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In all, more than 110m people in the US has a smartphone - but that's out of a mobile-owning population of 234m. RIM has 11.8m Microsoft, 4.2m, and Nokia's Symbian is still in the not-yet-cold-or-dead hands of just under a million people.
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Source: ComScore, interpreted by The GuardianĪnd what does that tell us? That Android is indeed the dominant installed base in the US, with nearly 57m users next is iOS, with just under 36m users. US smartphones users added or lost by month, by platform. If you're a smartphone developer in China, then you'll want to be on Android. Suddenly it's clear that Android is over-represented in China, and that it distorts the average. Here's how the picture looks if we split the world into three territories - China, the US, and everywhere else - and show the averages from the Gartner figures. Yet it fits with what we've seen over Nokia's Lumia sales, which were reckoned to measure in the hundreds of thousands in the US, despite an encouraging launch. Everyone else? Just 1.38m, which is astonishingly slim pickings in terms of new phone sales. The US, the world's second-largest smartphone market, took 23m devices (15% of the world total): there, Android was 58% (13.3m) and the iPhone was 36% (8.3m). Which is great - bringing the internet to people in rural China must be a good thing - but means that the story for Android, the iPhone and other platforms in the rest of the world is rather different. Of the 153.7m smartphones shipped in the quarter, 39m (that's 25% of the total) went to China, and of those 31.2m (80%) were running Android. Digging a bit deeper into those Gartner numbers (as I was able to do), you learn that China is the world's largest market, and that it's there where Android really stakes its claim. Android is winning, right? The China syndromeīut the world is not a level playing field, and it's not split up into evenly-sized areas.
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Other platforms - Symbian, RIM's BBOS, Windows Phone - were all under 10%, and totalled 17.1% (that is, less together than iOS). Let's revisit the Gartner numbers: those said that Android had a 64.1% market share worldwide, and Apple's iOS 18.8%. What those differences add up to is a world where while it's absolutely true that Android is the best-selling mobile platform, for US and European mobile developers - in fact for any who aren't developing specifically for China - the whole topic is more nuanced.
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And in Europe, where many more developers are, different measures pertain again. In the US - where many of those developers are - different measures pertain. Why? Because Gartner's headline figure is for worldwide share. To which the simple answer is that those US developers would certainly be rethinking it if Android were really running away with the smartphone business in their own backyard. The old mantra of releasing on iOS and then eventually hitting Android needs to be rethought… Android the ecosystem still sucks, but Android the mobile platform is winning. Android is winning… Developers cannot ignore Android. There is no way even the most rabid Apple fanboy can deny that iOS is in second place now. His extensive collection is an excellent example of the merging of work and play, and will encourage us all to remember that "Play is our brain's favorite way of learning.There is no denying Android's dominance anymore.
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Warren Buckleitner, the editor of "The Children's Technology Review" and a doctor of educational psychology, has donated a representative sample of educational software games, as well as general PC video games. The possibilities for the future seem limitless, and "gamers" eagerly await the release of advanced consoles and new game titles. The games they play are a unique combination of technology and graphic art, and game developers have continually pushed the limits of design to create exciting new settings and cutting-edge graphics. They still play in their home or dorm room with friends, but increasingly they play online as well. Today, players are boys and girls, men and women, both young and old. The gaming world was once populated primarily by pre-teen and teenage boys, often huddled around televisions in each other's living rooms. In the nearly four decades since the release of the Magnavox Odyssey, home video game consoles have become a significant part of American culture and the industry has grown into a multi-billion dollar enterprise.
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It all began with Ralph Baer, the "Father of TV Games." His ideas ushered in a new era of electronic entertainment and sparked the home video game revolution.