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Thursday, 28 April 2022 / Published in Global Themes and Feature Topics, Industries, Media and Entertainment

From current mobile smartphone market share to predict the future

No need to poll from very far, we are just using 2020 Jan to 2022 Mar figure, worldwide as aggregated data. Just like everyone expected, Samsung 29.1%, Apple 26.96%, followed by Xiaomi 9.93%. Actually the figure you can see two ways, one is by platform, it is much easier for you to understand what I will explain further. It is about Android 73.04% vs iOS 26.96%. Where Samsung is 29.1% out of 73.04% market share for Android, being the largest but under the rest of Android me-too device competition. While Apple enjoys a sole monopoly for 26.96% as long as you buy an Apple smartphone, you will use the iOS platform. It be more interesting, if also put in tablet market, then again, Apple is monopoly the iOS since it be the sole supplier, while if you’re in Android, got more market competition. For both the market, Samsung and Apple are performing very well in their respective market segment.

Now let’s bring in the Windows platform for the PC market, it is almost the same thing. Apple plays well on its own as being the sole supplier, it only needs to consider platform shift, somehow superiority of another someday, make the user shift to another platform. Else, within the Apple ecosystem, from hardware sole manufacturing and supply, in a variety of configurations for enter level consumer, then to a variety of professional market segments. This 2 years alone, we got a lot of game developer studios and producers to take over deals, one after another. The mobile game market share is bigger than the sum of the game console and pc market, and the trend keeps going. 

The small and tiny smartphone has become more compact and has more functionality built inside, and offers a variety of the price point value for the different users. What future no so far away, is universal mobile gaming experience to create virtual world with the aim for develop metaverse that everyone will willing to enroll inside, include majority of free user and for those where the platform is target, paid customer for buying variety of virtual objects developer create, whether it is unique objects to custom objects to show off in the virtual world and cyberspace. Whether or not is is virtual reality (VR) headset alike or augmented reality (AR), is just transition, where the aim is offer and allow coexist for the both, as augmented reality (AR) is the prefer smartphone device use case, where PC is fixed point device more toward virtual reality (VR) headset.

The traditional way for buying gaming, for example, will be the past, as it toward bundled and subscription, attempting to lock-in users for ongoing subscription for the endless of the game that are under never-ending development, enhancement and rollout. The aim is to lock-in the user for subscription. It helps game studios and developers no need to keep finding customers for their game titles. The endless of current rollout of the game title, offer the free as attraction to pull mass user to installed it, if you are see the context, they are actually one of the game character for live player for those who are willing to make payment for being VIP, or possess lot of objects make them relatively being the superhero in the game world setting. So, in other words, a free player is actually being the game character for a paid player. The more time the player invests their time on it, the more likely to buy. In case you are not aware, a huge amount of ongoing money is spent by gamers into various games, subscription, and buying additional special objects in the various games, despite its small amount here and there, but if that particular game is popular and attracts a lot of users, it is very profitable. Fortnite is just one of them, the list you can refer to this link. Fortnite as a whole generated $9 billion in gross revenue up until December 2019. To a certain extent it is even more profitable compared with the entertainment business like movies depending on the various airing from cinema, streaming, BD etc. Because it is ongoing and passively generates revenue.

In the final, we hope the post From current mobile smartphone market share to predict the future, provide you insight into the universal market, in particular for those invest in develop multiplayer virtual world, as it more tangible than those who keep talking investing in Metaverse, but we are not even saw anything their really do, maybe they are wait for the market to further evolved before they participate in. Within 3 to 5 years, we can see how the current market develops and transit the world into the different world we are living in today.

E-SPIN Group in the enterprise ICT solution supply, consultancy, project management, training and maintenance for corporation and government agencies did business across the region and via the channel.  Feel free to contact E-SPIN for your project requirement and inquiry.

Other post you may be interest:

  1. Full potential of metaverse you can learn from the current gaming industry
  2. Future prediction on virtual reality or augmentation reality
  3. Toward 5G Network and Interactive Content Generation
  4. Impact 5G communication on business
  5. Inertia continues to kill more companies by holding back Innovation
Tagged under: Augmented Reality (AR), Metaverse, Virtual Reality (VR)

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