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MKTINSIGHTS& TRENDSLATAM
JULY 2019
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RETAIL
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Fonte: APP ANNIE
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Fonte: APP ANNIE
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Countries with the largest volumes of food wastein Latin America and the Caribbean as of July 2017
(in million tons)
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EDUCATION
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Education and Social Networks
Fonte: Facebook
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Education and Social Networks
Fonte: Facebook
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TRENDS
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1. AWAREABLES
More than 60 percent of virtual assistant users think devices that understand our moods will
be mainstream in three years.
2. SMART QUARRELS
Over 65 percent of virtual assistant users think smart speakers will argue like family members
in three years.
3. SPYING APPS
Over 45 percent of consumers think apps collect data about them even when they don’t use
the app.
4. ENFORCED AGREEMENT
Always having to accept data collection cookies annoys 51 percent of consumers.
5. INTERNET OF SKILLS
More than 50 percent of AR or VR users want apps, glasses and gloves that give virtual
guidance for practical, everyday tasks such as cooking or carrying out repairs.
6. ZERO-TOUCH CONSUMPTION
Around half of virtual assistant users want automated bills and subscriptions, as well as self-
restocking household supplies.
7. MENTAL OBESITY
31 percent of consumers soon expect to go to ‘mind gyms’ to practice thinking, as everyday
decision-making becomes increasingly automated.
8. ECO ME
39 percent of consumers want an eco-watch that measures their carbon footprint.
9. MY DIGITAL TWIN
48 percent of AR or VR users want online avatars that mimic them exactly, so they can be in
two places at once.
10. 5G AUTOMATES SOCIETY
Around 20 percent of smartphone users believe 5G will better connect IoT devices, such as
household appliances and utility meters.
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Fonte: Ericsson
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Inbound and outbound markets keep changing
Guests globally are more informed than ever
The digitalisation of the guest requires new investments
New travel companies are entering the Market
New technology trends are emerging
Hotels have opportunities to rise above with the right partner
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Fonte: OTA Insights
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1. MOBILE-FIRST OR MOBILE-RESPONSIVE LMS
With mobile-responsive websites and apps playing a huge part in our every day lives, one
of the best ways to encourage engagement is to encourage the use of mobiles in learning.
In essence, L&D teams need to ‘look for the bright spots’, and follow learners towards the
platforms and devices they’re already using. This means investing in an LMS that is fully mobile-
responsive and designed with a mobile UX (User Experience) in mind. With increasing numbers
of employees working from home, remotely, or based in the field, organisation-wide learning
strategies need to focus on flexibility and tailoring the learning experience. Making the flexibility
of mobile learning a priority is an important first step.
2. VIDEO-BASED LEARNING
Across most social-media platforms, the video is the most viewed type of content. We, naturally,
find it engaging, and it’s more likely to grab our attention than static images or text alone, so
it’s no wonder that platforms like Instagram are continuously investing more development in
video-based content. The same principle extends to workplace learning. What we have seen
from user research, and from our customer feedback, is an increasing demand for video-based
learning from all levels. Video is one of the best ways to learn on-the-go or in the field, where
most mobile learning takes place. It also reduces the time needed for learning to take place. A
video can convey information from a PDF in a way that is not only more visually engaging (and
therefore memorable) but also takes less time to consume; perfect for the modern learners
who benefit from the flexibility of mobile learning. It is, however, worth considering which areas
of your training video it is best suited for, as producing it can be costly. This can make it a
challenging solution for learning that is likely to need regular updates, in which case animation
may be a more cost-effective, but still engaging, alternative.
3. KNOWLEDGE-SHARING AND USER GENERATED CONTENT (UGC)
One of the biggest buzzwords in L&D this year is UGC (or User Generated Content). It’s a
term typically used in marketing-speak, referring to social media campaigns where ‘users’ (for
example customers of a shop, café, or guests at a hotel) are encouraged to create content
(images, videos, posts) that companies can then use in their own marketing. Sounds like a
win-win, right? Engaged customers and more marketing materials for these companies at
little cost. This win-win is one of the reasons UGC has made its way over to the L&D world.
But here, instead of customers, we have learners. Instead of curating marketing materials,
we curate learning materials. Your employees are your best asset when it comes to Learning
and Development. It can be astonishing how much knowledge is held within the heads of
employees at any organisation. User-generated content is an opportunity to tap into that wealth
of knowledge and develop your employees in a new, engaging way. The ability to upload and
share knowledge from any mobile device anywhere with an internet connection is a fantastic
step towards the collaborative learning that is becoming ever more important in L&D in 2019.
Whether this takes the form of an audio clip or 60 seconds of video, the upload to LMS for
approval is instant, encouraging further engagement and greater flexibility for your learners.
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4. ON-DEMAND AND POINT-OF-NEED LEARNING
Smartphones have been in our lives for over a decade now. One of the best things about
them is the ability to access anything from Google Maps to takeaway food to online shopping
whenever and wherever we need them. Why should learning be any different? We’ve spoken
before about the importance of flexibility in MOBILE LEARNING, and on-demand/point-of-
need learning is the obvious next step. This is where the configuration of the LMS and the
content it hosts come into play.
One of the biggest changes for L&D departments, especially those heavily involved in an LMS
implementation, is enabling learners to search for exactly what they need, whenever they need
it. This means an engineer can access technical specifications on the job, a supermarket worker
can train themselves on new warehouse equipment, and sales reps can revise selling strategies
and customer service skills on the road.
5. GUIDED AND PERSONALISED LEARNING PATHS
Personalised learning and suggested content are proven to keep learners engaged, regardless
of the device they’re learning on. You can see this in action on websites such as Amazon (in
the ‘People who bought this also liked’ section) and on YouTube (where the site generates an
instant playlist for you, based on the video you are watching and what you have previously
watched). Many modern learners will be familiar with ‘falling down the rabbit hole’ of YouTube,
and this is largely down to the way it is designed across all devices. Learning across all devices,
particularly mobile, can make the most of these pre-existing habits by curating playlists of
content specific to the learner viewing them. YouTube is becoming an education hub, in and
out of the workplace, so there are many things L&D departments can learn from them when it
comes to developing a mobile learning strategy.
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Fonte: e-larning industry
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1. CLOUD-BASED GAMING IS COMING TO YOUR PHONE
Google announced Stadia this week -- an ambitious plan to stream games through its Chrome
browser to desktop and mobile devices and via Chromecast to your TV -- but other companies
also have plans to jump into cloud-based gaming. Sony already has its PlayStation Now game
streaming service for PCs and PlayStation 4, and Microsoft is building one called Project xCloud
that will stream Xbox games to phones and tablets. And Tencent this week said it’s building a
streaming service for cloud-based gaming on Windows and Android devices.
2. SMARTPHONES WILL BE A PROXY FOR PCS AND CONSOLES
The Samsung Galaxy S10 is $900. The iPhone XS starts at $999. The cheapest Pixel 3 is $799.
At those prices, when the choice is between buying a console or getting a new phone, users
-- and especially kids -- choose the phone, because it’s the most important device in their lives
and it’s what connects them to their social group, says Dave Rohrl, a 20-year gaming veteran
who founded PopCap’s San Francisco studio.
And that choice helps explain the success of Fortnite on iOS and Android, Rohrl said, where
despite the obstacles of playing on a mobile phone -- limited controls and a smaller screen,
which put the player at a competitive disadvantage against those on PCs and consoles -- the
game has been massively popular on mobile devices. A phone has advantages too, Rohrl said.
It’s much more convenient and spontaneous to play together with friends while hanging around
at school or home.
3. COMPETITIVE MULTIPLAYER MOBILE GAMES WILL DOMINATE
If you like running around on your phone bashing people, then 2019 should be as much fun as
2018. Fortnite, and PUBG before that, showed that mobile players like real-time battles. Even
Pokemon Go joined in, rolling out PVP real-time combat at the end of 2018. According to Rob
Giusti, senior software developer at Niantic, Pokemon Go gained the much-requested PVP
combat mode to infuse the spirit of Pokemon battles into the game, to please both casual and
hard-core players and to lure back lapsed players. According to Giusti, the plan worked, with
the new battle system having a positive effect on retaining players and extending play sessions
after it launched.
4. MOBILE GAME POPULARITY WILL BE DRIVEN BY THE PACK
Why does Fortnite suddenly take off, or why does a game like Roblox grow year over year
over year to the point where after 10 years, it became a top 10 gross revenue app? Why did
Minecraft become popular, and Club Penguin before that?
According to Steve Meretzky -- an independent game designer and former VP of Game Design
for Playdom -- it’s the kids. Specifically the pack-animal mentality of the kids, where if your
friends are doing something, you’d better be doing it too if you want to belong to the pack. And
that pack mentality creates a ripple effect; as one social circles reaches the tipping point, it spills
over to another social circle and then another.
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5. THE GENDER GAP IN THE GAME INDUSTRY REDUCES SLIGHTLY
A study by Google and and Newzoo found that in the US, 65 percent of women aged 10
to 65 play mobile games andthat those female gamers represent almost half of the mobile
gaming population. But, in an annual state-of-the-industry survey of nearly 4,000 game
developers leading up to GDC this week, just 19 percent of the developers who responded
marked themselves as female when asked their gender. The number is up 2 percent from the
17 percent who identified as female in the 2018 survey, but it needs progress before it reflects
the gaming audience.
6. MORE GAME DEVELOPERS WILL HOLD LIVE EVENTS FOR PLAYERS
Fortnite’s recent live in-game concert with DJ Marshmello - where players were
transported to a virtual EDM show --is a hint at the future of mobile games. Pokemon Go has
been holding live events for a while, both in-game and in person. And even Kongregate, which
has developed dozens of mobile games and hosts more than 100,000 games on its website,
uses events to attract and retain players, said Kongregate exec Peter Eykemans. Except to see
more live events this year.
7. AR WILL BE THE DOMINANT IMMERSIVE REALITY IN 5 YEARS
According to GDC’s 2019 game-industry survey, game makers are fairly bullish on AR, or
augmented reality, becoming the dominant immersive reality over VR, or virtual reality. Games
like Pokemon Go, The Walking Dead Our World, Jurassic World Alive and the upcoming
Harry Potter: Wizards Unite already point the way to immersive play on mobile phones. But,
17 percent of the developers who took part in the survey also think neither AR or VR will be
important in five years.
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Fonte:CNT
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1. ARTIFICIAL INTELLIGENCE
AI is changing our outlook of modern day healthcare delivery. The potential that the technology
has in changing the industry has placed it in the list as one of the prominent healthcare app
trends 2019.
The AI inclusion in medical mobile apps is going to grow the AI healthcare market to over
$6.6 Billion by 2021. The fact that AI is going to be so big in Healthcare is a direct sign of how
businesses in the Health IT domain should get prepared for the intelligence inclusion.
2. BIG DATA
Researchers have found that the adoption of Big Data in the Healthcare industry will grow up to
$34.27 Billion by the time we reach 2022, placing it as an important trend in mobile healthcare.
While already used to a huge extent in the EHR domain, there are a number of healthcare
domains that will benefit immensely from Big Data in 2019 and beyond, making Big Data tech
in Healthcare the most looked out for technology.Big Data use cases by Vertical Industry.
To list it down, here are the Healthcare domains that will get benefited from the inclusion of
Big Data in the industry:
Remove Medication Mistakes
Lowered Wait Time and Hospital Cost
Improved Quality of Service
Greater Security
Preventive Care over Reactive Care
Greater Personalized Treatment and Medicine
3. INTERNET OF THINGS
IoT Healthcare Market is going to be $158.07 Billion by 2022. A forecast that has increased
the number of IoT based device installations to a huge extent, on a worldwide scale, making
IoT an important part of Healthcare trends 2019.Internet of Things healthcare device installation
worldwide.
There are a number of reasons why mHealth technologies needs IoT advancement in the
industry. Reasons that range from Turning data into action, Improvement of Patient health,
Promotion of Preventive Care, Enhancement of Patient Engagement and Satisfaction, and
Advancement of Care Management.
IoT application has already been seeing a lot of attention from the Healthcare domain. There
are a number of viable examples of how Healthcare is getting better with IoT, here are a few of
them:
Closed Loop Insulin Delivery
Activity Trackers
Connected Inhalers
Ingestible Sensors
Connected Lens
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4. TELEMEDICINE
While telemedicine has already revolutionized the healthcare industry to a huge extent by
covering the gap between the patient and their doctors/caregivers, the adoption will only
increase than its current levels. Thus making it a major part of Healthcare Trends 2019.
The facility which is known to reduce the overall cost incurred by the hospital structure will see
a number of new entrants in the economy. The implementation of this tech in Healthcare will all
aim at providing real time patient and doctor access in a way that prevention is taken before a
medical emergency occurs.
5. AR/VR
The impact that AR/VR has shown in Healthcare and the potential that it carries together
makes the Healthcare the biggest use case of the AR/VR industry.Diverse Potential of VR &
AR Applications
While on one hand, the technology help doctors make more precise surgeries, the patients on
the other hand are known to benefit from the virtual reality scenes that help them overcome
trauma with greater ease while being in a safe environment. Both the reasons together make
AR/VR one of the most important trends in Healthcare App Development.
AR/VR are known to help hit upon all the four main healthcare domains – Diagnostic, Training,
Treatment, and Rehabilitation.
6.VOICE
Voice technology has a place in a number of healthcare domains.
While voice technology is changing how patients and doctors both respond to medicine, on one
hand, on the other, the voice based search is changing how individual doctors and hospitals are
marketing their services in the world.
The rise of voice technology has made a number of skilled healthcare mobile app development
companies develop mHealth apps around the in-trend tech in healthcare.
7. GAMING
While the mobile app industry is not new to the concept of games based mHealth app, the
audience has majorly been children who play basic level surgery games for entertainment.
Healthcare industry is now opening up to the onset of gamification in the different areas of
Health and care. Games are now finding their place in Medical Training, Rehabilitation Games,
Fitness Games, Participatory Health Games, and Emotional/Cognitive Games.
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8. CLOUD
There are a number of ways through which Cloud technology is known to benefit Healthcare.
Here is how Cloud is poised to change the Healthcare economy:
As Software as a Service – Cloud can provide the healthcare organization a range of on-demand
hosted services that would give them a fast access to the business applications.
As Platform as a Service – Cloud can provide security enhance environment for the web based
service and cloud application deployment.
As Infrastructure as a Service – The cloud solutions can provide on-demand computing and
storage for medical facility.
9. PREDICTIVE ANALYSIS
There was a time when the usage of predictive analysis only surrounded personalized healthcare.
But in the present day scenario, the most invested upon and researched technology has found
a number of other application as well in the medicine ecosystem and mobile healthcare apps.
Predictive Analysis of mobile healthcare apps
10. CHATBOT
Chatbots have come a far way from once dominating the e-commerce and website domains.
Specific to the healthcare industry, there are a number of use cases which promises a more
intuitive, instant, and personalized transformation of the healthcare industry. While the healthcare
chatbot market is estimated to reach a level of +20% CAGR by 2030, the impact on mHealth
apps would be seen from the next year itself.
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Fonte: Philips/Appinventiv
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1. INTELLIGENT SITE-SEARCH
Site-search has been an indispensable part of e-commerce websites for a long time now, but
it plays an even more vital role in m-commerce.
Navigating through thousands of products on mobile isn’t as easy as it is on desktop – there’s
only so much you can fit on a 5 inch screen – which is why users tend to reach for the search
bar when shopping on mobile sites. It’s crucial, then, that your site-search experience is smart
enough to deliver perfectly matched results, fast.
Investing in your mobile site-search experience doesn’t just make browsing easier for your
customers, it also improves your bottom line.
Econsultancy reports that those who use site-search are almost twice as likely to follow through
with their purchases.
Meanwhile, Wolfgang Digital’s 2019 KPI report found that 53% of traffic to online stores
comes via mobile devices, but accounts for just 32% of revenue, highlighting the opportunity
for improvement available. Offering the capability to improve revenue and user-experience,
adopting intelligent site-search for your m-commerce channel has fast become a necessary
addition. Design a frictionless shopping experience for your users. Download our ‘E-Commerce
Website Design Guide’.
2. SAY HELLO TO CHATBOTS
The most common use of smartphones is, unsurprisingly, communication. Facebook messenger
and Instagram Chat to WhatsApp and Telegram, people rely on apps to stay in touch with their
friends, families, and workmates every day.
It’s no wonder, then, that businesses have realised the potential of communicating with their
customers via these services. Brands like H&M, Nike, and eBay, have developed AI-based
chatbots that can talk to customers in the same natural way as their friends do.
CHATBOT, M-COMMERCE
This is an excellent way of building brand loyalty, but it’s also super useful for their customers.
They can keep track of their orders, ask for recommendations, and contact customer services,
all from one place.
If your committed to making the most of m-commerce, consider the ways your e-store could
make use of these messaging apps. With over a billion users, your company should be
reachable via Facebook Messenger at the very least.
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3. AUGMENTED REALITY
Augmented reality (AR) is a technology that uses smartphone cameras to transpose digital
content into the real world. While this sounds like something ripped straight from a science
fiction novel, the technology works and is being harnessed by brands in ways that seemed
impossible just a few years ago.
Swedish furniture company, IKEA, allows its customers to visualise how furniture will look in
their homes, sizing products to scale before providing the choice to buy through their innovative
‘Place’ app.
M-COMMERCE, AR, AUGMENTED REALITY
Similarly, glasses e-retailer, Eyerim, lets its customers try on their new favourite specs from the
comfort of their own home with its ‘virtual mirror’ feature. Try it out here.
The benefits of AR for e-retailers are numerous. First and foremost, it gives your customers a
chance to spend some time with your products just as they would in a brick-and-mortar store.
This means they’ll feel more comfortable parting with their cash as they can be confident that
the product you’re offering is exactly what they’re looking for.
Although AR is definitely still a way off being ubiquitous, e-retailers that start thinking about
how they might use the technology down the road now will reap the rewards of doing so in the
future.
4. INSTANT CHECK OUTS
The number of consumers using payment apps like Apple Pay, Google Pay, and PayPal has
risen considerably recently as people have grown comfortable with the idea of making mobile
payments.
M-COMMERCE, INSTANT CHECKOUT
A growing m-commerce trend is e-retailers allowing customers to check-out using one of these
handy payment apps. We all know how annoying it is when you want to buy something, but
have to go looking for your wallet to re-enter your card numbers for the umpteenth time. This
aggravation could mean the difference between making a sale and losing a customer.
To future proof your m-commerce site and make your customers’ journeys easier, consider
implementing Apple Pay and Google Pay into your checkout process.
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Fonte: Loop54
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The MMA’s mission is to enable marketers to drive innovation and enduring business value in an increasingly
dynamic and mobile connected world. Comprised of over 800-member companies globally and 14 regional
offices, the MMA is the only marketing trade association that brings together the full ecosystem of marketers, tech
providers and sellers working collaboratively to architect the future of marketing, while relentlessly delivering growth
today. Anchoring the MMA’s mission are four core pillars; to cultivate inspiration by driving innovation for the Chief
Marketing Officer; to build the mobile marketing capabilities for marketing organizations through fostering know-
how and confidence; to champion the effectiveness and impact of mobile through research providing tangible
ROI; and to advocate for mobile marketers.
MMA LATAM Team:
Fabiano Destri Lobo - Managing Director LATAM
Thais Schauff - Vice President of Operations LATAM
Southern Cone:
Soledad Moll
Luciana Paduano
Brazil:
Bruno Guimarães
Monique Hamuche
Colombia/Mexico/Miami:
Thais Schauff
Want to know more about membership?
Get in touch with us: