We've all read Google's timeline for UA-CH and when changes are going to start coming into effect. But what will these changes mean for the open-source solutions and what impact is that going to have on the businesses relying on these solutions for commercial gain?
Public WiFi is an ubiquitous addition to consumer connection options today and is prevalent in coffee shops, restaurants, shopping malls and airports, providing a vital link to the Internet for people on the move (quite literally if we consider how many public buses and trains provide WiFi services to passengers). Unfortunately, convenience requires some sacrifices and where public WiFi networks are concerned and the risks one takes when connecting to these hotspots remain unseen to the vast majority of us.
Counterfeit devices pose a significant threat to enterprise networks and that trend is only increasing. These devices are becoming more sophisticated, difficult to spot, and easy to obtain. A counterfeit phone is almost indistinguishable from its authentic counterpart. They are also easy to buy and may even be sold on seemingly trusted eCommerce websites and delivered by reputable shipping companies. Most worryingly, they are also becoming more dangerous and resulting in more damage.
Now, more than ever, users have access to multiple devices on which to play games, most notably via apps on smartphones. In 2021, mobile gaming app revenue was worth $98 billion globally (up 13% from the previous year). Smartphones are also considered the most popular gaming devices worldwide and unsurprisingly, gaming accounts for over 40% of smartphone use. This means that games need to be adapted to the device that’s running it, one size does not fit all.
eCommerce has long been considered one of the fastest growing industries of our time, reaching sales of almost $5 trillion in 2021. While growth in recent times can certainly be attributed to the COVID-19 pandemic (between 2019 and 2020, online global retail sales jumped >20% from $3.3 trillion to $4.2 trillion respectively), eCommerce websites are still some of the most visited worldwide 2 years after the pandemic began.
Device fragmentation makes user behavior unpredictable. Globally, the average person has 3 connected devices: what does this mean for streaming service providers? How can they tell these devices apart? In this post we look at the importance of device graphs and the importance of being able to tie device information to subscriber information.
With the rate of growth in diversity of the IoT and connected devices, operators need deeper insight into the nature and capabilities of the terminals; this is what Device Map provides.
The TAC is an eight digit code which uniquely recognizes a cellular device's hardware configuration. It is issued by the GSMA and makes up the first eight digits of the IMEI serial number. In this article we provide a sample of different TAC numbers and identify a connection between TAC and DeviceAtlas datasets.
What has turned into a decade and a half of commercial glory for Apple started off slower than expected during the initial launch in 2007. The first iPhone was described as technically anaemic compared to other phones of its time, particularly with the lack of a physical keypad for typing. The first device was also incredibly expensive to develop - $150 million to be exact. However, 130 models, 2.2 billion phones sold and trillions of dollars in revenue later, such teething issues seem like a fond and distant memory. Simply put, the iPhone has single-handedly revolutionized the global technology landscape.
Device intelligence offers a number of lucrative opportunities for streaming service providers: business analytics, optimization, device graph creation, measurement of password sharing, targeting for ads & communications, etc. In this article we look specifically at churn - a very topical subject in recent times - and how device intelligence can be leveraged against it.
Fifty years following the release of the Magnavox Odyssey, the world’s first gaming console, the global video gaming industry is worth $178 billion (US) and is expected to reach $268.8 billion (US) by 2025. For context, it was estimated that 3 billion people worldwide played video games in 2021!
In part 1 of our Web Analytics Comparison: Analysing the Web Analysers post, we presented research findings of 4 different web analytics services. We noted a significant difference in traffic breakdown across the different solutions; in this post (part 2), we will cover this traffic breakdown discrepancy in more detail.
Analysing visitor traffic is important to determine the health of a website. In this article, we present the findings from our research of four different analytics services
The IAB recently published an updated version of the OpenRTB specification. The updated document, a revision to version 2.6 of the specification, now addresses the landscape change brought about by Google’s decision to progressively reduce the content of the user-agent string in Chrome in favour of User Agent Client Hints (UA-CH).
Considering that Android devices account for 71.09% of the mobile market share, it’s imperative that your apps are optimised to avoid disruptive crashes. DeviceAtlas helps you mitigate this risk, offering a robust solution that addresses this serious problem at its root level.
There are many different approaches to measuring the impact of OTT advertising including audience splitting experiments and geo-matched market tests. But all of these fall flat if advertising isn’t displaying correctly, as a poor user experience will negatively impact a brand.