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The Latest Market study on Global Global Ecommerce Rating and Review Tools market with data Tables, Pie Chart & Graphs is released by Market Intellica that will provide complete assessment of the Market and covers developing trends, current situation analysis, and development factors, and industry validated market data. Some are the key players from the coverage that are also part of the study are Trustpilot, Feefo, Kiyoh, Bazaarvoice, eKomi, Trustspot, Reevoo, Reziew, Yelp, Reviews.co.uk, Yotpo, PowerReviews, TestFreaks, TurnTo.
Click to get Global Global Ecommerce Rating and Review Tools Market Research Sample PDF Copy Here @: https://www.marketintellica.com/report/MI41081-global-ecommerce-rating-and-review-tools#enquiry
Key highlights of the report:
- How Companies are profiled in the report ?
A complete valuation is done on a list of companies taken into consideration by following certain industry standards like NAICS, ICB, etc. to reach the most relevant profile or manufacturers. More importance is given on SMEs that are emerging and evolving in the market with their product presence and industrial upgraded modes, players that are also part of study taken from a vast list of coverage are Trustpilot, Feefo, Kiyoh, Bazaarvoice, eKomi, Trustspot, Reevoo, Reziew, Yelp, Reviews.co.uk, Yotpo, PowerReviews, TestFreaks, TurnTo and many more.
- Can we add or profiled a new company or customize a list of companies in the final study?
Yes, we can add or profile a new company as per client need in the final report. Final confirmation will be provided by the research team depending upon the difficulty of the survey.
- Any Value Addition Chapters to Provide out of box Assessment?
Market Entropy: It will provide the randomness of the market which will help you understand the market aggressiveness; players constantly do expansions, technological advancement, M&A, joint ventures. Patent Study: To overcome competition, players constantly make R&D expenses and to better appraise uncertain growth situation of market players and overall industry a patent analysis chapter introduces which will provide insights like no. of patents issued by players each year. Peer Study: A evaluation of peer to peer analysis by key financial metrics such as EBITDA Margin, Net Profit Margin, Gross Margin, Total Revenue, Segmented Market Share, Assets, etc.
Browse for Full Report at @: https://www.marketintellica.com/report/MI41081-global-ecommerce-rating-and-review-tools
- What details will competitive landscape will provide?
Value proposal chapters to help you understand what level of business tactics key players are involved along with investment and deal size to measure the market. 2-Page profiles for all listed manufacturers along with 3 years financial data to evaluate their overall performance in the market along with business overview, product description, headquarter details, etc.
- What all county segmentation covered? Can specific country of interest be added?
Currently, the research report gives special attention and focus on the following regions:
United States, Europe, China, Japan, Southeast Asia, India & Central & South America.
** Countries of specific interest can be included as per Clients Requirement.
To understand Global Global Ecommerce Rating and Review Tools market dynamics in the world mainly, the worldwide Global Ecommerce Rating and Review Tools market is analyzed across major global regions. MI also provides customized specific regional and country-level reports for the following areas.
- North America: United States, Canada, and Mexico.
- South & Central America: Argentina, Chile, and Brazil.
- Middle East & Africa: Saudi Arabia, UAE, Turkey, Egypt, and South Africa.
- Europe: UK, France, Italy, Germany, Spain, and Russia.
- Asia-Pacific: India, China, Japan, South Korea, Indonesia, Singapore, and Australia.
Inquire for customization in Report :https://www.marketintellica.com/report/MI41081-global-ecommerce-rating-and-review-tools#customization
Core Segmentation Details:
- Global Global Ecommerce Rating and Review Tools Product Types In-Depth:
- Cloud Based
- Global Global Ecommerce Rating and Review Tools Major Applications/End users:
- Large Enterprises
- Geographical Analysis: United States, Europe, China, Japan, Southeast Asia, India & Central & South America
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Actual Numbers & In-Depth Analysis, Business opportunities, Market Size Estimation Available in Full Report. Thanks for reading this article, you can also get individual chapter wise section or region wise report versions like North America, Europe or Asia.
Market Intellica provide market research reports on various categories such as Chemicals, Energy, Alternative and Green Energy, Manufacturing, Machinery, Pharmaceuticals, and Materials and many more. We are a one-stop solution for market reports published by most of the leading publishers, that are easy-to-access, updated with new and emerging technology in the market and with a global industry coverage. We assist companies and their executives to make better, faster, reliable and effective decisions with market reports and data-driven market insights because time is important.
Business Development Manager,
“Kenshoo Local has been the search platform of choice for local agencies and advertisers since 2009, and their top request has been to add social capabilities,” said John Dobrowolski, GM, Social, for Kenshoo.
SAN FRANCISCO (PRWEB)August 06, 2019
Kenshoo (https://kenshoo.com/), a global leader in marketing technology, today announced the general availability of Kenshoo Local’s new marketing solution for Facebook, purpose-built for agencies serving small and medium-sized businesses, automotive dealerships, and brands with localized operations and physical stores. The best-in-class Kenshoo Local features clients, such as eFlorist by Teleflora and DexYP, know and trust to manage their search campaigns are now available for Facebook, Instagram and Facebook Messenger campaign creation, management and optimization. In addition, cross-channel capabilities have been added to maximize productivity for both workflow and marketing investments, such as budget and optimization features that automatically shift budgets to the best-performing segments, regardless of publisher.
“Kenshoo Local has been the search platform of choice for local agencies and advertisers since 2009, and their top request has been to add social capabilities,” said John Dobrowolski, GM, Social, for Kenshoo. “These clients have highly-specific needs, and they have historically had limited bandwidth and tools to scale their complex marketing campaigns onto Facebook. Kenshoo Local opens up opportunities for this type of advertiser to stay just as productive while adding social to their marketing mix.”
With the newly expanded Kenshoo Local, advertisers will be able to orchestrate localized campaigns across both search and social channels for thousands of SMB clients, dealerships, store locations or geographic markets. Local advertisers and their agencies have struggled to effectively and efficiently execute Facebook advertising at scale because of the rapid nature of location-based business cycles.
“Onboarding new accounts through Kenshoo Local is so seamless and streamlined,” said April Klabon, social media specialist at Xcite Media Group, who tested the social capabilities as part of the Kenshoo Local beta.
By synching Facebook advertising to their search campaigns, Kenshoo Local provides advanced tools for client onboarding, audience management, budgeting and campaign optimization enabling them to:
● Manage Google, Microsoft, Verizon Media and Facebook ad accounts simultaneously
● Automatically activate new accounts directly from a CRM or Order Management System
● Create and manage Custom and Lookalike Audiences for Facebook
● Optimize budgets across multiple Facebook campaigns towards a shared goal
● Apply advanced budget pacing, scheduling and rollover strategies
● Launch campaigns quickly through a time-saving creation workflow
● Consolidate and analyze performance data across search and social channels
For more information, please visit Kenshoo Local to learn more.
Kenshoo is the leading technology platform for brands looking to plan, activate and amplify effective marketing across the most-engaging digital channels. Kenshoo offers the only marketing solution that provides data-driven insights and optimization technology to help make informed decisions and scale performance across Google, Facebook, Microsoft, Pinterest, Snapchat, Instagram, Amazon, Apple Search Ads, Verizon Media, Yandex, Yahoo Japan, and Baidu. Kenshoo’s machine-learning algorithms and cutting-edge AI enable companies to predict and keep in-step with the ever-changing consumer journey. With 27 international locations and backed by Sequoia Capital, Arts Alliance, Tenaya Capital, and Bain Capital Ventures, Kenshoo generates over $350 billion in annualized revenue for the world’s top brands. Please visit Kenshoo.com for more information.
Kenshoo brand and product names are trademarks of Kenshoo Ltd. Other company and brand names may be trademarks of their respective owners.
When we go online to communicate, hang out or play, we’re typically logging on to platforms conceived of and built by men.
Mark Zuckerberg famously created Facebook in his Harvard dorm room. Evan Spiegel and his frat brother Bobby Murphy devised a plan for the ephemeral messaging app Snapchat while the pair were still students at Stanford. Working out of a co-working space, Kevin Systrom and Mike Krieger built Instagram and yes, they also went to Stanford.
Seldom have social tools created by women climbed the latter to mainstream success. Instead, women and girls have battled the lion’s share of digital harassment on popular social platforms — most of which failed early-on to incorporate security features tailored to minority user’s needs — and struggled to find a protected corner of the internet.
Squad, an app that allows you to video chat and share your phone screen with a friend in real-time, has tapped into a demographic clamoring for a safe space to gather online. Without any marketing, the startup has collected 450,000 registered users in eight months, 70% of which are teenage girls. So far this year, users have clocked in 1 million hours inside Squad calls.
“Completely accidentally we’ve developed this global audience of users and it’s girls all over the world,” Squad co-founder and chief executive officer Esther Crawford tells TechCrunch. “In India, it’s girls. In Saudia Arabia, it’s girls. In the U.S., it’s girls. Even without us localizing it, girls all over the world are finding it.”
Squad, the social screen sharing and group video chat app, has pulled together a $5 million investment led by First Round Capital.
Learn from the best but get rid of the shit
A remote team of six people led by Crawford, who’s a graduate of Oregon State University, Squad’s compelling founding story and organic growth helped them close a $5 million seed round led by First Round Capital general partner Hayley Barna, the only female partner at the historically all-male early-stage investment fund known for being the first institutional check in Uber.
Betaworks, Alpha Bridge Ventures, Day One Ventures, Jane VC, Mighty Networks CEO Gina Bianchini, early Snapchat employee Sebastian Gil and Y Combinator, the startup accelerator program Squad completed in the winter of 2018, have also participated in the funding round.
“We want to be a place where girls can come and hang out,” -Squad co-founder and CEO Esther Crawford.
Crawford describes Squad, which she’s built alongside her co-founder and chief technology officer Ethan Sutin, as the “anti-bro startup.” Not only because it’s led by a woman and boasts a cap table that’s 30% women and 30% people of color, but because she’s completely rewriting the consumer social startup playbook.
“We are trying to learn from the best in what they did but get rid of the shit,” Crawford said, referring to Snap, WhatsApp, Twitch and others. Twitch, a live-streaming platform for gamers, has become a social gathering place for Gen Z, she explains, but like many other communities on the internet, it’s failed its female users.
“Girls have been completely pushed off of Twitch,” she said. “The Twitch community didn’t want them there and they weren’t friendly to them. For boys, there are places you can go to consume content with other people, like Fortnite, but for girls there hasn’t been a place that’s really broken out. We want to be a place where girls can come and hang out.”
What Crawford and the small team at Squad have realized is that you don’t have to sacrifice growth for user safety and comfort. From the beginning, Squad has made sure users could easily block and report inappropriate behaviors and users, a feature that was an afterthought on many other social tools. They also made users unsearchable unless another user knows their exact username. By prioritizing the security of its primarily female audience, Squad is betting girls will continue coming back to the app and telling their friends about it.
“It’s possible to make girls feel safe and still have growth as a consumer product,” she said. “If people don’t feel safe on your app, they won’t stick around long-term.”
A new playbook
Squad quietly launched in January after pivoting away from building an information-sharing tool called Molly, which was backed with $1.5 million from BBG, Betaworks, CrunchFund and Halogen Ventures. Crawford’s now 14-year-old daughter unintentionally inspired the transition, when she proposed her mom create an app where she could peer into her best friend’s phones from afar.
This reporter and Squad CEO Esther Crawford discuss the startup’s growth via Squad video chat.
Using Squad, people can browse memes, pore through DMs, plan a trip on Airbnb, peruse Tinder or a photo album with a friend via its video chat and screen share features. As Crawford describes it, it’s all the stuff you don’t want to post to Snap or Instagram but want to show your best friends. An app that may seem frivolous or non-essential seems to have quickly become a space online where girls can are opting to spend hours intimately engaged with their friends — without fear of stumbling into a troll.
“People can use this digital tech to hang out together instead of it being so performative,” Crawford said.
The downside of Squad’s screen sharing capabilities is a user can view another user’s Facebook friend’s profile, even if, say, they themselves were blocked from viewing that content. Most apps are available for viewing through screen share aside from premium video streaming apps like Netflix or Amazon Prime Video, so its entirely possible someone could use Squad solely for the purpose of viewing social content they are otherwise barred from seeing. In response to this possibility, Crawford says they are considering alerting users when their Squad chat’s been screen-shotted. To avoid additional privacy issues, Squad users can’t record or save anything from their calls or replay what happened on Squad.
Like many early-stage startups, the company isn’t making any money yet because the app is free and without ads. As soon as next year, however, Squad plans to monetize the product with in-app purchasing, scraping another rule from the consumer social playbook that has long encouraged companies to expand their user base first before trying to profit off users at all. (See: The Snapchat Monetization Problem).
Crawford, a product marketing veteran, grew up in a cult in Oregon where girls were barred from wearing makeup and from watching television or listening to music. But because the internet was so early, the dangers of it were yet to be discovered and miraculously, she was allowed to go online. Quickly, she made connections with people all over the world thanks to everyone’s favorite messaging tool at the time, AOL Instant Messenger.
The experience planted in her a deep love for the internet and a desire to share her life online. After developing a community through AIM, Crawford became one of the very first original content creators on YouTube and garnered millions of views on her videos. Without trying, she became an influencer, long before the term entered the zeitgeist.
She used her newfound digital prowess to launch one of the first social marketing agencies, where her clients included Weight Watchers and K-Mart, legacy brands that had no idea how to tap into her native digital communities. Ultimately, Crawford landed in the tech startup world, hopping from Series A startup to Series A startup, offering up her product marketing skills before her daughter’s idea prompted her to go into business on her own again.
“I’m a techno-optimist and yet, so many of these tech companies we thought were going to connect people turned out to have accidentally made people more lonely,” she said. “With a different lense and approach, I thought there could be an app that built bridges.”
Now with a new bout of funding, Squad can implement strategic marketing campaigns, continue adding integrations with complementary platforms (the startup has just announced a new integration with YouTube) and hire product designers. The next few years will be critical to Squad’s success as it looks to young people to give them a permanent spot on their home screen.
For Crawford, what’s most important, aside from growing group of teenagers using Squad, is to make sure only good people see a big payday thanks to her great idea: “I am ready to do everything I can to make Squad successful and make sure our success has a positive downstream effect so that we have great people on our team that get rich off our success.”
According to a new market report published by Transparency Market Research , the location based VR market is expected to reach a value of US$ 12,324.7 Mn by 2027 owing to the high rate of adoption of customer experience enhancement solutions across the world. The market is projected to expand at a CAGR of 15.25% during the forecast period. The market in Asia Pacific is anticipated to expand at a rapid pace, followed by Europe and North America, during the forecast period. In terms of end-user, the retail and automotive industry segments are anticipated to expand at a significant rate due to higher involvement of direct customers in these industry verticals across the globe.
High investment from venture capitalist and innovation in technology is driving the adoption of location based VR
The location based VR market is expected to see commercial value generation from year 2022. The market has witnessed the entry of several startups providing location-based AR or VR based hardware and software components for specific end-use applications in the last 4 to 5 years. In 2017, high investment was witnessed in the location based virtual reality segment, while, 2018 witnessed higher investments in augmented reality. Some investments were made by technology giants such as QUALCOMM Ventures, Samsung Venture, Oculus, and Google Ventures. These technology giants are trying to create a monopoly in the market through investments and partnerships with new emerging startups. The market is expected to witness similar investment from private venture capitalists and technology during the forecast period.
Adoption of technological advancements is higher in sectors such as gaming, media, and entertainment, as compared to that by other industry verticals. Current advancements in technology in location based VR are estimated to boost the expectation of end-users in order to experience virtual surrounding in different applications, irrespective of any location or time. Hardware developers have been introducing or updating location based VR enhancement in the last few years in order to improve user experience.
Location based VR: Scope of the report
The global location based VR market has been segmented based on component end-use, application, technology type, and region. Based on component, the market has been divided into hardware and software. The hardware segment has been further sub-segmented into head mounted display, head up display, glasses, sensor/input, and camera. Based on end-use, the market has been divided into amusement park, themed attraction, 4D films, automotive, retail & transport, and healthcare. Based on application, the market has been split into entertainment, media, training/ simulation, navigation, sales, and medical. In terms of technology type, the market has been segregated into 2 Dimensional (2D), 3 Dimensional (3D), and cloud merged reality (CMR). According to the analysis, adoption of 3D and CMR technology is expected to increase considerably, owing to consistent developments in the market, while the data stored in cloud is easier to fetch independent of location and time. Therefore, adoption of CMR is increasing across all regions. Moreover, adoption of location based VR in the automotive industry is increasing in Europe due to the presence of a large number of automotive industries in the region. Application of location based VR is also increasing in the healthcare industry, as patients are advised to play VR games in order to reduce anxiety.
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