China’s Xiaomi Inc has nudged it’s way into being the world’s third-largest smartphone vendor just three years after first hitting the market, trailing only Samsung Electronics Co Ltd and Apple Inc, according to a new industry study.
Strategy Analytics said Xiaomi accounted for 6 percent of all 320 million smartphones shipped during July-September. Samsung made up 25 percent, down from 35 percent a year earlier due to rising competition from several directions.
Apple’s share also fell slightly to 12 percent.
“Xiaomi was the star performer,” Strategy Analytics Executive Director Neil Mawston said in a statement.
“Samsung continues to face tough competition from Apple at the higher-end of the smartphone market, from Xiaomi and Huawei in the middle-tiers, and from Lenovo and others at the entry-level.”
Xiaomi has been the top seller in its home market of China and recently entered India, where it sells phones exclusively through e-commerce site Flipkart.
Vice President Hugo Barra told Reuters in Bangalore last month that the company aimed to sell 100,000 phones a week in India in October when the country celebrates Diwali.
Microsoft will rollout mobile device management (MDM) capabilities to Office 365 in 2015, making it easier for firms to manage corporate data across a range of mobile devices, including those running iOS and Android as well as Windows.
Microsoft unveiled the updates coming to its Office 365 cloud-delivered productivity suite in 2015 at its TechEd Europe conference.
These will enable customers to apply security policies against devices that connect to Office 365 to ensure that email and documents can be accessed only by approved devices, plus the ability to remotely wipe Office 365 data if necessary.
Julia White, Microsoft general manager for Office 365, said that the updates will enable customers to offer “conditional access” to Office documents and email, such as ensuring that any device used by employees has not been jailbroken or rooted, which could potentially pose a security risk.
Administrators will be able to set policies directly from the Office 365 administration portal, and enforce the use of a Pin to secure access to the device. Any wipe of Office 365 content will not affect the user’s personal data, White added.
These MDM features coming to Office 365 are actually powered by Microsoft’s Intune cloud-based management service and are a subset of Intune’s capabilities, the firm disclosed.
Intune itself is also getting some upgrades that will enable customers to benefit from additional security features if they also subscribe to Intune.
These will include data leak prevention measures that enable policies to be applied against managed applications, preventing users from copying and pasting data from an Office 365 app to another, for example, or copying files from Office 365 to elsewhere on the device.
While these capabilities are built in to Office 365, Microsoft will also enable this to be extended to other applications using Intune app wrapper functionality, White said.
White also confirmed that Microsoft is working on an Android version of the Office for iPad suite of mobile productivity tools that the firm announced for Apple’s tablet platform earlier this year.
Microsoft’s Office announcement comes amid speculation that the firm will release Office for Android next month.
Microsoft Corp introduced a device called “MicrosoftBand” that will allow users to monitor their fitness and exercise regime, marking the world’s largest software company’s foray into the wearable technology market.
The wrist-worn device has sensors that monitor pulse rate, measure calorie burn and track sleep quality, Microsoft said in a blog post. Microsoft said the device will be available in the United States in limited quantities from Thursday for $199.
Apple Inc unveiled a smart watch on Sept. 9 that will combine health and fitness tracking with communications and will go on sale in early 2015, while Samsung Electronics Co unveiled its Galaxy Gear smart watch in September 2013. The Apple Watch will be priced at $349.
Microsoft also launched a health app called “Microsoft Health” that includes a cloud service for users to store and combine health and fitness data.
The Microsoft Health app will collect data from the fitness band and will work on iPhones and Android smartphones, as well as its own Windows Phone.
ZDNet blogger Mary Jo Foley first reported on comments made by Julia White, general manager of marketing for Office and Office 365, at Microsoft’s Tech Ed Europe conference in Barcelona.
According to Foley, White said that the next version of Office on Windows would launch in the last half of next year, a broad timetable that was different from previous speculation, which had focused on the first half of 2015, perhaps as early as April.
During the end of a guest spot Tuesday on Channel 9, Microsoft’s online television channel, White did not specify the second half of the year, saying only “later in 2015.” But she did mention that the next version of Office would go through Microsoft’s typical testing process, including TAP (Technology Adoption Program) and a beta, with the latter presumably available to the general public.
TAP builds are pre-beta, and restricted to an invite-only group that’s usually composed of Microsoft’s larger corporate customers.
Microsoft confirmed that White’s comments were accurate as reported.
If Microsoft makes its target of the second half of next year, the upgrade would be on the same schedule as the last several editions, which have been released about two-and-a-half-years apart. Office 2013, for example, reached what Microsoft calls “general availability” in January 2013, while Office 2010 and Office 2007 made that milestone in June 2010 and January 2007, respectively.
The next office, code named Office 16, would carry the official label of Office 2016 if Microsoft follows convention.
IBM will help businesses predict trends in the marketplace and consumer sentiment about products and brands and will train 10,000 employees to consult businesses on the best use of Twitter data.
IBM chief executive Ginni Rometty has been trying to shift the 100-year-old company’s focus away from commoditized hardware to higher-value cloud and data analytics products.
In July, IBM announced a partnership with Apple Inc to offer iPads and iPhones loaded with applications geared toward enterprise clients.
“Here we are seeing an alignment of old tech and new tech companies. It is the second such deal that IBM has announced in the last couple months. They realize they don’t have all the answers and a lot of other companies have asset offerings that can be matched well,” said Scott Kessler, analyst at S&P Capital IQ in New York.
In April, Twitter acquired social data provider Gnip to burrow into the 500 million tweets sent daily on its network.
Enterprise clients will now be able to filter the data based on geography, public biographical information and the emotion expressed in the tweet.
The company previously allowed third-party companies such as Gnip, Datasift and Dataminr to buy access to tweets and re-sell that data to corporate clients.
WD announced that it will begin shipping larger capacity drives in its surveillance series.
The WD Purple range, launched in February, will now include a 6TB version designed for use in video surveillance environments.
WD Purple drives are capable of recording in groups of eight hard drives, monitoring a total of 32 high-definition camera feeds.
“Video surveillance has long been a pioneering Internet of Things application,” said Matt Rutledge, senior vice president and general manager of WD’s Storage Technology group.
“Driven by machine-to-machine interaction between high-resolution, high bit-rate video cameras and high-capacity surveillance video recorders, IoT brings access and big data analytics to improve users’ security. WD Purple 6TB drives enable innovation in this fast growing market.”
As well as the storage credentials, the firmware of the drives contains a few surprises. Allframe reduces video frame loss, improves playback and increases the number of drives supported. This is coupled with regular firmware updates that improve the quality and reliability of the playback.
Intelliseek analyses its environment to optimise searching speeds for the temperature, system resource workload and power consumption in a given situation, while reducing noise and vibration.
The 6TB version is shipping now at $300. It joins the existing range with capacities from 1TB to 5TB.
WD has had a busy year across its consumer and enterprise ranges, releasing the WD Red and WD Red Pro, the WD Ae range for cold storage, featuring incremental disc sizes, and most recently its first wireless addition to the decade-old My Passport range for consumers.
For the three months ending Sept. 30, Microsoft recorded $908 million in revenue for the Surface tablet line, an increase of 127% over the same quarter in 2013. The nearly one billion in revenue was a one-quarter record for the Surface, and beat the combined revenue of the previous two quarters.
Using information in Microsoft’s filing with the U.S. Securities and Exchange Commission (SEC), as well as data from earlier quarters, Computerworld calculated the quarter’s cost of that revenue at $786 million, leaving a gross margin of $122 million. Cost of revenue is the cost to make and sell a product, but excludes expenses such as advertising and R&D.
Microsoft said that the Surface line posted a positive gross margin — implying that outside estimates of prior losses were correct — but did not disclose a dollar figure.
According to Computerworld‘s estimate, the margin was small, about 13.4%. That’s more than the average for a Windows personal computer, but less than half or a third of the margins on tablets like Apple’s iPad.
It was even smaller by the figuring of Jan Dawson, principal analyst at Jackdaw Research, who has also used Microsoft’s SEC filings to estimate the Surface’s cost of revenue. He pegged the September quarter’s cost of revenue at $825 million, the gross margin at $83 million, and the margin rate at just 9.1%.
“That’s a gross margin … which is not earth-shattering and in fact about half the gross margin of the phone business at Microsoft. But it’s progress,” Dawson wrote on his blog, where he published his analysis of Surface’s financial performance.
Since its October 2012 introduction, Surface has been a money pit for Microsoft, in the hole to the tune of $1.73 billion through its first seven quarters. With the September quarter in the black, those overall losses have been reduced to about $1.6 billion.
Over the last four quarters, Surface also remained in the red, with losses of $325 million on revenue of $2.7 billion. Put another way, for each dollar Microsoft earned on Surface sales, it lost about 12 cents.
As the market for games has grown and diversified, it’s become increasingly important to take any headline figures you might read with a grain of salt. Every time an analyst or a research firm announces that the games business has reached such and such a size, or that monthly revenues compare thusly with previous figures, or that a certain product or company has over- or under-performed projections, their august pronouncement isn’t so much an answer as a source of more questions. What exactly are you defining as the “games business”? Which sectors have you included? How did you measure digital revenues? What about IAP? Are your figures global, regional, merely covering the increasingly unrepresentative US market or “global” for a narrow definition of “global” which means “markets we could find data for with a quick Google search, and to hell with the rest of them”? And as for projections, whose projections, arrived at through which logic and with which agenda?
In short: with a very, very few notable exceptions, most of the sector analysis and research conducted on this industry is awful. It’s under-informed, narrow and rarely exposes its methodology well enough to understand and account for its flaws. It’s also the best thing we’ve got, unfortunately, which is why sites (including this one) continue to publish this research as it becomes available, although all of it should probably carry a large flashing warning to remind readers that an infant let loose with coloured crayons and some graph paper would probably have a similar margin of error to their data.
Yet this is only when we’re talking about data about what’s going on right now. Start to project forward, into crystal-ball-gazing questions like “where will the market be in five years”, and you’re into the realms where the real nonsense starts. Models and figures are pulled out of analyst’s backsides with wild abandon. Rationales and factual grounds are nowhere to be found, but incredibly slick charts and graphs abound; it’s a little like astrology, except that rather than blathering about Saturn being in Capricorn and whatnot, analysts seek to bamboozle everyone with charts and then deeply, fervently hope that when the time period they’re predicting actually arrives nobody will remember how wrong they were.
Even so, when all of the world’s analysts start to point in the same direction – the good, the bad and the bluffing – it’s worth taking note. That’s the context in which the headline figures from research firm Newzoo’s latest report are interesting; headline figures which, in a nutshell, suggest that 2015 will be the tipping point at which revenues from mobile game software surpass revenues from console game software.
“What’s happened to consoles as mobiles have taken over? Not much, as it happens”
Newzoo, like most research firms focusing on this industry, doesn’t provide sufficient detail to back up or verify its sweeping and grandiose claims, because apparently a really pretty graph with a swish background ought to suffice. They would argue, no doubt, that all the juicy detail which would explain their peculiarly high figures is what they charge clients lots of money for, an argument which is entirely true and still leaves them in the position of peddling figures while failing to show their workings. Nevertheless, Newzoo is not alone in its prediction. It’s not even a particularly novel prediction, actually; research firms have been pointing at this tipping point for several years, although when exactly the graph lines would intersect has been a subject of some debate. With mobile growth still strong and the next-gen consoles performing excellently but remaining largely constrained within the core market (rather than seeing another Wii-style breakout success story), the lines are converging a little more evenly and the soothsayers are in accord; next year is the year.
So what happens then? Do burning stones rain from an angry sky to smash all our PlayStation 4s? Will a horde of rampant mobile gamers, driven to murderous insanity by Candy Crush Saga, rip the 3DS’ from our hands and beat us to death with them? Shall E3 be swallowed by a lake of fire, and every presentation at GDC be replaced by an ominous looping video of Zynga founder Mark Pincus laughing savagely at the audience?
Perhaps rather than stockpiling tinned foods, filling the bath with potable water and tearfully locking away your beloved RPGs and FPS games in a lead-lined safe, it might be instructive to take a look at a market where this transition has already happened. There is, you see, a place where revenues from mobile games overtook revenues from console games several years ago – as early as 2011, according to some figures, although the safe money is on 2012/13 being the tipping point. Now, in this market, mobile games are the unquestioned market leader in revenue.
The market in question is Japan, where a well-developed market for mobile gaming on existing “feature phone” devices was supercharged by the arrival of the smartphone. Now mobile game revenues have soared well clear of console games. Unlike in the 1990s, Japan’s mobile phones aren’t vastly advanced compared to those overseas – they queue up here for iPhones just like everywhere else, with Apple’s devices being by far the dominant player in the smartphone market, so it’s not that games they’re playing are technologically advanced compared to those in the west. Rather, it’s that the market itself was further down the path than the west, with a wider swathe of consumers familiar and comfortable with mobile gaming, F2P models and in-game transactions.
What’s happened to consoles as mobiles have taken over? Not much, as it happens. The softness of PS4′s sales in Japan since the stellar launch last spring has been well noted, but it’s not a meaningful indicator of an overall problem with the console market; anecdotally, I get the impression that PS4 is extremely desired but still lacks the killer apps which will actually drive Japanese gamers to go out and buy one. Indeed, the line-up of software that appeals to the local market is still weak; a few big titles will shift the needle significantly, just as Mario Kart 8 did for the Wii U (which is now back in a slump awaiting the arrival of Smash Bros; software sells hardware, as ever).
Handhelds, meanwhile, are what you’d expect to suffer most from the triumph of mobile, yet the 3DS is going gangbusters in Japan and the PS Vita is stronger in this market than anywhere else in the world. The rise of mobile to take the crown of most lucrative and expansive market hasn’t even impacted the ability of Japanese publishers to launch genuinely massive new franchises on handheld consoles; Yokai Watch may not have made it to the west yet, but if it’s half as pervasive over there once it launches, it’ll be the biggest new gaming franchise in years.
So the consoles are still pretty healthy, especially the handheld devices. They play to their strengths, for the most part; it’s notable that the biggest handheld games around at the moment, games like Smash Bros and Monster Hunter, really wouldn’t work on a mobile phone as they rely on accurate, pinpoint controls that couldn’t be replicated on a touchscreen to any degree of satisfaction. Other games that work well are those designed for long sessions of play; mobile devices still suffer badly from rapidly draining batteries when playing games, and while a dead battery in your 3DS is a little annoying, a dead battery in your mobile phone is a disaster, meaning few people are willing to put in significant play sessions in GPU-intensive mobile titles.
“If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone”
What’s actually more interesting than what’s happened to console, though, is what’s happened to mobile itself. The mobile game market in Japan is nothing short of fascinating. Ever since its meteoric growth, it’s become a hugely expansive market that caters to an enormous range of tastes and demographics, as you’d expect – but the core demographic, the heart of the market for which every company seems to be competing… Well, that’s oddly familiar, as it happens.
Every time you see a commuter train festooned with ads for a new mobile title, or a lengthy TV commercial promoting the latest smartphone release, or even the huge screens at Shibuya’s scramble crossing taken over with a video of a mobile game, they always have something in common. Their visual language, their core mechanisms and their basic appeal is absolutely in tune with core gamers. Mobile’s new position on top of the heap has opened the door to games with higher production values and more depth, aimed at the market that has always played the most and paid the most; the core.
The results aren’t always appealing; mobile games launch fast and fail fast, and that’s fine. When things do work out, though, they create some pretty amazing hits. Puzzle & Dragons, as you probably know by now, was the biggest-grossing game on any platform in 2013 (probably; analyst figures, you know?), and it’s also incredibly deep, compelling and fun. Publisher GungHo advertises the game on trains and TV over here with videos showing advanced techniques for building chain combos in the game; just consider that for a moment, a game so successful that your advertising isn’t even “here’s why this game is great”, it’s “we know you already play, here’s a tip so you can play better”, displayed on evening TV across the nation. Puzzle & Dragons is far from being Japan’s only “mobile core” hit, though. RPGs have been rapidly rising in prominence on mobile platforms, and now appear to be even more popular than the collect ‘em up titles (mostly card battlers) which dominated up until this point; the latest big title is Mistwalker-developed RPG Terra Battle, a game which I’m resigned to installing on my phone this week because literally everyone around me doesn’t talk about anything else any more.
In short, the Japanese market may be peculiar by comparison with the rest of the world, but sometimes that’s simply because it’s still a couple of years ahead of the western market in a few regards. Not in every regard; Japan is a very retrograde nation in terms of certain tech advances (it’s worth noting that streaming video services like Netflix are an absolute disaster here, and let’s not even talk about online banking), but in gaming, the market if not the technology is a little in advance of most western countries. Japan crossed the line between console-as-number-one and mobile-as-number-one a couple of years ago, and the world did not end. Console and handheld are doing fine; mobile is doing better than fine, and most excitingly of all, the new titles coming to mobile are better than ever, driven by a strong desire to get the most lucrative market in gaming, the core gamers themselves, playing. If 2015 does see mobile overtaking console worldwide, it may be the best thing to happen to games in years; it won’t hurt console, at least not for a long while yet, and it’ll allow us to finally turn a corner towards mobile being seen as a platform for everyone – core, casual, and everyone in between.
The company released Rooms on Thursday, its answer to the craze around posting and sharing anonymously. People can use any name they want and don’t need a Facebook account. The app contains rooms geared around various topics, all of which require an invite link to enter. Providing an email address is optional, for the purposes of having accessed rooms restored if the user deletes the app.
The app is only available on iOS. Plans for other platforms like Android or Windows Phone were not disclosed.
The app is not just about anonymity. With it, Facebook hopes to provide a discussion board-type platform where users can chat about shared interests outside of their usual social circles. It’s a concept that has been super popular since, oh, the web’s been around.
“One of the magical things about the early days of the web was connecting to people who you would never encounter otherwise in your daily life,” Facebook said in a statement Thursday.
“From unique obsessions and unconventional hobbies, to personal finance and health-related issues — you can celebrate the sides of yourself that you don’t always show to your friends,” the company said.
But the app’s ability to succeed likely depends on the number and diversity of rooms created by its users, and whether the app’s focus on visuals and photos appeals to them. There’s also no desktop version.
The app was developed as part of Facebook’s Creative Labs project, which has also released stand-alone apps like Slingshot and Paper.
Facebook stresses that Rooms will let users create a unique identity separate from their Facebook account. Your name can be “Wonder Woman” in the app, Facebook said.
I tried out the app, and was even able to use “Mark Zuckerberg” as my name. (A short “hello” post of mine then immediately generated several “high fives.”)
Facebook, however, may share information about Room users within the companies and services operated by Facebook, which would include Facebook itself and other apps like Instagram and WhatsApp, according to the Rooms terms of service.
The update, designated as Build 9860, followed the Oct. 1 release of the preview, which Microsoft has offered businesses and technology enthusiasts to give potential customers a look at the work in progress and collect feedback during development.
The Oct. 1 version of Windows 10 was labeled Build 9841.
“Sometimes [updates] will be more frequent and sometimes there will be longer gaps, but they will always be chock full of changes and improvements, as well as some bugs and things that are not quite done,” wrote Gabe Aul, of Microsoft’s Operating Systems Group on a company blog.
Aul said that Build 9860 had been handed to his group only a week ago, and repeated earlier warnings by other Microsoft managers that the preview remains incomplete and unpolished.
Although rapid iterations are nothing new to preview or beta software, Microsoft plans to accelerate the delivery of updates — ones that will include not only security patches and performance fixes, but also new features — once Windows 10 officially ships in mid-2015.
Updates will ship as often as monthly for consumers, while businesses will be able to choose between that and two additional tempos that Gartner has tagged as “near-consumer speed” and “long-term servicing.” The former will roll up the “consumer-speed” updates every four to six months to versions that fast-acting enterprises will test and deploy, while the latter will remain feature- and UI-static for as long as two to three years, receiving only security updates.
Other analysts have contended that Microsoft is pushing frequent updates to Windows 10 Technical Preview as much to test the process — both the back-end Windows Update service and the Windows 10 clients’ ability to absorb the changes and smoothly install the updates — as for the company’s stated reasons of gathering feedback and offering users an early look.
“Changes in Windows Update were put in place to make this possible,” Wes Miller, an analyst with Directions on Microsoft, said in an interview earlier this month. “The biggest question for Microsoft is how the updating process works with the Technical Preview.”
In the preview, customers have an update frequently choice of only “Fast” or “Slow.”
Build 9860 will be delivered automatically to most PCs running Windows 10 within days, but users can manually initiate the process by going to “PC Settings,” choosing “Update and recovery” and then “Preview builds,” and finally clicking the “Check Now” button.
Aul said that the download would weigh in at between 2GB and 2.7GB, and that the reboot, the reconstruction of the OS’s search index, and the syncing of OneDrive would take “longer than normal” and “some time.”
Microsoft will ship a second consumer-oriented preview in early 2015, but it’s virtually certain that the firm will provide more-or-less-monthly updates to the Technical Preview between now and then.
After several years of accelerated growth, the U.S. market is feeling the effects of market saturation and smartphone ownership that’s lasting longer than once expected, Ramon Llamas, an analyst IDC, said in an updated forecast.
IDC’s five-year forecast issued for October significantly undercuts its April forecast, dropping expectations for U.S. smartphone and feature phone shipments by manufacturers to retailers. IDC now expects 1.7 million fewer phones shipped in 2104 than it had expected in April; it predicts 174 million phones will ship this year, with that figure declining gradually to 169 million in 2018.
Smartphone shipments alone will grow just slightly through 2018 in the U.S., but about 5% less than earlier expected, rising from 150 million in 2014 to 160.5 million in 2018. Feature phones shipments have dropped off faster than earlier expected.
Llamas said the signs of decline started in late 2011, prompting carriers in the past year to try to get customers to replace phones more often with easy trade-in plans and relaxed contracts.
It’s too soon to say what effect the early trade-in plans will have on the market, Llamas said. The life of an average smartphone still lasts about two years, but that could be changing.
Paying on installment plans “could really change the market,” Llamas said in an interview. “But if people pay off their devices and then realize they don’t have to pay the carrier as much [at the end of the payoff period] and only pay for wireless service, they might just hold onto their phones. I think people will hold onto their phones as long as they can after they are paid off. If this plays out and they hold on and don’t update, we’ll see flattening of sales volumes year after year, or even declines, all in the name of saving money.”
Realizing what’s happening in the U.S. and among other major economies, both Apple and Samsung have concentrated heavily on selling their new smartphones in China and other areas where smartphone sales are still strong.
Google didn’t elaborate on the price increase after announcing the Nexus 6, but several analysts said Google may be intending to push the Nexus as a premium brand that can compete with the iPhone 6 and other high-end phones.
Google originally developed Android to be inclusive and global, and indeed, it is the world’s largest OS by far. The company developed the Nexus line in 2010 to show Android phone manufacturers, and the public, how a pure Android phone could look and feel without the added features and bloatware installed by phone makers.
Meanwhile, the four national carriers are expected to sell the Nexus 6 with a subsidized price of as low as $200 with a two-year contract, and separate pricing for installment plans. AT&T will be a Nexus provider for the first time, and Verizon Wireless will carry the phone despite a spotty history with the Nexus line.
Such a carrier push to sell Nexus 6 phones with a subsidy seems to indicate that Google is intent on spreading wider adoption of its pure Nexus line that it so far hasn’t achieved. Google has long described Android as an operating system for all, but Google also wants to promote a more refined Android device, which it is trying to do with its Nexus line.
The $649 Nexus 6, which will run Android 5.0 Lollipop with support for 64-bit architecture, is a better phone than the $349 Nexus 5 that runs Android 4.4 KitKat. Nexus 6 also starts with 32 GB storage, double the capacity of its predecessor the Nexus 5. (A 64 GB Nexus 6 will run $699 unlocked on Google Play.)
But all the enhancements in the new Nexus 6, including its 5.96-in. Quad HD display and Snapdragon 805 quad-core processor, still don’t fully account for the 86% increase in starting price for the unlocked model, analysts said.
Sundar Pichai, senior vice president of Android at Google, noted in a blog post that wireless carriers will offer the Nexus 6 on monthly contracts or installment plans. A number of industry sources predicted the two-year contract price will start at $200, a common industry price for high-end smartphones, including the new iPhone 6.
The four major carriers, Google and Motorola, which is the Nexus 6 manufacturer, all refused to discuss the prices that carriers will charge. They also would not disclose the November release date.
Although has not been publicly confirmed that Google’s latest Android 5.0 Lolipop will be coming to its Nvidia Shield tablet, Nvidia was pretty quiet about the Shield Portable handheld console, so we asked around. It appears that the update will indeed be coming to Shield Portable as well.
The first devices on the list to receive the Android 5.0 Lolipop update will be Google’s own Nexus devices, starting with the Nexus 4, Nexus 7 2012 and Nexus 10 as the oldest devices, followed by Google Play Edition devices and LTE-enabled products. Most smartphone and tablet manufacturers have also confirmed that the new Android 5.0 Lolipop will be coming to their recent devices.
One of the companies on the list is also Nvidia, which has announced that it “ultimate tablet for gamers” also known as the Nvidia Shield Tablet will be getting the Android 5.0 Lolipop update soon. The update for Shield Tablet does not come as a surprise considering that it is based on the speedy Tegra K1 32-bit chipset.
While it did not give out any details regarding Android 5.0 Lolipop update for the Shield Portable handheld console, we sent out a quick email to Nvidia and managed to confirm that the update will indeed be coming to the Shield Portable as well. Unfortunately, Nvidia did not give any precise date for this device either.
Gartner and IDC both recently dramatically lowered their tablet shipment and sales estimates for 2014 and coming years, citing primarily the longer-than-expected time customers keep their existing tablets. (That phenomenon is called the “refresh rate.”)
Gartner said it had originally expected 13% tablet sales growth for the year globally; it has now lowered that growth rate to 11%. IDC’s forecast change was even more dire: In June, it predicted shipment growth this year would be 12.1%, but in September it cut that number to 6.5%.
In the U.S., things are worse, because more than half of households have a tablet and may hold onto it for more than three years, well beyond analysts’ earlier expectations.
IDC said in its latest update that tablet growth in the U.S. this year will be just 1.5%, and will slow to 0.4% in 2015. After that, it expects negative growth through 2018. Adding in 2-in-1 devices, such as a Surface Pro with a keyboard, the situation in the U.S. improves, although overall growth for both tablets and 2-in-1′s will still only reach 3.8% in 2014, and just 0.4% by 2018, IDC said.
“Tablet penetration is high in the U.S. — over half of all households have at least one — which leads to slow growth…,” Mikako Kitagawa, an analyst at Gartner, said in an interview. “A smartphone is a must-have item, but a tablet is not. You can do the same things on a laptop as you do with a tablet, and these are all inter-related.”
Tablets are a “nice-to-have and not a must-have, because phones and PCs are enough to get by,” added Carolina Milanesi, chief of research at Kantar Worldpanel.
In a recent Kantar survey of 20,000 potential tablet buyers, only 13% said they definitely or probably would buy a tablet in the next year, while 54% said they would not, Milanesi said. Of those planning not to buy a tablet, 72% said they were happy with their current PC.
At IDC, analyst Tom Mainelli reported that the first half of 2014 saw tablet growth slow to 5.8% (from a growth rate of 88% in the first half of 2013). Mainelli said the meteoric pace of past years has slowed dramatically due to long device refresh cycles and pressure from sales of large phones, including the new iPhone 6 Plus. That phone has a 5.5-in. display, which is close to some smaller tablets with 7-in. displays.
Qualcomm wants to buy British Bluetooth expert CSR for $2.5 billion. The company is doing rather well in areas like automotive and wearable devices which is exactly where Qualcomm wants to be.
CSR has previously said no to any take-over, but the two had remained in talks to reach a deal, with a deadline imposed by UK regulators. There is a chance alternative bidders may emerge, but they might be put off by the huge amounts of cash that Qualcomm is paying.
Qualcomm Chief Executive Steven Mollenkopf said the addition of CSR would allow it to diversify into the markets for short-range, wireless Bluetooth chips and audio processing used in portable audio, automotive controls and wearable devices.
“Combining CSR’s highly advanced offering of connectivity technologies with a strong track record of success in these areas will unlock new opportunities for growth,” he said.
CSR Chief Executive Joep van Beurden said the two companies were a good combination something analysts appear to agree with. CSR, short for Cambridge Silicon Radio, specializes in connectivity, with its chips used in products such as portable audio speakers and Beats headphones.
It was a pioneer in the market for wireless Bluetooth technology, which is now mushrooming in popularity for use in wireless audio speakers, network-connected appliances in homes and for use in so-called “connected car” features in autos.