Phablets Are Officially A Thing, With 20M Shipped In 2013

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God help us. Phablets are officially a thing.

According to Juniper Research, phablets are expected to hit 120 million units shipped by 2018, up from the estimated 20 million phablets shipped last year (2013).

Samsung validated the trend with the super-sized Galaxy Note series, which has gone on to be surprisingly successful for the Korean electronics giant.

The growth in the space is obvious when you look at Samsung’s numbers.

With the first Galaxy Note, launched in late 2011, the company sold 2 million units in the first four months. Samsung’s most recent iteration of the device, the Galaxy Note 3, sold 5 million units in a week.

But Samsung isn’t the only company to push out giant phones. LG recently released the G Flex, with a giant, curved display, Nokia has the Lumia 1520 running Windows 8, and HTC has the One Max (to name a few).

Apple, on the other hand, doesn’t have a phablet per se. However, as phablets have grown in popularity, Apple has made slight changes to its products to accommodate these growing trends, such as the release of the iPad mini and the extension of the iPhone screen from 3.5 inches to 4-inches.

The term “phablets” rose to prominence over the past two years, connoting a tablet-smartphone hybrid. Juniper believes that the screen must be 5.6 inches to meet phablet requirements.

So we now know that phablets are here to stay. But riddle me this: Is “phablet” too popular a term to swap it out for “tablone?”

Tablet Purchases To Drive Mobile Content Revenues To $65BN In 2016, Up From $40BN+ In 2013, Says Juniper

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As tablet ownership and usage continues its upward trajectory, little surprise that more people are expected to be paying for more stuff on tablets in the coming years. But analyst Juniper Research has put out a new mobile content revenue forecast predicting that purchases on tablets will be the primary engine for growth — ergo: beating out smartphones — in the mobile content market over the next three years.

The analyst expects annual revenue generated from content delivered to mobile handsets and tablets to rise by nearly $25 billion over the period — climbing from more than $40 billion this year to $65 billion by 2016. Music and video now account for nearly half of all mobile content revenues, according to Juniper.

The analyst says growth in the mobile content market will “primarily” be fuelled by an upsurge in tablet users buying games, videos and ebooks on their slates. But it also flags up “increased opportunity” for content monetisation via direct carrier billing on smartphones as another factor helping to drive the market. “While the availability of direct carrier billing is patchy, the various benefits which the mechanism offers — higher conversion rates, opportunities to monetise unbanked customers — suggest that deployments will rise significantly in the medium term,” notes report author Dr Windsor Holden in a statement.

Returning to tablets, the report found that ebooks are currently the largest revenue stream on slates, thanks to e-reader applications from the likes of Amazon, Kobo and Nook, but goes on to add that tablets are experiencing a sharp increase in both paid and free video applications. The analyst also expects consumer gaming spend to migrate to tablets from dedicated portable gaming devices such as the Nintendo 3DS and the Sony PS Vita — something Juniper has delved into before in a separate report.

The mobile content report also notes that the convergence of gaming and social networking has been “one of the major drivers” behind the post-download monetisation opportunity — i.e. via in-app purchases.

Smartphones & Tablets To Be Primary Screen For Gamers, Says Analyst, Powering 64BN+ Games Downloads By 2017 (3X 2012 Figure)

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Games app downloads to smartphones and tablets are set to grow significantly over the next four years, according to a new report by analyst Juniper Research which projects there will be 64.1 billion such downloads in 2017 — more than three times the 21 billion downloaded in 2012. Key drivers powering this high rate of growth are increasing numbers of free-to-play releases (aka the freemium business model), as well as more sophisticated devices and the continued global uptake of smartphones, says the analyst.

The dominance of freemium as a games app business model is very evident from the analyst’s figures: in 2017, it expects just 7% of games to be paid for at the point of purchase, across smartphones and tablets. In-app purchases and/or advertising are presumably how games developers will be mostly earning a buck.

Juniper says mobile will become the primary screen for gamers, thanks to an increase in the number of “sophisticated games, which allow for truly multi-platform gameplay through the use of cloud technology”. Growth in the quantity of memory on devices is also enabling consumers to download more games. And while Juniper is not expecting smartphones and tablets to kill off dedicated portable gaming devices, it says there’s no doubt consumer mobiles are challenging and eroding the latter market — with players such as Nintendo cutting its sales forecasts by 14% for its 3DS, and 27% for its Wii U.

Social & Casual games will remain the most popular genre downloaded, according to Juniper’s forecast — with over half of all smartphone games downloaded fitting this genre. That’s in keeping with the key characteristics of mobile devices: always-on connectivity, which means being wired in to social services; and portability, meaning these devices are suited for short bursts of casual gaming to kill time.

Looking specifically at tablets, Juniper found their users are especially keen on downloading games, with more than twice the number of games downloads to tablets than smartphones.  ”Tablet games are growing so much because they are such an accessible way for all consumer segments to access games. In particular mid-core gamers, who previously spent a lot of money and time playing games but now have jobs, families or other commitments, are driving this trend,” commented report author Siân Rowlands in a statement.  ”These people are really embracing the tablet form factor, and innovative gameplay devices such as the mobile based OUYA console, really appeal to them.”