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Mobile Ticketing Market 2016 to grow at a CAGR of 20.09% during the period to 2020

About the Mobile Ticketing Market

Mobile ticketing is the process in which customers purchase and obtain tickets using their smartphones or other mobile devices. There are several applications for mobile ticketing, including event ticketing, airline ticketing, transit ticketing, and theatre ticketing.

Global mobile ticketing market to grow at a CAGR of 20.09% during the period 2016-2020.

Mobile ticketing is an initiative to enhance the role of mobile phones in ticketing services. The use of mobile phones will enable consumers to buy tickets and to carry tickets within the phone’s secure universal integrated circuit card. This will work as an alternative to the traditional electronic card-based tickets and will provide additional functionality and convenience to end-users. Mobile ticketing will also provide more opportunities for service providers. For instance, ticketing agencies will be able to access new channels via the mobile handset to bring value-added services such as traveler guides to the market.

Covered in this report

The report covers the present scenario and the growth prospects of the global mobile ticketing market for the period 2016-2020. To calculate the market size, the report considers the revenues generated from the sale of mobile ticketing solutions.

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The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Global Mobile Ticketing Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Bytemark
• Corethree
• Eventbrite
• Gemalto
• Masabi
• ShowClix

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Other prominent vendors
• Bizzabo
• eos.uptrade
• Margento
• Open Mobile Ticketing Alliance
• StubHub
• TickPick

Market driver
• High demand from transportation sector
• For a full, detailed list, view our report

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Market challenge
• Privacy and security concerns over mobile ticketing solutions
• For a full, detailed list, view our report

Market trend
• Emergence of mobile wallets
• For a full, detailed list, view our report

Cool wearable technology has been designed for sharks to wear

These gadgets were designed to help to better understand the eating habits of these mysterious creatures.

A new cool wearable technology study is now underway through researchers from James Cook University (JCU) who will be using the devices to help to better understand the eating habits of sharks.

The scuba diving scientists will be adding special wearables to the tails of the underwater predators.

The researchers scuba dived north east of Cairns on Osprey Reef, where there were special cages filled with tuna heads that were designed to lure the sharks into the area. Those sharks were then lassoed around their tails and fitted with special cool wearable technology. The devices included microcomputers that are comparable to the fitness trackers that have become exceptionally commonplace among consumers.

This cool wearable technology keeps track of the sharks in a similar way to how fitness bands track humans.

shark cool wearable technologyOne of the lead researchers in the study, Richard Fitzpatrick, explained that these new wearables make it possible to avoid the old technique of having to wrangle sharks back to the boats in order to have to implant other forms of trackers. He said that “With these [microcomputers] we’re able to put them on the shark underwater and then let them go again.”

Fitzpatrick pointed out that “We’re trying to minimize stress to the sharks, do it as quickly as possible so then they return back to normal behavior as quickly as possible and we get better data.” He was also among the researchers who were able to head back to the site and collect the wearables two weeks after they were initially placed on the sharks.

Though it was somewhat challenging to be able to catch the same sharks that had the cool wearable technology, instead of being able to catch any shark and fit it with a device, they were able to successfully do so and gather the data collected by the wearables. This provided the research with significant information about the impact of tourism operators who were feeding the sharks and the way this altered the natural energy consumption of those ocean creatures.