Mobile commerce: converting browsing into buying

Please sign in or register for a free public account to access this report.
Although mobile has become the dominant platform for digital commerce around the world, consumer purchasing habits and rates vary significantly. We looked in depth at some of the GSMA Intelligence Consumer Survey data to gain insight into consumer habits for mobile commerce. Not surprisingly, the CJK region (China, Japan and Korea) sets a high bar that is unlikely to be replicated elsewhere. In Europe, meanwhile, a range of factors contribute to a relative weakness in purchase conversion rates, including security perceptions, demographics and Amazon’s reach.
Download the Report
Complete the form below to get instant access to this report. For easier access in the future, you can register for a free account here.
Related research
Industry Checkpoint: consumer digital services, Q3 2025
This edition of the Industry Checkpoint series focuses on consumer digital services, highlighting how the market has changed in the last six months and its implications.
IBC 2025: AI dominated the scene but it was not the only area of innovation and developments
The 2025 edition of IBC, one of the largest annual gatherings of the media and entertainment industry, had nearly 44,000 attendees from over 170 countries, with 1,300 exhibitors showcasing innovations and cutting-edge technology. AI was the dominant theme at the show, with a focus on generative AI and agentic AI. But there were also key developments in free-to-air TV and an uptick among vendors looking to increase interactivity to generate customer stickiness.
e&: A strong first-party gaming offering to profit from high consumer usage of digital gaming
Operator strategies continue to evolve in the digital era as the telecoms industry seeks to capture new growth opportunities in the consumer and enterprise markets. Assessing innovation and achievements is more important than ever before. GSMA Intelligence's operator case studies provide a concise and consistent way to shine a light on and analyse operators' strategies and business models, as well as how they are launching new services. This edition analyses e&'s comprehensive consumer gaming offering as part of its wider digital services strategy.
Authors
How to access this report
Annual subscription: Subscribe to our research modules for comprehensive access to more than 200 reports per year.
Enquire about subscriptionContact our research team
Get in touch with us to find out more about our research topics and analysis.
Contact our research teamMedia
To cite our research, please see our citation policy in our Terms of Use, or contact our Media team for more information.
Learn moreRelated research
Industry Checkpoint: consumer digital services, Q3 2025
This edition of the Industry Checkpoint series focuses on consumer digital services, highlighting how the market has changed in the last six months and its implications.
IBC 2025: AI dominated the scene but it was not the only area of innovation and developments
The 2025 edition of IBC, one of the largest annual gatherings of the media and entertainment industry, had nearly 44,000 attendees from over 170 countries, with 1,300 exhibitors showcasing innovations and cutting-edge technology. AI was the dominant theme at the show, with a focus on generative AI and agentic AI. But there were also key developments in free-to-air TV and an uptick among vendors looking to increase interactivity to generate customer stickiness.
e&: A strong first-party gaming offering to profit from high consumer usage of digital gaming
Operator strategies continue to evolve in the digital era as the telecoms industry seeks to capture new growth opportunities in the consumer and enterprise markets. Assessing innovation and achievements is more important than ever before. GSMA Intelligence's operator case studies provide a concise and consistent way to shine a light on and analyse operators' strategies and business models, as well as how they are launching new services. This edition analyses e&'s comprehensive consumer gaming offering as part of its wider digital services strategy.
- 200 reports a year
- 50 million data points
- Over 350 metrics