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Category: Apps

Branding Brand wins top ranking as a mobile commerce platform

Branding Brand continues to be favored among merchants in the mobile space

According to the latest Internet Retailer’s 2015 Top 500 Guide, more merchants are using Branding Brand than any other mobile commerce platform. Branding Brand offers mobile commerce services to merchants that are interested in engaging the mobile consumer base. The company presents itself as a “Brand to Everywhere” platform that allows merchants to connect with consumers wherever they may be. Among the services that the company offers is mobile website support and analytics concerning mobile commerce trends.

Company offers popular services to merchants

Branding Brand has become one of the most successful mobile commerce platforms, and has been ranked in the top position of the Internet Retailer Top 500 Guide for four years in a row. More than 200 major brands use the services that the company provides, and these businesses have noted success in engaging mobile consumers in a more effective manner. Branding Brand is expected to continue gaining momentum among merchants in the coming years, especially as more consumers begin to use their mobile devices to purchase products online and in physical stores.

Consumers are becoming more involved in mobile commerce

Mobile Commerce - ConsumerMobile commerce has become popular because of its convenience. Mobile shopping services have made it easier for consumers to shop for and purchase products with their smartphones and tablets and people now how the ability to use their devices to purchase products at any time of day, wherever they may be. Companies like Branding Brand are becoming more important to the retail industry, as retailers are beginning to feel pressure to accommodate the needs of mobile consumers, offering them services that allow them to create enjoyable mobile shopping experiences.

Competition in the mobile space will increase in the coming years

Branding Brand has managed to beat out competition from other companies, but this competition is expected to become more fierce in the coming years. New startups are bringing innovative services into the mobile commerce space, which are beginning to attract a great deal of attention from retailers. These startups could eventually establish a dominant position in the mobile world, but only time will tell whether or not they manage to retain the loyalty and support of mobile consumers.

Most mobile games revenues come from a tiny fraction of players

The results of a recent data analysis from Swrve showed that 60 percent of income is generated by 0.23 percent of users.

A new report has now been released by Swrve, a mobile marketing automation company, and it has revealed that a very large portion of the total revenues brought in by mobile games are actually generated from a tiny sliver of the total number of players.

This suggest that the majority of gamers are either cheap or they know that they can enjoy a game without paying.

What the Swrve report indicated was that 60 percent of the total in-app revenues from mobile games were being generated by a tiny 0.23 percent of all of the players. This clearly represents a very small number of the total players and it suggests that these paying players – known by the industry as “whales” – should be treated in the same way that high rollers are treated in Vegas. The report from Swrve was based on data that was collected based on 20 million players of smartphone and tablet based games that are free-to-play.

While this may make it seem that mobile games have a rather dim looking future, that is not necessarily true.

Mobile Games RevenueAt the same time that it seems that only a very tiny number of players are providing most of the revenue for these mobile apps, the average amount that is being spent on these video games has risen to $29.17 from having been $22 at the same time last year. So there may not be a large percentage of people paying to play, but those who are have an average spending amount that is 33 percent higher within the span of only one year.

Other key findings from this research include:

• Among customers who pay to pay on mobile apps, 44 percent made a single purchase, while 20 percent made 5 or more.
• The average paying player makes an average of 3.5 monthly purchases at an average of $8.27 per purchase.
• 21.9 percent of purchases are of mid-tier virtual items (priced between $10 and $20), and they made up 38.6 percent of the total revenue, which is a figure that had been 22 percent at the same time in 2014.
• The average amount of time spent playing mobile games before the first purchase is made is 15 hours, which has dropped from being just over 23 hours, last year.