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Global Direct Carrier Billing Market Share Is Expected to Grow At A CAGR Value Of Around 8.10% By 2028

13-Jun-2022 | Facts and Factors

According to Facts and Factors, the global direct carrier billing market was valued at USD 30.30 billion in 2021 and is predicted to increase at a CAGR of 8.10% to USD 48.35 billion by 2028. The study examines the market in terms of revenue in each of the major regions, which are classified into countries.

The direct carrier billing platform is an internet-based payment system that accepts online payments. Customers may pay for their items quickly and conveniently using direct carrier billing technology. It works with all smartphones that run Windows, Android, or iOS. Because of the rise of digital content and OTT platforms, the direct carrier billing platform market is booming. As cloud computing technologies become more extensively utilized, the value of the direct carrier billing platform market will continue to expand. The poor adoption rate of credit cards in underdeveloped economies, along with rapid digitization, is another factor boosting the expansion of this industry. The low internet penetration rate in developing economies, on the other hand, will pose a significant barrier to the direct carrier billing platform industry's progress. Alternative payment channels like mobile wallets, payment systems, credit and debit cards, and online banking will stifle business growth.

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Browse the full “Direct Carrier Billing Market By Type (Limited DCB, Pure DCB, MSISDN Forwarding, PIN or MO Base Window), By Platform (iOS, Android, Other Platforms), By End-User (Apps and Games, Online Media, Other End-Users), and By Region - Global Industry Overview, Market Size, Share, Statistical Research, Market Intelligence, Comprehensive Analysis, Historical Trends and Forecast 2022–2028" report at https://www.fnfresearch.com/direct-carrier-billing-market

The low internet penetration rate in developing nations is projected to be a major hindrance to the growth of the direct carrier billing platform market. Alternative payment channels like mobile wallets, payment systems, credit and debit cards, and online banking will stifle business growth. Despite the fact that mobile gaming and in-app games have been proved to have considerable operational benefits when paid for through direct carrier e-billing, many businesses are hesitant to use them for a variety of reasons.

The market for global Direct Carrier Billing is segmented by type, platform, end-user, and geography. In terms of platforms, Android will have the largest share of the worldwide Direct Carrier Billing market in 2020. From 2022 through 2032, Android platforms are predicted to remain the most popular, with a value CAGR of 9.7%. Large market actors like Google and others have been investing in providing such billing options across Android platforms as low-cost Android phones become cheaper. Furthermore, many Android-based games require game programmers to acquire access and downloads via online payments, creating a high demand for the direct carrier billing industry.

Because Android smartphones are more popular, activities such as paying for games, entertainment, and retail transactions are more efficient, prompting Android servers to invest in direct carrier billing systems. The pure DCB will have the highest share in terms of type. The pure DCB type of direct carrier billing market is expected to grow at a value CAGR of 10.1 percent from 2022 to 2028 since it allows customers to make purchases by charging payments to their mobile phone carrier bill. Furthermore, due to the delayed acceptance of credit cards in emerging markets, demand for pure direct carrier billing systems is likely to rise. Customers with smartphones can purchase digital content and pay for subscriptions through the same channels as their phone bills, aiding the market's pure direct carrier billing type.

In the United States, demand for direct carrier billing services is predicted to rise at a 10.2 percent value CAGR until 2028, creating in a US$ 21.5 billion potential. Demand is predicted to be worth US$ 34.5 billion by the end of the forecast period. The increase can be attributed to an increase in demand for popular digital materials across the country. Rising demand for digital content platforms has spurred the massive growth of the direct carrier billing business in the United States. As digital media has increased in popularity across the country, platforms like YouTube, Netflix, and a bevy of others have expanded in popularity.

The report contains qualitative and quantitative research on the global direct carrier billing market, as well as detailed insights and development strategies employed by the leading competitors. The report also provides an in-depth analysis of the market's main competitors, as well as information on their competitiveness. The research also identifies and analyses important business strategies used by these main market players, such as mergers and acquisitions (M&A), affiliations, collaborations, and contracts. The study examines, among other things, each company's global presence, competitors, service offers, and standards.

Report Scope

Report Attribute

Details

Market Size in 2021

USD 30.30 Billion

Projected Market Size in 2028

USD 48.35 Billion

CAGR Growth Rate

8.10% CAGR

Base Year

2021

Forecast Years

2022-2028

Key Market Players

BangoPLC, Boku, Inc., Centili, Comviva Technologies Limited, DIMOCO, Fortumo, Infomedia Services Limited, NTH Mobile, TELECOMING S.A., txtNation Limited, and Others

Key Segment

By Type, Platform, End-User, and Region

Major Regions Covered

North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa

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Some of the major companies operating in the global direct carrier billing market are BangoPLC, Boku, Inc., Centili, Comviva Technologies Limited, DIMOCO, Fortumo, Infomedia Services Limited, NTH Mobile, and others.

The Global Direct Carrier Billing Market is segmented as follows:

By Type

  • Limited DCB
  • Pure DCB
  • MSISDN Forwarding
  • PIN or MO Base Window

By Platform

  • iOS
  • Android
  • Other Platforms

By End-User

  • Apps and Games
  • Online Media
  • Other End Users

By Region

  • North America
    • The U.S.
    • Canada
    • Mexico
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Nordic Countries
      • Denmark
      • Sweden
      • Norway
    • Benelux Union
      • Belgium
      • The Netherlands
      • Luxembourg
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • South Korea
    • Southeast Asia
      • Indonesia
      • Thailand
      • Malaysia
      • Singapore
      • Rest of Southeast Asia
    • Rest of Asia Pacific
  • The Middle East & Africa
    • Saudi Arabia
    • UAE
    • Egypt
    • South Africa
    • Rest of the Middle East & Africa
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America

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