Home' The Channel Magazine : National Newsagent June 2015 Contents Electronic Transactions
The range of products available on Touch
Systems’ platform is growing; they are
relevant to the newsagency space and
will attract a range of repeat customers
who want to ‘top-up’ or buy gifts.
Retail marketing manager at Touch
Systems, John Rowbottom, has provided
the following data:
Gift card market is growing at an
annual rate of 40%
AU sales forecast of $1213m in gift
card value in 2015
Gift card category is the fastest
growing category in Australian retail
In 2014, 90% of shoppers have
purchased a gift card in-store
Top five cards—iTunes, VISA, XBOX,
cinema, Google Play (in newsagents/
petrol and conv.)
Gift card displays need to be;
o display (at arm’s reach),
o prominent, and
o attention grabbing
Touch can assist with merchandising and
have new display stands on the way.
A special offer for newsagents is coming in September, so check
National Newsagent and Newsagents News for further information
to help you grow this category.
Video games are no longer the preserve of the young male, the
nerds or the teenager, games are now mainstream—a primary source
of entertainment for many households.
Gaming no longer requires bulky consoles or high tech computers;
anyone from children to grandparents can tap into the gaming world
by simply pulling out their smartphone or tablet. We have all seen
three year olds playing on smart phones or tablets and as children
get older they progress to more sophisticated games which require
Gaming gift cards in newsagencies
Consumers want a physical option to pay for their gaming content.
Games require either an initial cost to download or ongoing costs
to purchase gaming credit or progress to new levels. Gamers have
had to supply their credit cards details in order to access their
gaming content. The reality is not everyone has a credit card or more
commonly not everyone trusts these sites with their personal credit
Newsagents are an ideal location for a display of gaming gift cards—
the product is high value, takes up minimal floor space and appeals
to mums and kids.
• 65% - Percentage of Australians who play video games
• 32 - The average age of video game players
• 47% - Percentage of gaming population that is female
• 93% - Households that have a device for playing games
• 98% - Households with children under 18 that have a device for
playing computer games
• 71% - Percentage of gaming households with two or more gamers
• 87% - Gaming households with three or more screens
• 61% - Gaming households with three or more game devices
• 76% - Percentage of gamers aged 18 or older
• 20% - Percentage of gamers aged 1 to 15
• 19% - Percentage of gamers aged 51 or older
*Further information about gaming: http://igea.wpengine.com/
Gaming gift cards are the trusted way for consumers to purchase
their gaming credit. Utilising Touch Networks terminals, InComm
offers a variety of gaming gift cards.
The move to digital has brought its own problems; online scams and
Security on the computer system is as important as security in store.
Although traumatic, a robbery may results in some dollars being
stolen, but a hack into a computer system may cause the loss of
vital information—not to mention enormous inconvenience and cost.
Dell has provided the following information about an ever-present
cyber threat. Whilst the technical information may be too detailed
for some, most of us must be careful never to open any emails from
an unknown source, even if it appears legitimate.
We all know the banks, tax refund, driving infringement and ‘you
have won’ type scams, but many are more sophisticated. Below is a
highly edited, brief outline of the type of problem that can occur. For
the full report please click on the links provided.
by Dell SecureWorks Counter Threat UnitTM Threat Intelligence
In late February 2014, the Dell SecureWorks Counter Threat
Unit(TM) (CTU) research team analysed a family of file-encrypting
ransomware being actively distributed on the internet. CTU
researchers consider CryptoWall to be the largest and most
destructive ransomware threat on the internet and they expect this
threat to continue growing.
After the emergence of the infamous CryptoLocker ransomware
in September 2013, CTU researchers observed an increasing
number of ransomware families that destroyed data in addition
to demanding payment from victims. While similar threats have
existed for years, this tactic did not become widespread until
CryptoLocker's considerable success. Traditionally, ransomware
disabled victims' access to their computers through non-destructive
means until the victims paid for the computers' release.
Early CryptoWall variants closely mimicked both the behaviour and
appearance of the genuine CryptoLocker.
CryptoWall has spread through various infection vectors since its
inception, including browser exploit kits, drive-by downloads, and
malicious email attachments. Since late March 2014, it has been
primarily distributed through malicious attachments and download
links sent through the Cutwail spam botnet. On June 5, 2014, an
aggressive spam campaign launched by Cutwail led to the largest
single-day infection rates observed by CTU researchers. These
emails used a common "missed fax" lure that included links to
Dropbox. This spam campaign paused over the weekend but
resumed in earnest on June 9-10 with emails purporting to be from
financial institutions or government agencies.
To mitigate exposure to the CryptoWall malware, CTU researchers
recommend that clients use available controls to restrict access
using the indicators in the online table. The domains and IP
addresses listed in the indicator table may contain malicious
content, so consider the risks before opening them in a browser.
The downside of digital
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