelligence and enable them to develop marketing strategies to increase their visibility and enhance brand image. Several companies have started using the social network community as a testing ground to check the feasibility of their new business ideas.”

According to the report, competition with friends is the topmost reason for gamers to choose social gaming, and with the increase in the number of friends on social media, gamers will be able to compete with a larger number of friends in the network. The other reasons for the rise in the number of social gamers in the US, in decreasing order of importance, are socializing and interacting through games, user-friendly gameplay, and game tournaments.

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Further, the report states that the market faces stiff competition from PC games, cellphone games, and games played on other handheld devices.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.