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Maria Gurova

Developed world plays waiting game with mobile payments - FT.com - 0 views

  • High-profile mobile money launches by Apple and Samsung may have caught the headlines
  • But it is the developments in payments systems in supposedly less developed nations in Africa and Asia that point the way to the probable future for wider mobile banking.
  • the reality remains that the mobile phone as a means of payment remains relatively niche even in developed markets.
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  • But analysts anticipate a further shift as more financial services and greater interactivity are added, which is when mobile payments will become mobile banking.
  • In the UK, for example, just 1 per cent
  • the mobile phone is taking on extra roles as a place to keep money safe and move it around, as well as to acquire other financial services from trusted providers.
  • services are quickly expanding to include loan disbursement, bill payment and micro insurance.
  • In the next few years mobile banking apps will become the predominant means to access all routine banking services, from applying for a loan or overdraft increase to letting the bank know you are moving house
  • So while we are working closely with digital giants such as Apple, Samsung and Google to roll out their payment services, we’re also working with the banks to create their own payment functionality embedded within their existing hugely popular banking apps
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    The article is about a shifting consumer behaviour in mobile payments and that it's not driven by developed economies with the established finical systems but rather by the emerging regions, like Africa and Asia 
al_semenchenko

Hardly Pocket Change: Mobile Gamers Spend An Average Of $87 Dollars On In-app Purchases... - 1 views

  • Slice Intelligence just revealed that people who bought products in mobile video games last year spent an average of $87 dollars on their “free-to-play” games. This redefines how we view hardcore gamers: people who purchase games for traditional consoles and PCs spend only $5 dollars more on average on their gaming entertainment.
  • The mobile game with the largest average in-app spend is Game of War, where players spend, on average, $550
zolotarev

What Does the Gaming Landscape Look Like for Marketers? - 0 views

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    Gaming has gone mainstream, with 86% of internet users worldwide noting that they have gamed on at least one device within the past month. That figure climbed to 92% among those ages 16 to 24 Boosted by global smartphone ownership, mobile has become the most popular channel for gaming
Maria Gurova

Pixar Vets Reinvent Speech Recognition So It Works for Kids | WIRED - 0 views

  • Though characters like Woody and Buzz Lightyear are wonderfully realistic and lovable, the relationship that kids have with them is largely one-sided. Kids can hear these characters talk—not only through movies, but games, toys, and other movie merchandise—but they can’t engage them.
  • It was this idea that inspired Jacob to team up with his former Pixar colleague, Martin Reddy, and launch a new company, ToyTalk. The San Francisco-based outfit develops mobile games that let kids have conversations with animated characters—dialogues that can last for hours
  • Known as PullString, it’s equal parts speech recognition engine and script writing tool, and it’s quite a departure from other speech rec tools developed by the likes of Microsoft, Google, and Apple. It’s tailored specifically to kids, whose sentence structure, pitch, and vocal tone have posed challenges for traditional tools.
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  • “The way kids talk and communicate is very different from how adults do, both in terms of how they use language and the fundamental frequencies that come out of their throats,
  • But as he points out, the way today’s children use technology will likely dictate the tech landscape for decades to come. If you can get kids hooked on speech technology young, they’ll stay with it forever.
  • Kids don’t want to ask a monkey character in a game what the weather will be on Tuesday. They want to sing him a song or ask him about life in the zoo.
  • While ToyTalk uses existing third party technology for its raw speech recognition, it works with those partners to develop better recognition models using ToyTalk’s own data. Now, ToyTalk has a trove of some 20 million children’s utterances, which Jacob believes is the largest database of kids conversation in the world
  • “Virtual assistants are awesome when they can answer every question. In our case, it’s the opposite,” Jacob says. “I have to know a lot of things that I’m not able to answer, and redirect the conversation to something that is within character.”
  • And Jacob says some toy companies are already testing PullString to power apps based on existing characters.
  • this technology could give kids a whole new way to play that falls somewhere in between the playground and the imaginary friend. “I think at some deep level if we succeed, we’ll inspire the imagination of kids to talk about things they might not otherwise talk about,”
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    the voice rec technology developed by ex-Pixar guy that is targeted to kids. It considers all nuances of kids speech behavior and analyses millions of kids conversations to make interaction with favorite characters within all possible media truly engaging
Maria Gurova

Instagram Testing 3D Touch Ads - 1 views

  • says the move by Instagram is part of an ongoing initiative to add more e-commerce features to the platform, as well as more ways to display and interact with products
  • "Mobile commerce is definitely a space we are looking at closely.
  • Instagram has become increasingly more interested in advertising and has deployed a variety of new products and ad formats for advertisers.
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    Instagram is testing tools that might make it the e-comemerce platform of the future
Anton Vorykhalov

REDEF ORIGINAL: By Obsessing Over the Present, Big Media has Forgotten its Past and End... - 0 views

  • By Obsessing Over the Present, Big Media has Forgotten its Past and Endangered its Future (But it’s Not Too Late)
  • When it comes to digital-era investments, Disney has certainly been the most active of the major media companies (though IP represents more than 80% of total outlays). Over the past decade, the House of Mouse has bought the largest YouTube Multi-Channel Network (Maker Studios), a mobile gaming company (Playdom), several multi-media storytelling platforms (Marvel, LucasArts, Pixar), become Vice’s largest outside shareholder, doubled down on technology-driven theme park experiences (MagicBand, VR), established an annual fan expo (D23), formed an accelerator program with TechStars (Disney Accelerator) and launched an ever-expanding sandbox video game at the cost of more than $125M (Disney Infinity)
  • For the past 20 years, television networks have reaped more than $1T inflation adjusted revenues and $300B in net cash flow thanks to what was sown throughout the 1980s and early 1990s (most cable networks took years to hit cumulative net profits, with several market leaders accumulating hundreds of millions in losses doing so). But the harvest is coming to an end. Crop rotation is not a waste; it’s an essential investment in forward productivity.
zolotarev

Q1 2019 Social Trends - eMarketer Trends, Forecasts & Statistics - 2 views

  • “We plan to build this [platform] the way we’ve developed WhatsApp: focus on the most fundamental and private use case—messaging
  • WeChat Pay and Tenpay (Tencent’s business-oriented payment platform) accounted for 38.8% of the total amount spent via mobile payments in China during Q3 2018
  • games were the most popular category of miniprograms, used by 42% of WeChat miniprogram users in China
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  • and then build more ways for people to interact on top of that, including calls, video chats, groups, Stories, businesses, payments, commerce, and ultimately a platform for many other kinds of private services,” Zuckerberg wrote.
  • Advertisers worldwide will continue to shift spending from the News Feed to Stories, slowing ad revenue growth for Facebook in 2019. Stories monetize at a lower rate than the News Feed.
  • More social commerce: Facebook is likely to expand its “Checkout on Instagram” to new countries and companies throughout 2019.
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