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.
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.