Showing posts with label women. Show all posts
Showing posts with label women. Show all posts

Friday, 13 March 2015

Uber has 160,000 active drivers in the US

"Ride-hailing company Uber announced plans Tuesday to create 1 million jobs for women as drivers in the next five years — offering a rare peek into its growth plans.
In the U.S., where Uber got its start six years ago, the company boasts 160,000 active drivers. Fourteen percent of them are women.
Globally, the number of drivers is less clear, but Uber boasts "hundreds of thousands" of driver partners around the world, Uber spokeswoman Kristin Carvell told USA TODAY.
Even if one conservatively assumes that Uber has as many as 900,000 drivers in the 55 countries where it operates, and that 50% of those drivers could be women in 2020 — Tuesday's announcement suggests that Uber expects to at least double its growth over the next five years."

Wednesday, 1 October 2014

There are more female than male gamers in the UK

"Driven by 25-44 year old women downloading free puzzle and trivia game apps, there are now more women playing video games than men, according to a new report from the Internet Advertising Bureau UK (IAB) on the British game-playing audience.
The “Gaming Revolution” study, carried out by independent research agency Populus, reveals that females account for over half (52%) of people who’ve played some form of video game¹ in the last six months, compared to 49% three years ago. The gamer audience has now hit 33.5 million Britons – 69% of the population.
Not just child’s play…
The study also reveals there are now more people over 44 years old playing games (27% of gamer population) than children and teenagers (22%). Over half (56%) of people aged 45-54 have played a video game in the last six months, as have 44% of 55-64 year olds and even a third (32%) of 65-74s.
Free mobile apps driving the change
The growth in women and older gamers has been driven by free games, primarily mobile apps. Six in ten (61%) games acquired in the last six months were free. Apps are now the most popular video game format (played by 55% of the online population) followed by online games (48%) then disc-based games (40%). Over one in four (27%) people played all three formats – rising to 70% of 8-12 year olds.
Consequently, smartphones are now the most popular device for playing games, cited by 54% of respondents – a quarter of whom play on their phone every day. Then follows computers (51%), consoles (45%) and tablets (44%). The average gamer plays on three different devices.
“The internet and mobile devices have changed the gaming landscape forever,” says Steve Chester, Director of Data & Industry Programmes at the Internet Advertising Bureau. “They’ve brought down the barriers to entry, making gaming far more accessible and opened it up to a whole new audience. In the past you needed to go out and buy an expensive console and the discs on top to get a decent experience, now you can just download a free app.”
Trivia/word/puzzles are favourite genre – driven by older women
One third of respondents, overall, cite trivia/word/puzzles as their favourite game genre – compared to over half (56%) of women at least 45 years old and half of women aged 25-44. Action/adventure/ shooter games are the next favourite, cited by 18% of all respondents, rising to 45% of 16-24 year old males and 26% of men 25-44.
Time’s up
The average gamer aged 16+ spends around 11 hours gaming a week, compared to 20 hours for 8-15 year olds. 6-8pm is the most popular game-playing time.
The average Briton spends six hours per week playing games, just over 11% of their 52 hours of media consumption a week – the same share accounted for by social media and slightly less than listening to music (14%).
Looking at share of game-playing time by device², consoles account for 30% of time followed by computers (24%), smartphones (21%) and tablets (18%). Looking at share of time by format², online accounts for almost half (47%) of game time followed by apps (23%) and disc-based games (22%).
In-game advertising
Two-thirds (67%) of game-players are aware that advertising appears within some games (in-game advertising). Six in ten (61%) are happy to see ads in games if it makes them free, while a quarter (24%) think it makes games more realistic and immersive. The number of ads acceptable in a free game (1.7 every 30 minutes) is twice as high as in paid games (0.8).
Chester concludes: “Getting in-game advertising right is a very delicate skill. In-game ads can enhance the experience by adding realism or extra content – as long as they’re not interruptive and irrelevant. If they are, it can have the opposite effect and stop people playing.”"

Tuesday, 15 April 2014

Adoption of the M-Pesa mobile payment technology has improved the lives of women in Kenya

"For White, the adoption of M-Pesa has brought significant positive changes for the women in these communities.
Firstly, many women now have the ability to save their money in a safe place and build up resources for costly activities and purchases such as helping their families and, most importantly, sending their children to school. Women stated that they were much less likely to spend their money when they saved it in M-Pesa rather than in their homes. Also, in the past, men often used their wives’ money to buy alcohol or other personal items, leaving the women with insufficient funds to process fish. With the women’s money saved in M-Pesa, their husbands no longer have easy access to it.
The women’s transportation expenses have drastically gone down too. This includes the direct costs of transport and the money the women save since they would otherwise have to stop working for a period of time to physically transport their money themselves. Women use their extra money and time to expand their businesses and profits, most often by processing more fish to sell or, for the most audacious, constructing their own fishing boats.
White emphasises the case of a college-educated women, very involved in her community. Using M-Pesa allowed this woman to have more free time to attend different meetings and trainings, from which she gained knowledge on issues like maternal health and business strategies to share with her community. 81% of White’s interviewees said that the use of M-Pesa makes women more independent; they no longer have to rely on others for money."