Author: Rebecca

Mobile wallet changes name to distance itself from terrorist group

Isis has announced it is changing its name to Softcard.

The Verizon, T-Mobile, and AT&T supported, American mobile wallet platform, is rebranding in an effort to avoid the possibility of being wrongly associated with the Islamic militant group ISIS (Islamic State of Iraq and Syria), which has been involved in the deaths of Americans and citizens of other nations, including the recent public execution of American journalist, James Foley.

The change will take place in “a few weeks” according to the company’s homepage.

The CEO of Isis, Michael Abbott, explained in a note regarding the change that “However coincidental, we have no desire to share a name with this group and our hearts go out to those affected by this violence.” Abbott also added that only the name is changing, but everything else about the mobile wallet app will remain the same.

In the next few weeks, the Softcard app will be launched. Once it has been released, users of the portable payment system can update it as they usually would and once they do, their Isis Wallet will simply become SoftCard. Users can still expect the same services and features they are used to that enable them to securely store their financial information and make in-store purchases with a tap of their smartphones. “Your current Isis Wallet will continue to work as it always has,” Abbott says.

Mobile Wallet - Isis becomes SoftcardThe CEO also explained the reasons behind why the name Softcard was selected. According to Abbott, what the company wanted was a name and “visual identity that had the power, flexibility and simplicity to define our category.”

Isis – soon to be Softcard – isn’t the only mobile wallet making news.

Amazon is one of the most recent companies to enter the mobile payments market with Amazon Wallet. However, at present, that app only stores reward and gift cards which can be scanned during purchasing.

In addition, the Isis mobile wallet name change announcement occurred almost a week prior to Apple unveiling details regarding its mobile payments service, Apple Pay, which was revealed by the company on September 9. Apple’s new payment system also uses NFC technology and will only be available on its new smartphones the iPhone 6 and the iPhone 6 Plus.

Mobile gaming revenues to exceed $21 billion in 2014

Global spending on smartphone apps is about to increase more than it has before.

According to analysts at SuperData Research, by the end of this year, mobile gaming revenues will reach $21.1 billion, which means that compared to 2013’s $17.7 billion mobile games revenue, this will work out to a 19% increase since last year.

Asia mobile users are the major reason behind the growth in this market.

The lead researcher and SuperData founder, Joost van Dreunen, said in the report that “Much of this growth is due to Asia.” Van Dreunen added that Asia “accounts for over half of the worldwide mobile market and its booming smartphone industry as devices become more affordable and ubiquitous in the region.” What has been discovered is that while Western consumers tend to focus on mobile games spending on a per-player basis, the contribution Asian nations like China, South Korea and Japan are making are far bigger.

Based on what was found by SuperData, by the end of the year, Asia’s revenue for mobile gaming will climb to $11.3 billion. This amount includes revenue that results from in-game ads and in-app purchases. Furthermore, the intelligence firm anticipates that by 2016 the global gaming revenue will be at $28.2 billion once more smartphone consumers come online in Russia, India and china.

In the West, mobile gaming spending is growing, but slower than the global average.

mobile gaming revenue on the riseThe report noted that although spending is increasing in the west, as it is estimated to grow by 16% from last year to 2014, it is growing at a rate that is slower compared to the average worldwide.

That said, Western gamers do spend a lot of money on mobile games. The research from SuperData has shown that the average mobile player who pays for games in the US and the UK, spends much more than other mobile gamers in just about everywhere else in the world. However, the reason why this is believed to be the case is that both the UK and US mobile technology markets are well established and consumers have had a long time to become accustomed to how mobile games operate.

Nevertheless, in every region the mobile games market is growing. Therefore, if in the next few years, revenue does reach almost $30 billion, the companies who establish a presence in the mobile gaming space now are likely to be glad that they did.