Media komunikasi dan kolaborasi pembelajaran a'la virtual. Supplemen kuliah melalui e-class atau e-learning untuk Jurusan terkait dengan Sistem Informasi, Teknologi Informasi (IS/IT), Sistem Komputer dan Teknik Industri.
Tuesday, November 27, 2018
Half of global online retail sales is generated on marketplaces
Indonesia’s B2C E-Commerce to experience the fastest growth in Southeast Asia
Source : www.ystats.com
Monday, August 20, 2018
Disrupted Phone Call by Chat App
- The chat app consumer base is massive and growing. It's estimated that 1.8 billion people worldwide regularly used such apps by the end of 2017, up almost 16% from 2016, according to eMarketer.
- And chat app users are highly active. For instance, 57% of consumers in the UK were active social chat users on mobile in January 2018, which is up 3% annually. Moreover, Android users in the UK spend 25% of their mobile time in chat apps.
- This shift in consumer behavior is impacting the way consumers want to interact with businesses. 54% of consumers already prefer using social messaging channels for customer engagement over legacy channels like phone and email, and 59% of consumers would rather go through additional channels to contact brands just to avoid having to use their voice to communicate.
Wednesday, August 15, 2018
SURVEY: Trust more to Mobile Operators or OTTs?
Taken from Research Paper from OPENET
CONSUMER SURVEY:Who Do You Trust Most?Mobile Operators or OTTs?
- 86% agree that companies need to be more transparent “Companies need to be more transparent with their practices around data use”
- More than half say they are less likely to share personal data with OTTs since the scandal, and a similar proportion are less likely to share in exchange for free digital services
- Two thirds would prefer to pay for digital services if it meant they had better controls over data
Messaging App Usage Resume
- A mobile messaging app provides private one-to-one or one-to-many communication between registered users (via mobile phone number or user ID). Its messages and calls—voice or video—are then transmitted via data connections and the mobile web.
- The number of mobile messaging app users worldwide is still growing at a significant rate, even after three years of double-digit growth. eMarketer expects growth will drop to single-digit rates in 2019, as penetration among smartphone users nears 80%.
- This year, the bulk of new users (63%) will come from five countries—China, India, the US, Indonesia and Brazil.
- More mobile phone internet users in Asia-Pacific will use messaging apps in 2017 than in any other region—75.9%. Western Europe and Latin America will rank second and third, at 65.6% and 64.1%, respectively.
- On a global scale, WhatsApp and Facebook Messenger are the most widely used messaging apps in terms of monthly active users (MAUs). WhatsApp tends to be used more frequently than Messenger—but not more often than WeChat is used in China. WeChat has the highest ratio of daily active users (DAUs) to MAUs vs. the other leading apps.
- Even though many of the leading messaging apps have evolved into sophisticated platforms with functions enabling more than direct messaging, the top activities conducted by users are still centered around the apps’ primary purpose—communication. Text-based messaging is still the most popular mode, but the types of messages sent have expanded to include recorded audio and video, emojis and stickers, voice calls and video calls.
Tuesday, February 28, 2017
Design Thinking for Action
Design for Action
FROM THE SEPTEMBER 2015 ISSUE
The New Challenge
Designing the Intervention
The Launch Is Just One Step in the Process
Netflix, the disruptor
Taken from
How Netflix Built its House of Cards (and Changed TV Forever)
08 SEP 2016 COLD CALL PODCAST
with ANITA ELBERSE : Lincoln Filene Professor of Business Administration
Sunday, August 28, 2016
STRATEGY for DIGITAL TRANSFORMATION
Taken from article's of
STRATEGY, NOT TECHNOLOGY, DRIVES DIGITAL TRANSFORMATION
from MIT Sloan Management Review
Becoming a Digitally Mature Enterprise
MIT Sloan Management Review and Deloitte’s1 2015 global study of digital business found that maturing digital businesses are focused on integrating digital technologies (Social, Mobile, Analytics and Cloud), in the service of transforming how their businesses work. Less-mature digital businesses are focused on solving discrete business problems with individual digital technologies.
The ability to digitally reimagine the business is determined in large part by a clear digital strategy supported by leaders who foster a culture able to change and invent the new. While these insights are consistent with prior technology evolutions, what is unique to digital transformation is that risk taking is becoming a cultural norm as more digitally advanced companies seek new levels of competitive advantage.
The following are highlights of the findings:
1. Digital strategy drives digital maturity. Only 15% of respondents from companies at the early stages of what we call digital maturity (an organization where digital has transformed processes, talent engagement and business models) say that their organizations have a clear and coherent digital strategy. Among the digitally maturing, more than 80% do.
2. The power of a digital transformation strategy lies in its scope and objectives. Less digitally mature organizations tend to focus on individual technologies and have strategies that are decidedly operational in focus. Digital strategies in the most mature organizations are developed with an eye on transforming the business.
3. Maturing digital organizations build skills to realize the strategy. Digitally maturing organizations are four times more likely to provide employees with needed skills than are organizations at lower ends of the spectrum. Consistent with our overall findings, the ability to conceptualize how digital technologies can impact the business is a skill lacking in many companies at the early stages of digital maturity.
Saturday, April 09, 2016
Digital Era
Taken from McKinsey article's
Cisco’s John Chambers on the digital era
The world has now entered a digital era that will be “the biggest technology transition ever.”
This digital era will dwarf what’s occurred in the information era and the value of the Internet today. As leaders, if you don’t transform and use this technology differently—if you don’t reinvent yourself, change your organization structure; if you don’t talk about speed of innovation—you’re going to get disrupted. And it’ll be a brutal disruption, where the majority of companies will not exist in a meaningful way 10 to 15 years from now.
This digital age is the connectivity of going from a thousand devices connected to the Internet to 500 billion. It will transform business and transform our lives. Business models will rise and fall at a tremendous speed. It will create huge opportunities - probably $19T in economic value over the next decade. That’s the size of the US economy, plus some.
But it will also result in tremendous disruption. And this is where it’s so important—whether they’re countries or companies, regardless of their size—that you either disrupt or you get disrupted. Probably 40% of enterprise customers around the world will not exist in a meaningful way 10 years from now.
Evolving the organization
When many people think about this, you want to think about the intelligence of an architecture, where you can get access to any data, any point and time you want. It’s simple to describe, but it really means you’re dealing with intelligent networks—a next generation of the Internet. But connecting 500 billion devices doesn’t get the job done. It’s the process change behind it. So you’ve got technologies like cloud or mobility and cybersecurity and the Internet of Things that are very important. That’s actually the easy part.
The hard part is how do you change your organization structure? How do you change your culture to be able to think in terms of outcomes for your customers? It’s all about speed of innovation and changing the way you do business. The majority of companies will be digital within five years, yet the majority of their digital efforts will fail, which speaks to what a CEO has to do differently.
She or he has to think much more outside the box. They have to reinvent themselves. They have to reinvent their company. Not stay doing the right thing too long. That’s what got companies in trouble in the past. But the rate of change then was much slower. Today, you’re talking about digitization being an integral part of the fabric of a company’s business strategy or the way it interfaces its supply chain with its customers. Not enabled by technology—technology will become the company.
How Cisco has changed
Focus more horizontally on how things work together as opposed to silos. If all you do is have a bunch of silos in your company that don’t really talk to each other, you’re going to get displaced by, perhaps, a small company that has just a CEO and a CIO and has $1 billion in sales.
We transformed our engineering organization from being in silos to being horizontal, taking out about 5,000 people. We worked across the groups, refocused on leaders who could work horizontally together as opposed to in silos, the majority on their own profit and loss. We changed our sales organization, which is one of the top sales organizations in high tech. Yet we changed 41% of the client interface and execs because they were selling routers and switching technology, not business outcomes, architectures, and speed-to-market delivery.
And it caused us to change our top leadership. We changed probably 40% of our top leadership over the last two years. That’s not something I’m terribly proud of, but it’s something that we had to do so that we disrupt as opposed to be disrupted. So, when I talk about, what CEOs need to do, this is what we did ourselves.
Finding innovation
The sources of innovation have to move from being something you do on the fringe to something you have to do mainline. We use M&A as a way to enter new markets, and we’re number one or number two in 16 major product families. Our targeted minimum market share is 40%, which we hit most all the time. But it’s about to change again. We have to do this faster. We have to create an environment of really rapid innovation internally.
The first step is merely making it an independent group, because if you do it inside your organization, your existing culture will kill it. Companies fail to understand the implications of how quickly this technology will transform their business. And they underestimate what it really means to their economic growth or that of their competitors.
Secondly, they stay doing the right thing too long. And that’s what gets so many of us trouble, because we’re trained to get a 3% to 5% increase in productivity. To just crank it: do a little bit better each year; cut expenses a little bit; grow the top line. This is about exponential change.
Sunday, February 28, 2016
Blokir OTT bandel jadi program pemerintah ?
Dicuplik dari artikel Bisnis.com "Aplikasi Over The Top akan Diblokir. Line, WhatsApp dkk Bakal Mati"
Rabu, 24 Februari 2016, 16:44 WIB
Lukas Hendra TM
Bisnis.com, JAKARTA - Pemerintah akan melakukan pemblokiran melalui operator seluler untuk aplikasi over the top (OTT) yang tidak memenuhi ketentuan beleid soal kewajiban badan usaha tetap.
(Red. : kenapa hanya dari operator seluler ? Bagaimana dengan OTT yang melewati fixed broadband ?)
Menteri Komunikasi dan Informatika (Kominfo) Rudiantara mengatakan pihaknya tengah melakukan finalisasi untuk diterbitkannya peraturan menteri berkaitan dengan kewajiban badan usaha tetap (BUT) bagi pemain OTT yang beroperasi di Indonesia.
Dia menargetkan beleid itu akan meluncur pada akhir Maret 2016 yang di dalamnya juga menyebutkan soal masa transisi bagi OTT agar bisa memenuhi kewajiban tersebut. "Punishment kalau nggak dipenuhi, teknisnya gampang, nanti diblokir dari operator," katanya di Kantor Staf Presiden, Rabu (24/2/2016).
Dia mengungkapkan pendekatan kebijakan pemerintah di sektor telekomunikasi memang bersahabat dengan pebisnis, tetapi juga tidak terlalu lunak. Oleh karena itu, pihaknya berharap agar pelaku OTT bisa memenuhi kewajiban itu.
Namun, dia tidak ingin jika OTT hanya membuka kantor cabang saja, melainkan harus berbadan usaha di Indonesia. Para pemain OTT, lanjutnya, juga bisa membentuk badan usaha patungan (joint venture/JOV) atau bisa juga memilih bekerja sama dengan operator seluler.
(Red.: Lagi2 seluler, OTT diatas jaringan data fixed juga ada kan ?)
Rudiantara menyebutkan upaya tersebut sebagai bentuk terhadap perlindungan konsumen. Namun, upaya ini juga bisa mengeruk potensi pajak yang tidak terserap akibat OTT tidak berbadan hukum di Indonesia.
Dia mencontohkan pada 2015 iklan digital dari Indonesia memiliki nilai US$430 juta. "Kalau misalnya kena PPn 10% sudah US$43 juta, belum PPh badan," ujarnya.
Sebelumnya, Masyarakat Telematika Indonesia (Mastel) mendesak pemerintah bersikap tegas dengan memblokir OTT asing yang telah lama beroperasi dan menjadikan Indonesia hanya sebagai pasar untuk meraup keuntungan.
Nonot Harsono, Chairman of Mastel Institute memprediksi pemain OTT asing akan tumbuh dengan signifikan di Indonesia dalam beberapa tahun ke depan. Indikator itu sangat dimungkinkan sejalan dengan pertumbuhan pengguna Internet dan smartphone di Tanah Air.
Dari 255,5 juta penduduk Indonesia, 72,2 juta di antaranya merupakan pengguna Internet aktif. Di sisi lain, pengguna smartphone di Tanah Air juga telah melebihi jumlah penduduk di Tanah Air yaitu sebanyak 308 juta pengguna . Artinya, setiap satu orang Warga Negara Indonesia sampai saat ini menggunakan satu hingga dua smartphone.
“Tidak sedikit pemain OTT asing ini yang menjalankan bisnisnya di Indonesia tanpa permisi seperti Line, Whatsapp, Kakao Talk, Netflix dan masih banyak yang lainnya. Mereka seharusnya mengajukan izin terlebih dulu kalau ingin berjualan di sini,” ujarnya.
Nonot menjelaskan saat ini tidak sedikit pemain OTT asing yang mulai beroperasi di Indonesia secara vulgar seperti yang dilakukan oleh layanan video streaming Netflix beberapa waktu lalu.
Menurutnya, Netflix merupakan salah satu pemain OTT asing yang tidak memiliki izin badan usaha di Indonesia, sehingga pemerintah sulit mengenakan pajak dan biaya lainnya untuk pemasukan pemerintah. “Kami mengapresiasi sikap Telkom yang dengan tegas memblokir layanan Netflix tersebut,” tegasnya.
Win customers by targeted content and leveraging billing assets
Taken from Total Telecom's article "Time is right for telcos to profit from mobile TV"
By Mary Lennighan, in Barcelona
Tuesday 23 February 2016
Operators can win customers by offering more targeted content, leveraging their billing assets to encourage consumers to make small purchases.
Customers are willing to pay more – to a certain extent - for the right multi-screen TV service and that could mean an additional revenue stream for telecoms operators, provided they get their propositions right.
As networks evolve, telcos are able to provide multi-screen offerings and mobile apps in addition to their standard home broadband and TV offers. And while consumers, particularly the younger generations, expect this sort of capability as standard, there is still some incremental revenue to capture.
Telcos' billing assets give them a big opportunity in the market, by facilitating low-value transactions on the part of their customers.
A customer is more likely to pay for a movie rental or sign up for a Netflix package, for example, if they can add the cost to their regular bill, and as a result content providers are more likely to give a small revenue cut to the telcos.
Customers are very happy to pay a slight premium, on top of a standard home broadband and TV package for a TV bundle that comes with the right content, said Lewis Insight.
Customers will pay for their fixed and mobile connectivity, but operators can generate "thin-ish layers of revenue [on top]… as long as it's not extortionate".
This is especially true for telcos competing with high-end cable packages, where customers are paying a premium for a plethora of channels, many of which they don't actually want. Telecoms operators can be more relevant by offering more targeted content.
Sunday, December 27, 2015
Apple Pay in China in partnership with UnionPay
Taken from Business Insider Intelligence article
US MOBILE PAYMENT HEAVYWEIGHTS ENTER CHINA
Apple announced plans to launch Apple Pay in China in partnership with UnionPay, the country’s largest interbank processor and card network, as well as with 15 local banks. UnionPay cardholders will be able to add their bank cards to Apple Pay and use the service to make payments via all eligible Apple devices. The partnership will likely begin in early 2016, pending testing and security certification from Chinese regulators.
Earlier in December, UnionPay also announced a proprietary HCE-based mobile wallet for Android customers. And last week, Samsung signed a similar agreement with UnionPay that will give cardholders access to Samsung's wallet.
Securing the partnership with UnionPay was critical for Apple Pay, given that the card network holds a near-monopoly over China's card ecosystem. Though the country is beginning to open up its processing ecosystem to global networks like Visa, MasterCard, and Amex, UnionPay still handles the vast majority of card transactions in China. And it has a wide reach — the network has issued over 5 billion cards, which are accepted at 26 million merchants and 1.9 million ATMs.
Apple and Samsung will help bolster an already thriving mobile payments market.
Two third-party players compose the majority of the mobile payments market. Alibaba’s Alipay and Tencent’s Tenpay, both of which are available for iOS and Android users, comprise over 90% of the mobile payments market. That means that in order for operating system-based wallets like Apple Pay to succeed in China, they'll either need to give users a compelling reason to switch mobile wallets, or partner with mobile wallet providers so that they don't have to. And the latter is likely, given that Alibaba CEO Jack Ma has noted on multiple occasions that he's interested in developing a partnership between Alipay and Apple. And those apps are more universally accepted than the new products. That’s because Alipay and Tenpay are barcode-based, which means customers can pay with them at any merchant with a handheld scanner. Apple Pay is NFC-based, which means it's only compatible with NFC-enabled “QuickPass” UnionPay terminals. There are reportedly 5 million of these terminals in China, but that’s a small fraction of the places that accept Alipay and Tenpay, according to The Wall Street Journal
Sunday, December 06, 2015
Black Friday's Takeaways
Taken from cellum blog 's article
Ten takeaways from Black Friday’s cyber humiliation
For years people have been making dark jokes about “Black Friday,” the day in late November when retailers in the US – and an increasing number of countries around the world – mark the start of the holiday shopping season with huge discounts. This year, however, the annual bonanza and its frenzied crowds was threatened with irrelevance, as deal-hungry shoppers for the first time spent more online than in bricks-and-mortar stores on Thanksgiving Day and Black Friday.
Final data for the five-day discount “window” – which stretches to “Cyber Monday” – are still emerging, and retailers still reacting to the news. But for the time being there are plenty of lessons from the frenzy:
1. The shift to online is accelerating faster than widely anticipated. With actual sales at physical stores coming in below most estimates and online sales topping forecasts – including $1.75 billion in the US on Thanksgiving Day alone, up 25% on 2014 – much of the retail industry appeared to be in shock by the speed with which consumers are “trading bricks for clicks.” This suggests that other projections about the migration to online retailing will need to be reassessed.
2. The shift isn’t just happening in the US. Payment Eye has a nice collection of images showing what it dubbed the “ghost towns” of major UK retailers on Black Friday, which suffered an almost 10% drop in footfall over the weekend – compared to a 12% rise in online transactions.
3. Mobile is taking a bigger share. An even bigger surprise to some retailers and analysts is the ballooning percentage of online transactions involving mobile devices, which made up roughly one-third of all such purchases (including 22% for smartphones), and nearly half of all traffic. Overall, the percentage of online sales completed using mobile devices was up more than a quarter over last year, according to IBM Watson Trend, which tracks retail e-commerce. More stunning was the experience of some individual retailers, including big-box giant Walmart, which said that 70% of the traffic to walmart.com on Cyber Monday came from mobile devices, and that a full 50% of all online orders the company had received over the holiday were from mobile, double the figure from last year.
4. But desktops retain certain benefits. Despite the jump in the percentage of consumers initiating and completing transactions on smartphones and tablets, a survey by the National Retail Federation found that eight out of 10 still planned to use a PC. In many cases holiday shoppers used a desktop to complete purchases initially researched on mobile devices. Meanwhile, according to IBM, purchases made on desktops tended to be almost 25% larger, with an average order value of $128 on desktops compared to $102 on smartphones. Meanwhile, data show that of the stunning $670 million Apple users spent online on Black Friday, iPads accounted for almost half ($302 million).
5. iOS continues to dominate. Another interesting data point of the weekend was the disproportionately large amount of money spent by consumers using Apple’s products. According to Adobe, a full $575 of the $799 million in mobile transactions made on Cyber Monday in the US came from iOS devices, compared to just $219 million from Android as an operating system.
6. Social media is playing an increasingly important role. While some big retailers may consider their forays into social media to be a mixed bag, there is no way to deny the role that social is playing in forming consumers’ opinions about brands and offerings. According to one survey, social media “buzz” around the Black Friday sales grew by 25% over last year, with Amazon alone enjoying almost 500,000 mentions, potentially each of which could have resulted in a sale.
7. Retailers weren’t properly prepared. Perhaps the most stark indication that the shift to online over the Black Friday weekend was a surprise is the multiple reports of online retailers failing to keep up with demand. In the US, numerous large retailers suffered outages and slow checkouts, including Target, Walmart and Victoria’s Secret. Meanwhile, according to a survey by Adobe, out-of-stock rates on retailers’ websites hit an all time high of 13%, or twice the normal rate.
8. But retailers are getting better at online. Despite the traffic overloads and other glitches, this year again showed how even many “bricks first” retailers are becoming more innovative. One notable example is Target, which for the second Black Friday in a row offered free shipping, and used the occasion to showcase a partnership with the app Curbside, which allows customers to play orders online and pick them up at a Target store without leaving their cars. The inventiveness of firms like Target may be one reason that, according to Adobe, large retailers enjoyed year-on-year online gains twice those of smaller ones (roughly 12% to 6%). Such figures also suggest that smaller online retailers may suffer as consumers migrate to mobile and favor apps over web-mobile shopping experiences.
9. These sale days are nearing their “use by” date. Despite the spread of Black Friday and Cyber Monday to markets beyond the US, both will likely suffer decreasing relevance as one sale bleeds into the next and online sales continue to eclipse those in bricks-and-mortar stores. Adobe notes that even among social mentions of Cyber Monday this year, only 56% were positive (For its part, Black Friday suffered a dismal 40% positive rate among social mentions.
10. The remote mobile payments space is more vital than ever. While the perfection and mass adoption of solutions for “proximity” mobile payments such as Apple Pay should remain a key objective for retailers and consumers, the accelerating shift to online underscores the equal importance of remote payments, including those developed by Cellum. People are becoming more willing to make remote purchases, and we need to make sure they also have the option to make remote payments, so that they can finish the whole shopping process from the comfort of their homes.”
Saturday, December 05, 2015
YouTube Red
Taken from Forbes article
YouTube Red's Streaming Could Be A Game-Changer, Unless ...
Michael Humphrey
It did not surprise longtime observers of YouTube to read the company is in talks with Hollywood to prepare a “robust” lineup of shows for its new subscription service, YouTube Red. From its earliest days, YouTube has been in a dance with traditional studios and broadcasters, sometimes leaving core creators wanting for attention. There was that time YouTube tangoed with CBS, back in what now feels like primordial days. Or the time they waltzed with all kinds of Hollywood creators to make “quality entertainment.” Other times YouTube followed big studios’ leads and tapped and then stomped around copyright infringement.
While you might think of YouTube’s “DNA” as cats and toddlers, it is much more complex than that. Yes, they have always wanted you to post your own videos. They have also wanted you to devotedly follow PewDiePie and Michelle Phan. But they have also wanted Hollywood to come play in the video sandbox. In the past, it did not go well. Hollywood content usually does not work well on YouTube and, it seems, the reverse might usually be true too.
But YouTube Red offers a new kind of opportunity, a merging of two forms. We’re already seeing it emerge, but YouTube Red could be the special place for it.
As the entertainment planets slowly align on any screen you want, “streaming” can mean anything from watching Elf to Empire to Epic Rap Battles of History. What constitutes “premium” viewing among those choices does not really matter as much as what makes you, the viewer, willing hit ”pay” instead of just “play.” We pay for Netflix, a font of binge-watching everything from movies, to TV series and its own original programming. We may pay for Hulu, cord-cutters’ entry into traditional TV, with its own original programming and now an easy way to get Showtime. We might pay for Amazon Prime for the same reasons, plus free shipping on some stuff.
YouTube Red, in comparison, is a set of features so far. No ads, download videos, play music in the background. Features are not enough (though early returns are positive) and YouTube knows it. Content was part of the plan from the outset and the company has a promising set of originals coming from its own platform’s biggest stars. But those originals come witht a risk. What quality or content enhancement must be met for YouTube followers not to feel bait-and-switched? At the same time, just how “robust” must a Hollywood line-up be to get Red competing with Netflix and Hulu?
A hybrid form of entertainment might answer these questions best and right now we are watching its potential play out on another platform. “Master of None” has been an unquestionable hit for Netflix.
Connection, what I think of “mass friendships,” is YouTube’s most important entertainment asset and the industry’s most radical new reality. Many YouTube stars have already proven they can significantly improve their production quality without losing that connection.
This could make YouTube Red true 21st Century entertainment. Unless … Google continues to mistake YouTube for a mere platform dancing with the stars. It must instead be a new kind of producer, that worries less about minutiae and more about the big picture.
Saturday, November 28, 2015
The Growth of Social Media
The History of Our Social Media Obsession
Businesses continue to integrate social media into their marketing efforts at an impressive rate and many report that they have used social media to get more brand interactions, contacts, and new customers.
As companies continue to rely on social media sites to reach their business goals, it is important that they pay attention to the way social media demographics are growing and changing. Who is using social media? Which social networks do people use -- and how do they use them?
Search Engine Journal created the infographic, featured below, to help you answer all of these questions and more. Take a look at the infographic to discover a number of facts and statistics that you should know about how social media usage is changing.
Key Takeaways
General Social Media
- Facebook, Twitter, and Google+ are the top three social media sites used by marketers. (Tweet This Stat)
- 93% of marketers use social media for business. (Tweet This Stat)
- 72% of all internet users also used social media as of May 2013. (Tweet This Stat)
- 71% of users use a mobile device to access social networks. (Tweet This Stat)
- There are now more than 1.15 billion Facebook users. (Tweet This Stat)
- 70% of marketers have used Facebook to successfully gain new customers. (Tweet This Stat)
- One million web pages are accessed using a Facebook login. (Tweet This Stat)
- 47% of Americans say Facebook is their #1 influencer of purchases. (Tweet This Stat)
- 23% of Facebook users login at least five time a day. (Tweet This Stat)
- 215 million people use Twitter every month. (Tweet This Stat)
- Twitter is currently the fastest growing social network with a 44% growth from June 2012 to March 2013. (Tweet This Stat)
- 34% of marketers have used Twitter to successfully generate leads. (Tweet This Stat)
Google+
- There are 1 billion registered users on Google+. (Tweet This Stat)
- 70% of brands have a presence on Google+. (Tweet This Stat)
- The +1 button from Google+ is used 5 million times per day. (Tweet This Stat
Sunday, November 15, 2015
Mobile TV Verizon try to attract audience whom have never paid for payTV
Taken from bloomberg.com 's article
Verizon Seeks Money in Mobile TV Where Rivals Faltered
By Scott Moritz and Olga Kharif
September 11, 2015
- Verizon Targets Youth With Ad-Supported Mobile TV
- Ad-supported TV and Web programs streamed to millennials
- Company says timing right to reverse mobile TV's failure
Verizon Communications Inc. is embarking on a plan to make money from delivering TV over mobile phones. Past efforts by rivals show the chances of success are slim.
So far, no one has been able to convince large numbers of consumers to pay for a mobile-centric video service. Software maker MobiTV Inc. pulled its IPO in 2012, citing “unfavorable market conditions.” Qualcomm Inc.’s Flo TV failed to attract subscribers and was shuttered in 2011. Dish Network Corp.’s Sling TV, which debuted in February to a surge in demand, saw growth drop by half last quarter. And both AT&T Inc. and Apple Inc. have postponed their streaming-TV services until next year.
Unlike those efforts, Verizon is giving away its service, starting this week, to teens and millennials, and will try to recoup some of the cost by selling ads. The company faces long odds: It must compete against the more-established, mobile-friendly streaming services of Netflix Inc., Hulu, HBO, Amazon.com Inc. and Comcast Corp., without those companies’ robust libraries of video content. It also won’t offer many live streams of sports and network programming, like the Oscars, and can’t provide users the ability to watch shows on their big-screen TVs at home.
Yet for Verizon, the goal is to attract an audience of teenagers to 30-year-olds, some of whom have never paid for cable or satellite TV. The company has amassed a roster of “best of” programs from broadcast networks, the Web, sports and live events to stream and will encourage users to share videos on Facebook Inc. and Twitter Inc. The company will make the go90 service -- named for the act of rotating a mobile device’s screen 90-degrees sideways for video viewing -- available to the public Sept. 28.
Youth Appeal
“Timing is everything,” said Brian Angiolet, senior vice president of product development for Verizon. “If you look at TV metrics, pay TV is in decline and that’s because the younger audience is finding different programming elsewhere. Now, with go90, users have curated shows that they can make into a common experience.”
The service is a pared-down version of what the No. 1 wireless carrier envisioned earlier this year. Back in March, Verizon was considering a subscription-based mobile-TV service with programming from the four major broadcast TV networks -- ABC, CBS, Fox and NBC -- including live feeds and on-demand offerings.
Go90 will now offer TV shows from networks including ESPN, Comedy Central and MTV, in addition to short Web videos from AwesomenessTV, Vice and others.
Subscriber ‘Gateway’
The company is trying to build an audience through a free service that can be “a gateway to a subscription business,” said Angiolet.
“If the audience is highly engaged with your product, then we feel the ad model will support the service,” he said.
As for data usage, the company still plans to charge for go90 viewing, but will offer 2 free gigabytes of data for three months to anyone who signs up, according to Alberto Canal, a Verizon spokesman.
Go90 isn’t exactly free, said Chetan Sharma, an independent wireless analyst. “Will consumers 11 free content for higher access fees? Depends on the exclusivity of the content,” Sharma said.
‘Right Time’
Mobile video is also still unproven as a means of acquiring and retaining customers, said Peter Csathy, CEO of Manatt Digital Media. But Verizon is introducing go90 at the “right time,” he said.
“Video is fundamentally important; it’s what draws people, especially young kids, to mobile devices,” Csathy said.
Mobile ad spending will increase by an average of 38 percent each year from 2014 to 2017, according to ZenithOptimedia, a London-based media research group.
This is one reason why Verizon bought AOL Inc. The company wants to use AOL’s programmatic advertising technology to insert ads in its go90 streaming service. Mobile phones offer a window into users’ interests: information about their age, location, favorite sports teams, foods and travel patterns can be collected and marketed. That info can give Verizon the ability to target more relevant ads to users where they happen to be.
Mobile Future
With mobile video, Verizon is trying to look beyond the maturing U.S. wireless business. The company is facing tough price competition from rivals like Sprint Corp. and T-Mobile US Inc. as well as shrinking revenues in its landline business.
Rival AT&T, facing the same market conditions, acquired DirecTV last month to become the largest U.S. pay-TV provider. AT&T also bought wireless carriers in Mexico and forged partnerships with automakers to connect cars to the Internet. Seventy percent of Verizon’s revenue last year came from its wireless unit, versus 56 percent for AT&T. Thus, Verizon’s concentration on mobile means it has much more to lose than AT&T if go90 sputters.
“It fits with Verizon’s overall strategy of hedging against a future in which pay TV becomes less important, but that still doesn’t mean it’s going to work,” said Jan Dawson, an analyst with Jackdaw Research LLC in Provo, Utah.
Other than being a broadband provider, Verizon doesn’t have an edge that helps it succeed in mobile video, Dawson said.
“The carriers have always wanted to be content providers, but they are passing through other people’s content one way and most of the money the other way,” Dawson said. “They’ve never been successful and aren’t likely to be.”
Monday, November 09, 2015
Bango expands into Asia
Bango expands into Asia
27 Jul 15 | Author Ben RabinovichBango plc, a mobile payments company headquartered in Cambridge, UK, has completed seven mobile payment agreements with Mobile Network Operators across Asia. This includes launching carrier billing routes for Indosat and XL in Indonesia, and Taiwan Star in Taiwan. The agreements will allow users to pay for music, movies and other entertainment media in mobile app stores such as Google Play or the Microsoft Windows Phone Store by putting the costs on their phone bills.
Asia has been a particularly active market recently, reflecting the huge appetite for smartphones and internet connectivity amongst young consumers in the region. In fact, the top five countries based on net additions of mobile subscriptions are all based in Asia. India has had over 26 million, followed by China with over 8 million, Myanmar (over 5 million), Indonesia (over 4 million) and Japan (over 4 million).
“The smartphone and app phenomenon has been extraordinary across Asia… In addition to the progress made in Asia already this year, we are working with operators in Vietnam, India, Bangladesh and Japan to deploy the Bango Platform in these markets,” said Ray Anderson, Bango CEO.
Indosat case
Indosat is a leading mobile operator in Indonesia, where the smartphone market is growing rapidly, having seen growth of 154% in the 12 months to July 2014.Indosat has used the Bango Payment Platform to launch one-click payment for Google Play, Windows Phone Store and BlackBerry World. Bango’s partnership with Indosat is a long-term, strategic relationship, which demonstrates the continued benefit of a single point of integration to reach the range of app stores. Indosat was integrated into the Bango Payment Platform in 2012, and initially activated carrier billing for users of BlackBerry World and then Microsoft’s Windows Phone Store. In 2014 Indosat activated Google Play through Bango. The Bango Payment Platform manages the complexities of launching mobile commerce in a fast-developing market such as Indonesia, including compliance with local tax and regulatory requirements, as well as support for local currency (Rupiah). The result is an unrivalled speed to market and revenue.
After the Windows Phone Store activation in 2013, President Director & CEO of Indosat, Alexander Rusli said “we are happy to be partnering with Bango to make operator billing in Indonesia attractive for app stores and content providers. This partnership between Indosat and Bango is the first of its kind in Indonesia. This shows our commitment to providing the best value and experience for Indosat customers. We look forward to continuing our partnership with Bango, extending the reach of frictionless payment to all.”
Expansion Carrier billing from Fortumo and 1Pay in Southeast Asia
1Pay expands its mobile payments service in Southeast Asia
Wednesday 7 October 2015 | 11:50 AM CETVietnam-based mobile payments provider 1Pay has teamed up with carrier billing provider Fortumo for expansion of 1Pay’s footprint in Southeast Asia.
Via this partnership, merchants using 1Pay will be enabled to collect payments from their users in Thailand, Vietnam and Indonesia by charging payments to the users’ phone bills.
This means that mobile phone users can make one-click payments through their mobile operator bill without the need for a credit card. Vietnam, Thailand and Indonesia have a relatively low credit card penetration, therefore the new solution might be an alternative for paying for digital goods. For example, Vietnam stands at 2 % in comparison with Singapore’s credit card penetration rate of 35 %. Also, within the Asian region, Indonesia credit card penetration is 2 % while the Philippines scored 3 %. Thailand credit card penetration is at 6 % of its population while Malaysia and Singapore scored 20 % and 35 % respectively, according to Fortumo emerging markets payment index.
With less than 10 million people in these countries having access to credit cards, a majority of smartphone owners are unable to pay for online content through traditional payment methods. For this reason, Vietnam mobile payments such as these are said to benefit an estimated 350 million mobile phone owners in Thailand, Vietnam and Indonesia.
Friday, November 06, 2015
Buying the future of video games, and of gaming profits, is in mobile
Taken from economist.com 's article
A crush on mobile
A big merger shows where the money is heading in the industry
Nov 7th 2015
COMPARE “Candy Crush Saga” with the “Star Wars” franchise and it comes as a shock that the casual game’s creator, King Digital Entertainment, would sell for almost 50% more than the $4 billion that Disney paid for Lucasfilm in 2012. But in paying $5.9 billion in cash and stock for King on November 3rd Activision Blizzard, a giant in video games for computers and
specialist gaming consoles, is doing more than buying another industry leader. Its purchase is an acknowledgment that the future of video games, and of gaming profits, is in mobile, where games are usually given away, and where their creators make money by selling extra features to the most enthusiastic players.
Mobile games have been by far the fastest-growing part of the market in recent years, and have broader international appeal because of the penetration of smartphones. By Activision’s reckoning, worldwide revenues from mobile games will almost catch up with those from PC and console games by 2019, reaching $55 billion (up from an estimated $36 billion this year). PC and console games’ sales are projected to reach $57 billion by then.
With “Candy Crush Saga” in its arsenal, Activision will have one of the most successful mobile games yet seen, access to an active monthly user base of nearly half a billion people and dozens of new foreign markets where smartphones, not consoles, are the game platforms of choice. Those users might enjoy mobile versions of some of Activision’s hits, like the “Guitar Hero” series. The combined company will become the world’s second-biggest in terms of video-gaming revenues, with close to $7 billion a year, placing it behind only Tencent, a Chinese gaming and social-media conglomerate.
Activision has flailed about in mobile gaming (even if it has had a recent hit with “Hearthstone”, a digital card game). Though King’s shares have weakened since it gave a profit warning in May this year, there are worries that Activision may be paying richly for its big move into mobile.
James Gwertzman, the boss of Playfab, a provider of back-office technology for game developers, says it is not clear if Activision and King can add that much value to each other’s gaming platforms, in the way that Disney can exploit the “Star Wars” characters and stories across its various businesses.
There is also no guarantee that King can establish another runaway success like “Candy Crush Saga”—although it has created a moderately successful sequel in “Candy Crush Soda”—or that the flagship “Saga” game will remain a hit. The faddish mobile game of the moment, like, say Zynga’s “FarmVille”, can give way seemingly overnight to new franchise hits—in its case, to “Candy Crush Saga” itself.
Though continue to increase, smartphone's e-commerce conversion rate still tiny
Taken from emarketer.com 's article
Ecommerce Site Traffic from Smartphones Up Worldwide
CONVERSIONS REMAIN TINY
Smartphones are continuing to make up an increasingly important ecommerce access device around the world, according to data from multichannel retail solutions provider Monetate.
image: http://www.emarketer.com/images/chart_gifs/198001-199000/198660.gif
In the US smartphones accounted for 22.9% of ecommerce site traffic on Monetate’s network in Q2 2015, up from 16.6% a year earlier. It also represented a quarterly gain of 2 percentage points in share.
Annual gains were even larger in Great Britain, where 30.5% of ecommerce site traffic came from smartphones in Q2 2015. That was up 12.2 percentage points since the prior year, though ti was down slightly since Q1 2015.
The worldwide share of smartphone traffic followed a pattern similar to that in the US.
Smartphones are not, however, as successful when it comes to closing the deal. The devices had just a 1.5% conversion rate in Great Britain, 1.2% in the US and 1.2% worldwide.




