Latin American Game Markets Grow

Game sales aren’t just thriving in the U.S, as there are other markets where it’s clearly picking up.

A new report from Superdata indicates that the game markets in Mexico and Argentina are really making their mark in the industry. Mexico holds a 22 percent share of digital regional revenues, while Argentina is closely behind with 14 percent. As a result, the Latin American gaming market is really picking up steam.

There couldn’t be a better time for it, as, according to the report, Brazil has “entered a cooling period” after seeing growth over the last few years. “The crown jewel of the Latin American market for digital games, the Brazil online games market is forecast to total $1.5 billion in 2014, and will continue its growth to an estimated $1.6 billion by 2017. Still, as the rest of Latin America catches up with more connected devices and engaged gamers, Brazil’s share of the regional market is expected to decline,” noted SuperData. That’s slowing a bit compared to what Mexico and Argentina are doing.

Image courtesy SuperData

The report indicates that there is a “strengthening in the remainder of the region,” although, even with the cooling off, Brazil is still the leader in the game sector. Mobile games and MOBAs (like League of Legends) continue to lead the charge in their own right. The MOBAs by themselves have doubled their market share in Brazil, while mobile sales have reached $606 million in yearly revenues.

“Mobile games are the largest digital games market in Brazil, totaling $606 million in annual revenues. Overall accessibility allow smartphone-based gaming to outpace digital console and subscription-based online gaming. The bulk of potential mobile gamers, however, have already settled into the market as monthly active users show marginal growth,” Superdata also noted.

Although there’s still some catch-up with some of the regions (like Peru and Chile), there’s no question that the overall worth continues to be strong, despite the small drop. It’ll be interesting to see where the Latin America gaming market goes from here.

Source: GamesIndustry International

Comic Convention Creators Make Socialcon

Wizard World Inc., the event organizer known best for their production of multiple Comic Conventions held every year across the country, is launching a new event called Socialcon. The two-day function is scheduled to debut at the Donald E. Stephens Convention Center in Chicago from August 23-24.

The focus of the event is to connect some of the biggest names in social media with their fans through meet-and-greets, live performances, Q&A panels, autograph sessions, and various photo-ops. Socialcon has already recruited a number of top social media stars including Nash Grier, Hayes Grier, Cameron Dallas, and Carter Reynolds (The Fam Tour), Tyler Ward and Lilly Singh (Superwoman), Josh Peck, Reggie Couz, Princess Lauren, Toby Randall, The Hillywoods, KingBach, Kingsley, DeStorm Power, Anthony Quintal (LohAnthony), DJandDrummer and more.

“We are excited to bring stars with a combined tens of millions of followers to one place so that thousands of fans with whom they have interacted can meet them up close and personal,” Wizard World CEO John Macaluso stated in a piece on wizardworlddigital.com. “Several have appeared at our Wizard World Comic Cons and have been huge hits, so creating Socialcon, a series of events highlighting the social media stars, is a natural addition.”

Though Socialcon Chicago will be taking place at the same time as Wizard World Chicago Comic-Con, it will be its own distinct event, with separate admission, programming, and show floor.

Source: Video Ink

 

7-11 Celebrating Birthday With Digital Goodies

If you somehow missed the July 11 celebration last week (as well as the free Slurpees that came with it), not to worry. The 87th birthday of the convenience store chain 7-11 will continue on all through this week, as the company intends to give away a series of freebies through both its Twitter account and through its mobile app, which is available to download for free on App Store and the Android App Store.

These goodies vary, including “everything from free ice cream bars to free cookies to free Big Gulps,” according to a report from USA Today.

“Everyone is looking to create brand utility through apps,” said Via Agency brand consultant Greg Smith. “The problem is, there are already too many highly effective ways to manage your interactions with brands without downloading another app.”

Its week of giveaways should help 7-11 in this department immensely, as well as social interaction through its Twitter page at @7eleven. This, on top of the attention received through the free Slurpee giveaway this past Friday, should have no trouble drawing in millions of customers.

That’s not all, as the chain also intends to lower prices on products, including the Big Bite hot dogs, which will drop down to $1 (from $1.99) in the near future. New flavors of Slurpees will also be introduces, such as Lemonade Slurpee and Slurpee Lite Sugar-Free Fanta Watermelon Punch. This is on top of the new Doritos Loaded cheese snacks that the company introduced last month.

Along with providing various promotions and free goods, the app also “customizes based on time of day, product preference and even the weather outside,” making it a slight bit more interactive than the usual company-oriented app. Apps can do all sorts of wondrous things, thus expecting an app to boost sales of Slurpees is perfectly reasonable.

So, who wants a Big Gulp

Source: Adweek

Kids Teaching Robots To Play Games

It’s pretty common these days to see developers doing savvy things with robotics. However, when it comes to the researchers at Georgia Tech, they are going the extra mile by letting kids take part in the fun.

The team of researchers is working closely with a group of youths to help educate robots on how to play Rovio’s Angry Birds games. As a result, the kids will be able to regain muscle movement and control through the project.

As the kids play the games, small two-legged robots watch them as they defeat the evil Piggies and move on to each successive stage. The robot keeps a close watch over the score, and then recreates the child’s actions for similar results.

However, it’s not just an example of mimicry. The robot actually learns when it makes mistakes, and then corrects itself during future play sessions. And by succeeding, it actually performs a little victory dance.

Project leader Ayanna Howard, a professor with the School of Electrical and Computer Engineering, believes that this project is a great way for kids to learn about turn-taking, as well as muscle control and other skills, while at the same time remaining entertained with the whole process.

“The robot is able to learn by watching because it knows how interaction with a tablet app is supposed to work,” said Howard.

The project really lends a hand with therapists, who can use the robot to train and help kids cope with certain disabilities, and at the same time interact with them so it’s educated as well. While observing, the robot is capable of making decisions about the game, and playing along with the child.

This could certainly be popular with many game players, especially if you could teach the robot to play Call of Duty exceptionally well. Then all you’d need to do is teach the robot to trash-talk opponents, and you’d have a perfect companion. All kidding aside, the possibilities for rehabilition and therapy are tremendous, and it’s a technique that would really motivate kids. It’s a great little project, as you can see in the video below.

TechCrunch

 

EA Origin’s Interesting Date Request

Usually, when you head to EA’s Origin page, you expect to find games to buy, or head over to interact with the site’s many users. It’s not often you run into something as personal as a date request.

However, that’s exactly what happened last week, when the team posted a question on its Facebook page, asking Emily if she’d consider going out with a boy named Nathan. (This is after he contacted them, wondering if they could ask her.) It also posted a poll with the choices, “Yes”, “Of course” and “Definitely Yes,” in humorous fashion.

However, the experiment didn’t go without some confusion, as various EA Origin fans – namely those who went by the name of Nathan – posted responses stating that they were confused. “It’s obviously me,” posted Nathan Fuentes, while Nathan Daniel Tevis responded, “Do we no which Nathan this is or is it all of us”.

Eventually, the real Nathan stepped up, saying, “Thank you guy’s I’ll tell Emily to look,” only for Emily to walk in with a smiley face.

While Emily didn’t post a response as to whether she would accept the date, the real Nathan responded, “She said wen school starts and school starts on my bday.”

Congrats, of course, to the two, and the derring-do of the EA Origin team to make a personal request on a games-savvy site. Now, the only question left to ask is, what will the pair do on their first date Will EA Origin possibly provide a couple of copies of Titanfall and send them on their merry little way…

This just underscores the increasing importance of the social aspects of gaming the need to build a strong community around games and publishers. It’s also about opportunistic marketing, with community reps and marketers working together to take advantage of marketing opportunities that present themselves.

Source: Kotaku

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Rooster Teeth’s Burnie Burns On Smashing An Indiegogo Record

By Bree Brouwer

Rooster Teeth’s first-ever crowdfunding campaign for its feature-length film “Lazer Team” broke a new record last weekend when it closed out with over $2.4 million, making the movie the most-funded film in Indiegogo history.

In an exclusive interview at RTX in Austin, Burnie Burns, Rooster Teeth’s co-founder and creative director, revealed how the entire campaign got started and how the staff never expected it to become as hugely successful as it did.

“We had expectations, but it was a lot like the beginning of Rooster Teeth where expectations got blown away in day one, where we set a goal for $650,000 — we broke that in 10 hours,” Burns explained. “We’d never done crowdfunding before. We’d never tried it.”

Previously, Rooster Teeth has relied on sponsors to back some of its content, like producing season two of “The Gauntlet” under Verizon’s funding. But Burns said they wanted to try something different. “We’d always had great success with the audience by taking finished products and monetizing them, but we were kind of banking on the fact that for 10-12 years now, we’d been making content, and does the audience have the faith to [follow] You know, we’re saying, ‘Hey, we’re doing something bigger; come in with us and let’s do this thing.’”

“Lazer Team” is scheduled to start production in Austin and New Mexico in August, with a release date set for spring 2015. The movie takes place during the 1970s SETI project, which receives a communication from an alien race that warns humanity that the universe is a dangerous place. The aliens send a power suit to Earth to be worn by a champion trained by the US government, but (according to Burns) “four idiots shoot down the spaceship by accident” and inadvertently become the heroes of Earth.

“You can see how it’s very Rooster Teeth,” he said.

While Burns is proud of the fact that “Lazer Team” is Indiegogo’s most-funded film to date, he’s more adamant about the fact that it’s an original story.

“It’s not a reboot, and it’s not a sequel, and I think that’s important,” he said. “People always complain to Hollywood that [it] makes nothing but sequels… the crowdfunding revolution should have changed that but it didn’t.”

“It’s nice to have an original IP that people are excited about, and they’re funding,” he said.

Burns is also excited about the fact that the company’s film is going to be science fiction. “The story for sci-fi in the last couple of decades has been a really popular sci-fi thing comes out, and then a network cancels it, and then people fight to get it back. So we know sci-fi fans are ravenous, because we’re in that group ourselves — we’re huge sci-fi fans — and so to be making a sci-fi thing is a really big deal. I couldn’t imagine anything better to put on crowdfunding than a new sci-fi [project].”

Rooster Teeth plans to focus its efforts on “Lazer Team” for the foreseeable future, and doesn’t want to put efforts into other projects just yet. Burns said, “We always have a whole catalog of products we haven’t made, projects we want to produce, so it all depends on where we end up, how successful is “Lazer Team,” what kind of deals can be put in place after that . . .  That will determine what show we work on next.”

“You can honestly say that the mission of Rooster Teeth when we started was to get to the point where we could be making some movies.”

Now that “Lazer Team” is a go, and is slated to be a comedic sci-fi dream, we asked Burns what would happen if aliens did come to Earth.

“We would be first assimilated, let’s be honest,” Burns joked. “We’d immediately be like, ‘You guys seem pretty powerful. Yeah, we’re on board with this.’ We would rat out all the other humans.”

This article was originally posted on VideoInk and is reposted on [a]listdaily via a partnership with the news publication, which is the online video industry’s go-to source for breaking news, features, and industry analysis. Follow VideoInk on Twitter @VideoInkNews, or subscribe via thevideoink.com for the latest news and stories, delivered right to your inbox.

 

Big Data And Marketing: Part 1

In just the last year, there have been tremendous advances in audience segmentation in the mobile marketplace. This onslaught of Big Data has provided an unprecedented level of granularity for identifying which users will be most responsive to offers and messages. The panel brought together some top publishers and providers on how they’re leveraging big data to help marketers engage the right user in the right moment.

Particpants on the panel were Paul Longhenry, VP and GM for business & corporate development, Tapjoy; Mike Lu, VP product marketing, GREE; Fabien-Pierre Nicolas, GM mobile, Perfect World; and Omer Winkler, director of product marketing, AdTruth. Note: Part Two of this panel will appear on Monday.

There have been tremendous changes in the acquisition and utility of data in the past year. How has this impacted business and revenue?

Paul Longhenry, Tapjoy

Paul Longhenry: In the early days, we were all really good at capturing data but we didn’t know what to do with it. Today, we not only capture data, but we’ve put the infrastructure and tools in place to not only analyze it and understand user segments, but to take action on that. We enable publishers and developers who carry our SDK to develop user segments to decide which users they should be marketing to and how certain users to monetize in general. Last year and a half, the data has become much more actionable, and all those investments in big data are starting to pay off.

Omer Winkler: The availability of data puts game developers in a position that they can become much more sophisticated as marketeers. A game developer’s ability to build strong user identification schema to understand users across channels is one of their biggest hurdles. How do you understand your audience that you view with different channels How you can create more of a panoramic view of a user set

Mike Lu: GREE has been doing this for a long time. In Japan, you used to break your users into 2 segments, people that spend and people that don’t. Back then you could buy users for like 40-50 cents each. Now CPC has gone up to $5-6 per user. In Japan it’s more like $12-15 per user. When the cost is so much higher, you have to dig deeper than just ‘did they buy anything or didn’t they buy anything’ to find out why and how the LTV can justify $6 on that average user to get that money back. So from the industry perspective because the cost is getting higher, you have to segment more.

Fabien-Pierre Nicolas: Trends for the past year, there’s been more transparency on user acquisition, but one complaint I have is that, if you look at the landscape of off-the-shelf solutions, there are a lot of tools that do one thing well like ad tracking, or analytics and push notifications, but there are few tools that do many things well, so that forces you to use many tools compared to the tools emerging in Asia. There’s also been few tools that let you act on the data, so even if you know this segment of users and how to monetize them, if I can’t do anything, if I can’t talk to them or if I need to do it manually, what good does the data do me

That raises an interesting point, the differences between what’s going on in Asia and with the tools, what publishers are doing there vs. what publishers are doing in the West. What can East learn from West and West learn from East, and what are the pros and cons of each region?

Fabien-Pierre Nicolas: I think what a few of the companies in the West have learned from the East, like Supercell and King , is once you’ve saturated the user acquisition market, you should go product marketing. Companies in Japan have been doing TV advertising and outdoor advertising for over 3 years. Now we are starting to see Supercell and King make massive investments in major markets during major sports events for example.

Mike Lu, GREE

Mike Lu: The tools here are somewhat limited, not by the fault of the companies themselves. It’s just that there’s not a single platform that they can all play on together. The East uses cellular carrier tracking. They work well with everyone and they kind of set a standard for tracking. But here, because you’re going through Apple, they don’t expose too much to second and third parties. So the tracking as well as monetization tools out there are limited on the different segments.

At GREE, we spend more money on advertising than the automakers in Japan, including Toyota, and we’ve mapped it out to a point where we can geotarget where we think mobile users will monetize more. Let me tell you it’s not in the city, it’s in rural areas where people tend to monetize more through TV advertising. Those things will come out more in the next few years here in the Western market.

Omer Winkler: Here in the West as a game developer you really are at the mercy of Google and Apple, and there are a lot of changes of what you can and cannot do in terms of user identification and what data you can share with 2nd and 3rd parties. We are seeing in the market today a trend shift that a lot of companies are realizing they have to build capabilities internally. There is a decision to be made as to whether you buy a solution or build it yourself. For many companies, the ownership of data is so important that they have to make sure that they protect themselves from data leakage, but definitely see a lot of companies specifically here in the West becoming very sophisticated. You mentioned King who is building a DSP (demand-side platform) for purposes of media buying across different channels and it’s very sophisticated how they view a user. They have a deep level of understanding of their users, how after acquisition they are retained and churned, and what type of monetization is best for them and how to optimize for that etc. I think this is something that we’ll see more of. I implore the crowd to filter, there are a lot of technologies out there, it’s really a matter of figuring out what works best for you.

Paul Longhenry: If you look at the US and Western European markets, early versions of big data were used principally for online advertising. Data management got started here and now they’re public companies that are reaching scale. There are a lot of companies like ourselves that work on behalf of brand advertisers, to enable that form of targeting, that data to influence their reach into mobile audiences across our platforms. If you look at the Asian markets where that hasn’t been as pervasive, not as much cash has gone into investing in that technology, but some of the most interesting investments have been in gaming. The whole free-to-play gaming space which is the core of our network, originally started in Korea, and then spread to Japan, and China, before it started to take off in Western markets.

Fabien Pierre-Nicolas, Perfect World

What we see as the next level of big data usage is for predictive modeling. When a game developer tries to deliver an ROI+ experience on your ad spend, it’s all about how do you make that data as actionable and predictable as possible. And whether the channels are networks like ours, or billboards, it needs to be somehow measurable in order for real spend and ROI to be unlocked and measured. So I think a lot of different channels are being explored and it’s still early.

Tapjoy is a lot more measurable than a billboard, that’s one of your key differentiators. We have massive amounts of data that we can collect, so how do we determine the right questions to ask of that data. How do we properly analyze it, and are the tools developing for that. Are we educating the marketers to ask better questions. Where are we at in that eternal competition of data vs analysis?

Paul Longhenry: It depends on the vertical. For some, content or commerce verticals where best practice dictates what the best questions are, then you’ll see tools that emerge that prepackage those so that mid and long tail content developers have a solution that guides them into the process of asking this question and taking this action based upon the results. When you talk about new market variables that you’re breaking into, or like a new ad model in our case, it’s very difficult to know which questions to ask because there’s not a tool that would’ve been built to ask them for you. So from our perspective, we put lot of emphasis into machine marketing. The tool becomes all about adding flexibility to uncover the questions that matter, to run correlations between data sets such that the overall platform can surface insights to you that consumers or advertisers can take action on, that’s really the heart of where big data is going. It’s all about capturing the data and telling you what you wouldn’t have thought to ask.

Omer Winkler: It really is also a matter of do you have the right linkage capabilities, can you make this action, can you connect the dots to make sense of the data that you have gathered A lot of times you will find yourself with silos of data. With data segmentation such a pain, if you cant turn down these silos to activate this data to apply in an environment, then you’ll be in a position that you have collected data for the mere collection of data. If we are seeing a lot of tools today that help different companies link different data elements together to come at a decision whether you ask the right question or not, I can tell you that you definitely have tools at your disposal that will help you activate the data in the context of whatever you’re trying to do whether it’s a UA program, a monetization program, etc.

Omer Winkler, Adtruth

Because you can be collecting data from a website as well as mobile, but you don’t have a unique user ID that stretches across, it’s not trivial to connect those data sets and that why it’s necessary.

Omer Winkler: That’s a very good example. Just look at the mobile channel, it’s very fragmented. You have mobile web experiences, you have native experiences, and in terms of user identification, these are two separate environments. If you don’t employ technologies that allow you to bridge between these environments, either at the device level or at the user login, then you are left with two views of one user journey which is ineffective.

Fabien, one of the things Perfect World is doing on the PC side is having unified login to their Arc platform, and I don’t know if you’re using that on the mobile side or trying to use a unified login to gather data from these various sources. What is your view on that?

Fabien-Pierre Nicolas: So we definitely are starting to use the same login across mobile, PC and console and comparing if it’s more profitable to acquire users on the PC side to channel them back to the mobile side, and the other way around, treating them country by country. Like the US, especially in mobile is really high, whereas on the web side it’s more reasonable to get core gamers in, so it’s one strategy we’re applying across the platform. We do look through the funnel at a lot of things, then solve that by country, by device, comparing which UA channel is better and whether it’s worth doubling down on cross promotion in the channel.

Mike, what’s your perspective on this You don’t have a PC game environment to worry about, but are you getting data from different sources that you’re trying to correlate?

Mike Lu: Yeah. Regardless if you make a game, photo, or shopping app, the common language all apps share is retention. Do your users come back the next day If you look at Whatsapp, Mark Zuckerberg himself is quoted as saying he’s never seen an app with retention as high as Whatsapp and that’s why he bought the company. That’s the number one metric we look at, are people coming back to your app and it doesn’t matter if it’s a game or Instagram, that’s the most important metric.

Think of your business like a leaking bucket, and the hole at the bottom of your bucket is retention, how big that hole is determines how much water you can fill in, so that regardless of what the app is, what the bucket can hold is the most important metric.

Tune in for Part Two of this discussion on Monday!

Free-To-Play ‘Has A Half-Life’

While a lot of developers these days are taking the free-to-play route with their games, namely with efforts like King’s Candy Crush Saga, there are those who believe that it’s not quite the market that gamers are looking for.

Among these folks are MMO creator Richard Bartle, who believes that the business model for free-to-play is actually on a “half-life,” meaning that it will eventually lose popularity.

During a Develop conference in Brighton earlier this week, Bartle took part in a debate alongside free-to-play advocate Nicolas Lovell, discussing how free-to-play may look like a “great revenue model” at the moment, but it’s not likely to last.

“It will start to tail off because the people who play the games will recognize when they’re about to be nickled and dimed, and stop playing them,” said Bartle. “It will tail off because there is a fixed amount of people willing to spend enormous amounts of money, and there’s too much competition for those people.

“It will also tail off because the type of games people want to play will change. The more games you play, the more sophisticated the content of the games you will want. And when you want a more sophisticated game, then the overlay of free-to-play will be more of a problem for you. You will get a more moral sense of fair play.”

Sometimes, the implementations from the free-to-play model can be difficult to predict, according to Bartle. “Until we normalize, which could take a few years, and we know what’s being charged for, then it’ll be the Wild West,” he continued.

Lovell felt that creativity in the games industry could continue to fuel the market and overcome the problems Bartle suggested. “My sense is that the market will keep evolving,” Lovell said. “Things that initially work against players will stop working; players will love, with their attention and with their wallets, for games that treat them more respectfully.

“To my mind what free-to-play does is broaden the market by being free up front. It enables creators to keep creating. And I don’t think that has a half-life because I think the games industry is endlessly innovative, and the reason why we’re at the forefront of making money from digital content when every other medium is dying is because we love tech, we love change, and we love experimenting and tinkering. I’m incredibly positive.”

Bartle, however, stood his ground. “I think that new game designers will be less keen on free-to-play as a regular model because they’ve seen its disadvantages,” he concluded. “Most people working in the games industry are there because they like making games. They want you to play them because they’re fun, not because they subject you to cheap psychological tricks. They want to say things through their games. They want to make money, of course, but money is a side issue.”

Source: GamesIndustry International

Phone Use For Video Games Rising

The gamer population hasn’t grown much in the U.S., unless you consider the mobile gaming market. There, it’s really on the rise.

A new report provided by global information provider The NPD Group indicates that the number of what they call Avid Omni Gamers, players who spend time on multiple systems (including consoles and mobile) has risen 6 percentage points to 22 percent of the overall gaming population. As a result, they replace the casual gaming audience as the second largest gamer segment, compared to last year. Free & Mobile Gamers continues to lead the charge with an estimated 29 percent of the U.S. gamer population, but, as you can see, Avid Omni Gamers are clearly gaining.

71 percent of gamers in the U.S. overall prefer to use their mobile devices to play video games, which shows an increase of four percent over the previous year. That makes it the only type of gaming device that shows a year-to-year growth in terms of usage.

Although the mobile device is preferred by the Avid Omni and Free & Mobile groups, many others, including Casual Gamers and Social Gamers, continue to rely on the PC as their top machine. Meanwhile, consoles continue to be quite popular in the Core Console Gamer and Family Gamer markets, according to the report.

As for spending habits on game systems, about $48 on average is spent over a three month period on physical products, which approximately $16 is spent on digital products. These are an increase over last year’s numbers, with $45 on physical titles and $11 on digital.

No matter which way you cut it, video game spending continues to be on the rise, and mobile devices continue to play their part. With Apple and Samsung set to launch new devices later this year, you can expect this trend to keep up.

Source: NPD

Global Ad Spending Doubles In 2014

We’re not even done with 2014 yet, and already we’re seeing some record numbers when it comes to global ad spending.

New figures reported from eMarketer indicate that advertisers has spent a whopping $545.40 billion on paid media for this year, even though it isn’t even finished yet. That shows a growth of 5.7 percent, based on total media ad spending — double the rate of 2.6 percent from last year.

There are a number of trends that helped make advertising such a boon this year, including the popularity of the FIFA World Cup, as well as the Winter Olympics. In addition, there have been big increases in both online and mobile advertising, with consumers shifting their attention more to digital devices, including mobile units, game consoles and other accessories.

The U.S. continues to be the dominant leader in total media ad spending, with the country set to exceed $180 billion in spending this year alone — and that’s just a third of the worldwide total. The spending will also be the highest per capita, as U.S. advertisers are set to spend nearly $565 on paid media, per average.

How does that compare to other countries China will only spend $37.01 per person this year, a mere fraction of what the U.S. advertisers are going after. Meanwhile, Norway continues to push heavily on its front, spending $538.71 on its per person basis, just short of the U.S.’ amount.

Digital channels are proving to be the big avenue on spending, as eMarketer believes that it will increase 16.7 percent this year, totaling the amount of $140.15 billion and surpassing 25 percent of overall media ad spending — the first time it’s doing that ever. It seems likely that digital ad spending will contionue to grab an ever-larger share of the total ad spend.

It appears these numbers could be on the rise for next year as well.

Source: eMarketer