Category: Mobile Gaming

Mobile Robotics Market 2015 industry analysis and forecast to 2019

A mobile robot is an automatic machine that is not fixed to one position. It is capable of moving in an environment for which it is designed. It can function autonomously or can be remotely controlled. Mobile robots have been deployed in the Aerospace and Defense industry for many years; however, now these robots are gaining popularity among industrial and commercial applications too. Apart from the Aerospace and Defense industry, these robots are being used in industries such as Automotive, Warehouse, Healthcare, Energy, and Agriculture and Mining.

Global Mobile Robotics market to grow at a CAGR of 12.63 percent over the period 2014-2019.

There has been a quick escalation in the demand for mobile robots because of their adoption in technical and industrial applications. Several end-user industries are utilizing the services of mobile robots because of their reliability, accessibility, and low cost. These robots are commonly used for surveillance, inspection, and transportation. Mobile robots are most effective in repetitive tasks, which help workers to focus more on high-value tasks improving operational efficiency.

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“The rapid industrialization of emerging economies such as China, India, Brazil, and South Korea has led to increased demand for mobile robots,”.

“To increase production and give stiff competition to foreign players, companies across industries such as Automotive, Food and Beverages, Healthcare, and Logistics are adopting mobile robots.”

Covered in this Report

This report covers the present scenario and the growth prospects of the Global Mobile Robotics market for the period 2015-2019. Based on the terrain in which mobile robotics operates, the Global Mobile Robotics market can be segmented into three: UGV, UAV, and UMV.

Global Mobile Robotics Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the APAC and EMEA regions; it also covers the Global Mobile Robotics market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.

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Key Market Drivers

Increased Demand from Aging Population
Increased Use of Mobile Robots in Emerging Countries
Demand for Superior-quality Products at Reduced Prices

Key Market Trends

Increased Focus on R&D
Increased Demand from APAC Region
Increase in M&A

Key Market Vendors

Adept Technology Inc.
GeckoSystems Intl. Corp.
Honda Motor Co. Ltd.
iRobot Corp.
KUKA Aktiengesellschaft

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.

Mobile games aren’t being played as much as they once were

Flurry Analytics has reported that people simply aren’t as into the gaming apps they used to play.

Though smartphones are very near to reaching the saturation point, to the level that even babies who can barely talk are perfectly capable of swiping on a touchscreen, mobile games seem to have been sliding in their popularity.

This indicates that the way in which people are using their smartphones and tablets is continuing to evolve.

While mobile games do still remain quite popular and they may have been the driving force behind the popularity of apps back when smartphones were still somewhat of a novelty, it doesn’t appear as though people are spending quite as much of their time with mobile gaming as they previously were. The results of a study that was recently conducted by Flurry Analytics has shown that Americans are now spending only about 15 percent of their total smartphone or tablet usage time by playing with these apps.

When considering that the figure from last year had been 32 percent, that represents a serious plummet.

Mobile Games - Game on SmartphoneFlurry Analytics has explained this downward trend in the amount of time spent playing mobile gaming apps by saying that there has been a reduction in both the strong new hit games over the last year, and the fact that a large number of millennials spend time watching other people playing games through services such as Twitch, instead of actually being the players, themselves.

It was also pointed out by Flurry Analytics that there was a rise in the number of users who were willing to pay for in-app purchases within the games that they play, instead of spending the time waiting to receive the same or similar rewards. They’d rather spend money to speed things up than have to wait to earn the prizes, reducing the amount of playing time that is required to achieve the same goal.

The mobile games report from Flurry explained that “Gamers are buying their way into games versus grinding their way through them,” adding that “Gamers are spending more money than time to effectively beat games or secure better standings rather than working their way to the top. This explains the decline in time spent and the major rise in in-app purchases, as Apple saw a record $1.7 billion in AppStore sales in July.”