Direct carrier billing (ÒDCBÓ) is an online payment method. It allows users to make purchases by charging payments to their mobile phone bill. This payment method is available to all smartphone and feature phone owners. The only thing needed to confirm payments is a device with a SIM card.
Scope of the Report:This report studies the Direct Carrier Billing market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Direct Carrier Billing market by product type and applications/end industries.
Direct carrier billing provides a bigger payment coverage than traditional payment methods like credit cards. In countries like India, only 2% of all people have a credit card. Globally, there is only 1 credit card owner per 5 mobile phone owners. Even in mature markets with high ownership of bank cards, consumers prefer to pay with direct carrier billing due to its simplicity and security.
The global Direct Carrier Billing market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Direct Carrier Billing.
Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.
Market Segment by Companies, this report covers Bango
Boku
Centili (Infobip)
Digital Turbine
DIMOCO
DOCOMO Digital
Fortumo
Infomedia
Netsize (Gemalto)
NTH Mobile
txtNation
Market Segment by Regions, regional analysis covers North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers Games
Video Content
Music
ePublishing
Lifestyle Content
Market Segment by Applications, can be divided into Ticketing
Gambling
Physical Goods Purchases
Frequently Asked Questions
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
- By Type
- By Application
- By Region
- By Country
- By Manufacturer
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.