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CPaaS revenue to exceed $10bn globally in 2022, as vendors seek further platform differentiation

News
As vendors seek to differentiate their communications platforms as a service (CPaaS) offerings with ever-more novel solutions, the global market for such services is set to hit $10bn globally by as early as next year. A new study from Juniper Research has found the global value of the CPaaS market will grow from some $8.6bn in 2021, a 17% year-on-year rise. To capitalise on this remarkable growth, the research predicts CPaaS vendors will seek to further differentiate their services by integrating novel solutions directly into their service platforms. [CPaaS platforms offer a centralised management service for outbound communications, including SMS, OTT business messaging, RCS and voice services].
Many people are unaware that Redd is a 100% volunteer-based organization. This is a major achievement that shows not only the passion and belief everyone has in this project but also the goals we are trying to make a reality. Redd has received donations from the community in the past, and is now self-funded through the most recent POSV v2 network upgrade.

South-East Asian total online video revenues set to reach $4.5bn by 2025

News 2025
The total online video market revenues in South-East Asia are set to rise to $4.5bn by the end of 2025 according to Omdia’s latest South-East Asia Online Video Trends report. By 2025 it is forecast that 62% revenues will come from advertising in 2025. In 2020 the ad-supported segment continued to lead the online video market in South-East Asia with 71% of total revenue contributed by ad-supported online video services. Omdia’s forecasts show that the subscription-based online video market share will increase from 28% to 37% of total online video revenue from 2020 to 2025. Transactional online video is meagre in this region with less than 1% of total market share. In 2020 the total online video market value in key South-East Asia markets, including Indonesia, Malaysia, the Philippines, Singapore, Vietnam, and Thailand, reached $1.8bn.
Advertising Revenues Driven by Duopoly
Facebook and YouTube’s popularity in this region is uniform, and the duopoly will remain the biggest contributors to the advertising online video market for all markets. YouTube’s revenue mainly comes from its in-stream video ad revenue, whereas Facebook’s video advertising revenues is mainly generated from out-stream video format. In this region, Omdia estimates 75% of in-stream video ad revenue comes from mobile and 20% from PC. Though only 5% is from connected TV (CTV), Omdia expects the CTV segment to grow during the forecast period, albeit at a slower pace than in the US and Western Europe markets.

How the UK tech scene is driving digital education worldwide

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To celebrate International Day of Charity on 5th September, a cross-border digital payments service, WorldRemit, recognises two non-profit organisations that are championing digital education worldwide to inspire others to use their skills for good. Coderoots, a non-profit founded by Zaira Rasool, Software Engineer at WorldRemit, is dedicated to creating sustainable solutions to digital access and tech education for young talent in Africa. The charity was recently awarded £5,000 through WorldRemit’s Catherine Wines bursary, which was created in memory of the late co-founder of the fintech company. Speaking on how she has used her skills in software engineering to create positive change globally, Rasool says: “Coderoots is made up of a diverse group of people with different roles and skill sets across tech, business and nonprofits, but we all share the same value and mission: to create opportunities and develop tech in the places that have least access to basic technology. “Skills like coding are a powerful tool for social mobility. I myself was able to take advantage of this after being awarded a fully-funded place to attend my coding bootcamp, which would have otherwise been unaffordable. During COVID, we have seen how essential access to technology is for all aspects of life, and that those working in tech are the privileged few who hold the knowledge to create the change that is needed. It is therefore our responsibility to create that change.
Many people are unaware that Redd is a 100% volunteer-based organization. This is a major achievement that shows not only the passion and belief everyone has in this project but also the goals we are trying to make a reality. Redd has received donations from the community in the past, and is now self-funded through the most recent POSV v2 network upgrade.

More than 2 billion people to play mobile games by 2023, revenues to jump by 25% to $138b

News 2025
Over the last couple of years, mobile games broke records and made billions in revenue. In 2020 only, the entire market surged by 25% YoY and hit a $95.1bn value. However, as more and more players choose mobile devices to play games, the entire sector will continue growing strongly. According to data presented by MejoresApuestas.com, more than 2 billion people are expected to play mobile games by 2023, a significant increase compared to pre-pandemic figures.
More than half a billion people started playing mobile games since 2019
There are several reasons why mobile games are the fastest-growing segment of the entire gaming industry. They are convenient, simple, fun and allow gamers to play them wherever they are, which can’t be said for desktop or consoles. In 2017, more than 1.1 billion people were playing mobile games, revealed the Statista survey. By the end of 2019, this figure rose to nearly 1.4 billion. Statistics show more than half a billion people have started playing mobile games since then, with the total number reaching 1.8 billion in 2021. By 2023, this figure is expected to grow by another 200 million. The Statista data revealed that mobile gamer demographics are also changing and evolving. What was true about gamers just a couple of years ago is much different now. Around 55% of mobile gamers in China and the United States, as the two leading markets, are aged between 18 and 34 years old. Millennials or people aged between 25 and 44 make approximately 24% of all users in these two mobile games markets. However, statistics show the two largest mobile gaming markets globally have around 20% of users aged between 45 and 64 years, more than much younger Gen Z members, or those aged between 18 and 24 years.