The Middle East and Africa (MEA) wearables market continued its strong growth trajectory into the first quarter of 2017, according to the latest figures compiled by ICT.
Bucking a trend that has seen slowdowns in other segments of the personal consumer devices market, IDC’s Worldwide Quarterly Wearable Device Tracker for Q1 2017 shows that shipments of wearables were up 30.2% year on year (YoY) in the MEA region.
Intriguingly, while shipments of basic wearables (devices that do not support third-party applications) increased 16.8% YoY, it was the growth of smart wearables (devices that do support third-party applications) that provided much of the market’s momentum, with shipments up 64.9% YoY. This marks a considerable turnaround for the market, with Samsung’s Gear S3 line of smart watches and Apple’s Series 1 and Series 2 smart watch offerings being particularly well received in the market, both by first-time buyers and consumers looking to upgrade.
“The MEA wearables market is in the midst of a major transformation,” says Nakul Dogra, a senior research analyst for personal computing, systems, and infrastructure solutions at IDC MEA. “Indeed, we are seeing an evolution of the market from fitness bands to smart wearables such as watches, earwear, and clothing. IDC expects that by the end of 2021, smart wearables will account for 43% of total wearables shipments in the region, up from just 26% in 2016.
“Fashion-conscious consumers now have a variety of smartwatch options to choose from, with sleek designs, myriad strap options, and trendy interfaces being offered by vendors, without compromising on features like responsiveness, sensor performance, battery life, and smartphone interaction. Increasingly, tech firms are collaborating with well-known fashion brands on new offerings to keep consumers interested, and this approach will be instrumental in driving wearables growth as it opens up the devices to new audiences through the inclusion of point of sales in fashion outlets.”
IDC expects the MEA wearables market to grow 20.9% YoY in 2017 to reach a total of 2.9 million units. The smart wearables segment will continue to be the prime driver of this growth, with shipments tipped to increase 52.0% YoY. In the longer term, IDC’s latest forecast shows the market expanding at a compound annual growth rate (CAGR) of 11.2% over the 2016–2021 period.
“The next wave of growth for the wearables market will stem from adoption by value-seeking customers and from existing fitness band owners looking to upgrade to smartwatches now that they offer a better value proposition,” says Dogra. “Wearables vendors should focus on effectively utilizing the data captured by the sensors on these gadgets so that the day-to-day tasks performed by users can be made more straightforward and less time consuming. The role of third-party application developers will be critical in achieving this, so vendors should look to actively engage with the developer community.”
To keep pace with the changes taking place in this fast-moving market, IDC has launched its Worldwide Quarterly Wearable Device Tracker, which assists vendors that are looking to enter this market, promote new product developments, or accelerate the growth of their wearables divisions.
The tracker includes details on products, vendors, and technology trends at both global and country levels, as well as historical market data and five-year forecasts. The report also provides valuable insights into the adoption of core wearable features, such as form factor, connectivity, sensors, operating systems, and applications, and offers invaluable assistance to tech firms looking to develop successful long-term business strategies for wearable devices.
AppDate: DStv taps Xbox, Hisense
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details.
Click here to read how the Fortnite hack would have worked.