Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Direct Carrier Billing Market by Type (Games, Video Content, Music, ePublishing, Lifestyle Content), By Application (Ticketing, Gambling, Physical Goods Purchases) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Direct Carrier Billing Market by Type (Games, Video Content, Music, ePublishing, Lifestyle Content), By Application (Ticketing, Gambling, Physical Goods Purchases) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 332750 4200 Service & Software 377 181 Pages 4.8 (33)
                                          

Market Overview:


The global direct carrier billing market is expected to grow at a CAGR of 16.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing penetration of smartphones and other connected devices, rising demand for digital content such as games, videos, music, and e-books, and growing m-commerce activities. In terms of type, the video content segment is expected to witness highest growth during the forecast period. This can be attributed to increasing demand for streaming services such as Netflix and Hulu among consumers. In terms of application, the ticketing segment is expected to account for largest share in global direct carrier billing market during the forecast period.


Global Direct Carrier Billing Industry Outlook


Product Definition:


Direct Carrier Billing (DCB) is a process by which a customer's wireless service provider bills the customer for goods or services purchased from a third-party merchant. The process eliminates the need for the customer to provide payment information to the merchant, and allows the purchase to be charged directly to the customer's wireless account. Direct Carrier Billing is also referred to as Mobile Payment, Wireless Payment or Remote Payment.


The use of Direct Carrier Billing provides several benefits for both merchants and customers. For merchants, DCB eliminates the need for customers to enter payment information, reducing checkout time and improving conversion rates. Additionally, as payments are processed through mobile carriers rather than credit card companies, merchants incur lower processing fees. For customers, DCB offers an easy and convenient way to make purchases without having to remember multiple usernames and passwords or worrying about security risks associated with providing credit card information online.


Games:


The global games market size was valued at USD 97.0 billion in 2016 and is expected to witness significant growth over the forecast period. The industry has witnessed a steady rise in recent years, which can be attributed to increasing consumer spending on entertainment as well as growing penetration of smartphones & tablets across the globe.


Growing popularity of online gaming owing to easy access and availability of high-speed internet connections on all platforms is expected to drive market growth over the next eight years.


Video Content:


Video content is any content that features real-time action and can be used to promote a product or service. It includes videos of educational, recreational, informative, and promotional nature. The most popular types of video content are entertainment, news and informational. Video marketing helps in increasing brand awareness as well as attracting new customers for the business.


Application Insights:


The Direct Carrier Billing (DCB) market has been segmented into ticketing, gambling, physical goods purchases, and others. The DCB system is widely used for purchasing tickets on events such as concerts and sports games. It allows the customers to pay directly for the services rendered without having to carry cash or credit cards at the time of attendance. This application segment dominated the global market in terms of revenue in 2017 owing to increasing popularity of online entertainment services along with rising adoption rate among consumers globally.


The other applications include e-commerce transactions where direct carrier billing systems are employed by businesses worldwide that offer products through their e-commerce website including mobile phones, electronics components & accessories, clothing & footwear etcetera.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period owing to high internet penetration and increasing smartphone adoption. Furthermore, growing investments by companies for developing advanced carrier billing solutions are projected to drive the regional market further. For instance, in 2015, Apple Inc., one of the leading smartphone manufacturers and providers of premium content through its App Store announced that it had reached an agreement with T-Mobile US Inc., a provider of wireless services based on 4G/LTE technology for selling mobile data plans directly through applications installed on iOS devices.


Asia Pacific is anticipated to be one of the fastest-growing regions due to rising disposable income coupled with increased spending power among consumers especially from China and India markets as compared to other countries such as U.S., UK or Germany etc.


Growth Factors:


  • Increasing smartphone penetration and usage across the globe
  • Rising demand for digital content such as music, videos, and games
  • Proliferation of connected devices and the Internet of Things (IoT)
  • Growing trend of mobile commerce or m-commerce
  • Emergence of new payment technologies such as near field communication (NFC)

Scope Of The Report

Report Attributes

Report Details

Report Title

Direct Carrier Billing Market Research Report

By Type

Games, Video Content, Music, ePublishing, Lifestyle Content

By Application

Ticketing, Gambling, Physical Goods Purchases

By Companies

Bango, Boku, Centili (Infobip), Digital Turbine, DIMOCO, DOCOMO Digital, Fortumo, Infomedia, Netsize (Gemalto), NTH Mobile, txtNation

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

181

Number of Tables & Figures

127

Customization Available

Yes, the report can be customized as per your need.


Global Direct Carrier Billing Market Report Segments:

The global Direct Carrier Billing market is segmented on the basis of:

Types

Games, Video Content, Music, ePublishing, Lifestyle Content

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Ticketing, Gambling, Physical Goods Purchases

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Bango
  2. Boku
  3. Centili (Infobip)
  4. Digital Turbine
  5. DIMOCO
  6. DOCOMO Digital
  7. Fortumo
  8. Infomedia
  9. Netsize (Gemalto)
  10. NTH Mobile
  11. txtNation

Global Direct Carrier Billing Market Overview


Highlights of The Direct Carrier Billing Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Games
    2. Video Content
    3. Music
    4. ePublishing
    5. Lifestyle Content
  1. By Application:

    1. Ticketing
    2. Gambling
    3. Physical Goods Purchases
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Direct Carrier Billing Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

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  • Product & Brand Management
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Global Direct Carrier Billing Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Direct carrier billing is a billing method in which the customer pays the provider directly for services rendered. This type of billing allows providers to keep more of their revenue, as they do not have to pay middlemen such as credit card companies or telecommunications carriers.

Some of the key players operating in the direct carrier billing market are Bango, Boku, Centili (Infobip), Digital Turbine, DIMOCO, DOCOMO Digital, Fortumo, Infomedia, Netsize (Gemalto), NTH Mobile, txtNation.

The direct carrier billing market is expected to register a CAGR of 16.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Direct Carrier Billing Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Direct Carrier Billing Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Direct Carrier Billing Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Direct Carrier Billing Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Direct Carrier Billing Market Size & Forecast, 2020-2028       4.5.1 Direct Carrier Billing Market Size and Y-o-Y Growth       4.5.2 Direct Carrier Billing Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Games
      5.2.2 Video Content
      5.2.3 Music
      5.2.4 ePublishing
      5.2.5 Lifestyle Content
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Ticketing
      6.2.2 Gambling
      6.2.3 Physical Goods Purchases
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Direct Carrier Billing Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Direct Carrier Billing Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Games
      9.6.2 Video Content
      9.6.3 Music
      9.6.4 ePublishing
      9.6.5 Lifestyle Content
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Ticketing
      9.10.2 Gambling
      9.10.3 Physical Goods Purchases
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Games
      10.6.2 Video Content
      10.6.3 Music
      10.6.4 ePublishing
      10.6.5 Lifestyle Content
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Ticketing
      10.10.2 Gambling
      10.10.3 Physical Goods Purchases
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Games
      11.6.2 Video Content
      11.6.3 Music
      11.6.4 ePublishing
      11.6.5 Lifestyle Content
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Ticketing
      11.10.2 Gambling
      11.10.3 Physical Goods Purchases
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Games
      12.6.2 Video Content
      12.6.3 Music
      12.6.4 ePublishing
      12.6.5 Lifestyle Content
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Ticketing
      12.10.2 Gambling
      12.10.3 Physical Goods Purchases
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Games
      13.6.2 Video Content
      13.6.3 Music
      13.6.4 ePublishing
      13.6.5 Lifestyle Content
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Ticketing
      13.10.2 Gambling
      13.10.3 Physical Goods Purchases
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Direct Carrier Billing Market: Competitive Dashboard
   14.2 Global Direct Carrier Billing Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Bango
      14.3.2 Boku
      14.3.3 Centili (Infobip)
      14.3.4 Digital Turbine
      14.3.5 DIMOCO
      14.3.6 DOCOMO Digital
      14.3.7 Fortumo
      14.3.8 Infomedia
      14.3.9 Netsize (Gemalto)
      14.3.10 NTH Mobile
      14.3.11 txtNation

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