Skip to main content

60.7 Million People in the U.S. Own Smartphones

comScore reported key trends in the U.S. mobile phone industry during the three month average period ending October 2010. The October report found Samsung to be the top handset manufacturer overall with 24.2 percent market share, while RIM led among smartphone platforms with 35.8 percent market share.

For the three month average period ending in October, 234 million Americans ages 13 and older used mobile devices. Device manufacturer Samsung ranked as the top OEM with 24.2 percent of U.S. mobile subscribers -- up 1.1 percentage points from the three month period ending in July.

LG ranked second with 21.0 percent share, followed by Motorola (17.7 percent share), RIM (9.3 percent share, up 0.3 percentage points) and Nokia (7.1 percent share).

60.7 million people in the U.S. owned smartphones during the three months ending in October, up 14 percent from the preceding three month period, representing 1 out of every 4 mobile subscribers. RIM was the leading mobile smartphone platform in the U.S. with 35.8 percent share of U.S. smartphone subscribers.

They were followed by Apple with 24.6 percent share (up 0.8 percentage points). Google Android saw another month of strong growth, rising 6.5 percentage points to capture 23.5 percent of smartphone subscribers. Microsoft accounted for 9.7 percent of smartphone subscribers, while Palm rounded out the top five with 3.9 percent.

Despite losing share to Android, most smartphone platforms continue to gain subscribers as the smartphone market overall continues to grow.

In October, 68.1 percent of U.S. mobile subscribers used text messaging on their mobile device, up 2.1 percentage points versus the prior three month period, while browsers were used by 36.2 percent of U.S. mobile subscribers (up 2.6 percentage points).

Subscribers who used downloaded applications comprised 33.7 percent of the mobile audience, representing an increase of 2.3 percentage points. Accessing of social networking sites or blogs increased 2.4 percentage points, representing 24.2 percent of mobile subscribers.

Playing games represented 23.7 percent of the mobile audience (up 1.4 percentage points), while listening to music increased 0.9 percentage points, representing 15.4 percent of subscribers.

Popular posts from this blog

How AI Reshapes a $360 Billion Foundry Market

Few technology sectors sit as close to the center of gravity in today's artificial intelligence (AI) economy as semiconductor manufacturing. Every AI chip that trains a frontier model, every GPU that powers a data center inference workload, and every power management IC that keeps hyperscaler facilities running traces its origins back to the global Foundry ecosystem. IDC's latest market study throws that reality into sharp relief, projecting that the broadly defined Foundry 2.0 market will surpass $360 billion in 2026, a 17 percent year-over-year gain that would have seemed optimistic even two years ago. For anyone advising boards or investment committees on technology and AI infrastructure strategy, this growth trajectory demands careful consideration. Foundry 2.0 Market Development The umbrella term covers four distinct verticals: pure-play foundry, non-memory integrated device manufacturer (IDM) production, outsourced semiconductor assembly and test (OSAT), and photomask fab...