sábado, 11 de febrero de 2012

DIY Mobile Networks

Ever dreamed of having your own mobile phone network? If so, Sonopia offers customizable, 'virtual' mobile networks for small businesses and nonprofit groups. Partnering with Verizon, Sonopia has offered networks to churches, rock bands, sports teams, and the National Wildlife Fund. Nonprofits can offers as an incentive to prospective customers a donation of profits to charitable causes.

Sonopia charges no setup fees, so even the smallest groups -- and even individuals -- can establish their own mobile networks.

Source: Springwise

domingo, 5 de febrero de 2012

The iPhone Revolution?

The iPhone, released to the public last Friday, is one of the most hyped devices in memory. But is all the excitement justified?

John McCormick of Baseline suggests that the iPhone could blow the market for handheld rich Internet applications wide open, even though the iPhone was designed for the consumer rather than the enterprise market. Om Malik concurs, noting the significance of the built-in Safari browser that brings the full Web experience to mobile phones for the first time. Smart Mobs opines that mobile phones (not just the iPhone) represent a mass medium unto themselves that are revolutionizing the fundamental ways in which we communicate.

UPDATE: Read a contrarian view...

How to Stop -- Or Live With -- Global Warming

According to research at Princeton, current technologies are capable of stopping (or at least slowing) the rate of global warming by 2050 if properly applied. Using a mix-and-match approach, students who participated in a game-like experiment found that the current portfolio of energy-saving policies and technologies (flourescent bulbs, nuclear power, wind turbines, reducing deforestation, etc.) could indeed keep global greenhouse gases constant over the next 50 years. The trick is to apply these solutions to developing countries, where rapid industrial growth will put them on track to overtake the developed world in greenhouse gas output within the next several decades.

Meanwhile, Live Science has a top-10 list of side effects of global warming, such as more severe allergies, more sinkholes from permafrost melting, a less dense upper atmosphere that will affect how satellites orbit the earth, more forest fires and rapid deterioration of ancient ruins. Perhaps the strangest prediction of all: mountains that lose their glaciers and permanent snow caps will actually 'grow' as the weight on them decreases.

jueves, 2 de febrero de 2012

Interesting iPhone Data from Nielsen


Consumer research firm, The Nielsen Company, released some interesting data on the iPhone this week. The study found:

- As of April 2009, there are 6.4 million active iPhone users in the U.S., up from 2.1 million a year prior.

- 37% watch video on their phone (6x as likely as the typical subscriber).

- There are roughly as many iPhone users 55 and older as there are 13-24. (see chart)

- 98% of iPhone users use the data features of their phone, services that should improve with the enhanced speed promised by the iPhone 3G S.

- 88% use the Internet (4x as likely as the typical subscriber).

- 75% download apps (5x as likely as the typical subscriber).

- 72% use location based services (7x as likely as the typical subscriber).

None of this data is overly surprising but it is good news for all of us in the mobile data market as more and more consumers will be buying iPhones (and other smartphones) so overall usage of applications, mobile web, mcommerce, etc. is about to explode.

Mobile Phone Blog - iPhone, SmartPhone, CellPhone Information

#1 Mobile Phone Blog. An Insiders Perspective on the Mobile Phone Industry, smartphone hardware, iPhone and Android applications, opinions on cell phone content, reviews of mobile games, critiquing new firms in the market and the health of the global wireless industry.

miércoles, 1 de febrero de 2012

M-Commerce Usage Grows According to PriceGrabber

According to a new report from PriceGrabber.com, the increased popularity of Web-enabled phones in the United States has helped online shoppers become mobile Internet shoppers. One in 10 online consumers said they purchase online from their mobile device, 16% compare prices and another 16% research product details/specifications. Of the online consumers making purchases from their mobile phones, 58% have purchased digital content for their phone, 51% have purchased consumer electronics, 37% have purchased computers, 36% have purchased books, and 31% have purchased clothing.

Smartphone and iPhone owners are comfortable using the mobile Internet to make purchases. 56% of Apple iPhone owners and 28% of smartphone owners already are comparing prices online with their mobile phones. Additionally, 27% of iPhone owners and 35% of smartphone owners anticipate that they will be comparing prices within two years.

Click here to read the full report.

The report is based on a survey of 3,305 U.S. online consumers with mobile phones, which was conducted from March 10-31, 2009.

Cell Phone Gaming Taking Off

According to a new consumer study conducted by research firm Information Solutions Group on behalf of casual games publisher PopCap Games, 57% of AT&T wireless subscribers play mobile games.

The advent of the iPhone and its App Store have made the download and usage of mobile games easier than ever, and the mobile gaming industry is expected to grow more than 10% per year to hit $6.3 billion in user spending by 2011, according to a report from Gartner.

52% of gamers cited 'distraction from daily life issues' as the top benefit derived from mobile gaming, followed by 'relaxation and stress relief' (40%) and 'improved mood' (12%)--in addition, 52% of gamers said they play mobile titles during work hours, and 14% selected 'during my work day, when I need a short break' as the time when they most often play games on their phone.

60% of all mobile gamers cited 'while waiting for an appointment' as a time when they play mobile games, with 'during the day on weekdays' selected by 34% of respondents and 'when traveling on vacation' and 'on the weekend' tying for third at 25% each.

The Information Solutions Group study reports that 59% of AT&T gamers play games on their phone at least once a month, and 40% said they play weekly or more often--41% said they played less than once per month. 91% of mobile gaming sessions last fewer than 30 minutes, and 62% extend fewer than 15 minutes. In all, 71% of mobile gamers play games on their phone for less than an hour per week, although 52% of those who play daily said they play for three or more hours per week.

Asked to name 'games you enjoy playing on your cell phone,' 20% of AT&T gamers cited Tetris, followed by Bejeweled at 18% and Solitaire at 17%. Puzzle games topped popular genres at 66%, followed by card/casino titles at 51%--board games earned 15% of the vote, with action/adventure trailing at 11%.

86% of mobile gamers also play video games on one or more other devices, with 76% of gamers playing on computers, 41% on consoles and 24% on handheld game devices.

17% of mobile gamers consider their mobile handset their primary gaming device.