Through 2014, software spending resulting from the proliferation of smart operational technology will increase by 25 percent.
Previously "dumb" operational devices or objects, like a vending machine, medical device, marine engine or parking meter, are now having software embedded in them, and sensors are being linked to the Internet to create and receive data streams. This machine-to-machine communication has the potential to trigger significant new software costs for four reasons: (1) because of the amount of software like light databases or operating systems embedded within large numbers of operational devices; (2) because of the traditional software vendors starting to charge license fees, in certain circumstances, if the devices even indirectly hit their applications; (3) because operational technology vendors are developing IT-like platforms and getting away from hardware sales and into annuity software sales; (4) because the people buying and paying for this may not even be in IT, are not experts in software procurement, and may make expensive mistakes signing license agreements with hidden, or not so hidden, costs and risks.
By 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
Seventy percent of business transformation efforts fail due to lack of engagement. Gamification addresses engagement, transparency of work, and connecting employees' actions to business outcomes. Companies apply feedback, measurement and incentives — the same techniques that game designers use, to keep players interested — to achieve the needed engagement for the transformation of business operations. Diverse industry segments are already finding gamification effective, and Gartner predicts that the worldwide market will grow from $242 million in 2012 to $2.8 billion in 2016, with enterprise gamification eclipsing consumer gamification in 2013.By 2016, wearable smart electronics in shoes, tattoos and accessories will emerge as a $10 billion industry. The majority of revenue from wearable smart electronics over the next four years will come from athletic shoes and fitness tracking, communications devices for the ear, and automatic insulin delivery for diabetics. Wearable smart electronics, such as fitness trackers, often come with data analysis applications or services that create useful insights for the wearer. Applications and services will create new value for consumers, especially when combined with personal preferences, location, biosensing and social information. CIOs must evaluate how the data from wearable electronics can be used to improve worker productivity, asset tracking and workflow. Wearable electronics will also provide more-detailed information to retailers for targeting advertisements and promotions.