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Search resuls for: "Juniper Research"


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Share Share Article via Facebook Share Article via Twitter Share Article via LinkedIn Share Article via Email'Phantom debt' is flying under the radar — and it could be a problem for the U.S. economyThe number of buy now, pay later loans increased nearly 1,100% between 2019 and 2021, according to data compiled by the Consumer Financial Protection Bureau. The debt that accumulates from these loans is referred to as "phantom debt," because it's unclear just how much is out there and how well consumers are paying them back. Juniper Research estimates these transactions could reach nearly $700 billion by 2028. Watch the video above to learn more about the risk phantom debt poses to the economy.
Organizations: Consumer Financial, Bureau, Juniper Research Locations: U.S
In January, Steak 'N Shake, a fast-casual restaurant in the Midwest, started installing facial recognition kiosks in its 300 locations for patron check-in. "We believe our partnership with JPMorgan is a watershed moment for biometric payments as it represents the first time a leading merchant acquirer has agreed to push biometric payments to its merchant customers," Miller said. "JPMorgan brings the kind of credibility and assurance that both merchants and consumers need to adopt biometric payments." The majority still prefer fingerprint scans to facial recognition, according to a 2023 survey from PYMENTS, but age is a factor. Juniper Research forecasts over 100% market growth for global biometric payments between 2024 and 2028, and by 2025, $3 trillion in mobile, biometric-secured payments.
Persons: PopID, Dennis Gamiello, John Miller, Miller, acquirer, Sheldon Jacobson, Jacobson Organizations: Foods, Mastercard, NEC, Target, AliPay, KFC, JPMorgan, Consumers, Juniper Research, University of Illinois, Facebook Locations: Flippy, Pasadena , Calif, Midwest, Brazil, Asia, Pacific, Illinois, China, McDonald's, U.S, Urbana, Champaign
Walmart's launch of its virtual-reality experiments with global gaming platform Roblox is a "game-changing moment" for the retailer, according to Justin Lacche, a metaverse consultant. But, more importantly, the experiments will help Walmart connect with the younger consumers it wants to attract. About half — 45% — of Roblox users are under the age of 13. Roblox is not the metaverse, it's more of a gaming environment, but it is a stepping stone to the metaverse." Have you tried Walmart's metaverse experiments or have insights to share on the projects?
Amazon ar spune că munca a fost esenţială pentru un produs top secret de recunoaştere a vorbirii. Primii pionieri au cumpărat sau au construit biblioteci masive de înregistrări – oameni care citesc ziare sau alte materiale pre-scrise la microfon. Echipa de la Apple a cedat o mare parte a acestei munci firmelor de outsourcing din Europa, inclusiv GlobeTech, din Irlanda. (Această cotă a fost redusă de la 2.500 de înregistrări, spun alţii, pentru a îmbunătăţi ratele de acurateţe.) „M-am simţit jenat ascultând alţi oameni”, spune unul dintre foştii colaboratori, mai ales având în vedere cât de dese erau înregistrările copiilor.
Persons: Ruthy Hope Slatis, Alexa, Slatis, îşi, Joaquin Phoenix, Alexei, Alexa ., Florian Schaub, Ma, George Orwell, Tim Cook, Justin Bieber, Tom Gruber Organizations: ., Amazon, Google, Apple HomePod, Facebook, Apple, Cortana, Microsoft, Universitatea din, Bloomberg, McDonald's Locations: Alexa, Siri, Silicon, Bostonului, Universitatea din Michigan, Silicon Valley, Pentagon, Europa, Irlanda, Cork, Fifty, Grey
There's a debate raging over whether in-game loot boxes encourage kids to gamble. In the UK, the House of Lords this week recommended the legal reclassification of loot boxes in video games as gambling. Experts are divided over whether paying for loot boxes has a causal link to gambling and one told Business Insider it could be "apocalyptically stupid" to regulate loot boxes like gambling without doing more research. In some games, players are able to trade the rewards they get from loot boxes with each other for real money. The 71% figure referred to the share of players in the sample who had played games with loot boxes, not the share of games containing loot boxes.
Persons: , David Zendle, Zendle, Pete Etchells, Andrew Przybylski, Przybylski Organizations: Service, FIFA, Steam, Juniper Research, University of York, Bath Spa University, Oxford Internet Institute, Business
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