• The App-Free, Restaurant Mobile Payment
    There obviously are lots of great commerce-related apps available for doing almost anything previously done before mobile. Apps can be used for shopping, ordering things for delivery or pickup, paying for parking and buying movie tickets, as but a few examples. There also are apps that can do things not previously done pre-mobile.
  • Large-Screen Phones 20%; Tablets 12%
    Big mobile screens are in, but not as big as those on tablets. We've seen a string of recent research showing smartphones catching up and even passing tablets for various aspects of shopping. Now comes a piece of research that may help explain the mobile commerce transition from tablet to smartphones.
  • Mobile Accounts for 27% of Online Payments Globally
    Despite stumbles from various mobile payments providers, the activity of using mobile to pay for things online continues to rise around the world. Online payments using mobile now account for more than a quarter (27%) of all online payments, according to a new index. And the way money is moving is changing as well, with the $28 average transaction value of digital goods bought by tablet passing desktop purchases for the first time since 2013, according to the Adyen quarterly mobile payments index.
  • Mega-Mobile Payments Venture Loses Leader; Best Buy Moves to Apple Pay
    The highly touted mobile payments venture of the major retailers has lost its leader. It also may be losing some of its stores as Apple Pay kicks into high gear. The Merchant Customer Exchange (MCX) just announced that CEO Dekkers Davidson is leaving MCX "to pursue other opportunities." This comes on the heels of Best Buy announcing that it plans to start accepting Apple Pay.
  • Mobile Shopping: Smartphone Visits Increase 269%; Revenue Up 123%
    The mobile march on retail continues with yet another indicator of the impact by various measures. In the first three months of this year, mobile accounted for 41% of total traffic and 26% of total revenue, according to a new market data tabulation. The add-to-cart ratio for mobile devices was 9%, a decrease of 9% from a year ago, based on a data tracking study being released later this week.
  • Mobile Commerce Readies to Flip the ON Switch
    The technology is getting ready for a virtual onslaught of new commerce behaviors which are now aligning in the marketplace. As I visited various malls, retailers and merchant locations over the weekend, it struck me that the promise of the transformation of commerce is just around the corner. Due to new rules that retailers who do not deploy EMV terminals by the end of this year will assume fraud liability, new point of sales terminals have been popping everywhere.
  • Mobile Investments by Smaller Retailers: 54% Device Optimization, 51% Android App, 50% iOS App
    Some online retailers are feeling good about their revenue prospects this year while others are looking over their shoulder fearing new market entrants. While we see and write about many commerce-related studies, a new one focused only on relatively smaller, online retailers. The majority (75%) of these retailers have a positive outlook on retail in 2015 with most (72%) expecting their online revenue to increase by 17 percent, according to a new study.
  • The Beacon Trajectory: More Money, Uses, Numbers, Features
    After a year of trials and experiments, beaconing is not only getting serious but also expanding into new territories. The money also is following the market, as can be expected. Some recent research from the IHL Group, exclusively reported here last week (37% of Large Retailers to Deploy Beacons This Year), projected significant beaconing growth, especially among large retailers. And now comes additional investment dollars to fuel some of that growth.
  • Top Android Shopping Apps: Amazon (34%), Walmart (16%), eBay (16%), Dunkin' Donuts (5%)
    Overall, shopping apps have the highest penetration in the U.S. and Amazon's Android dominance does not extend as much outside. A new international study of Android smartphone activity, conducted by mobile measurement firm Informate, found that smartphone users from the U.S. spend the most time on shopping apps, followed by India.
  • Mobile Game Revenue: 64% Comes from 0.2% of Players
    When it comes to spending money for mobile gaming, a lot of the money can come from a relative few. In games where revenue can be derived from in-app purchasing, not all paying players are created equal, based on a new report. It turns out that the majority (64%) of revenue comes from the top 10% of those who pay, according to the Monetization Report by Swrve, which analyzed tens of millions of users and their associated gaming activities during a one-month period.
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