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Mobile Application Marketplace 2014: Market Analysis and Assessment of Future Evolution and Opportunities

Image for Mobile Application Marketplace 2014: Market Analysis and Assessment of Future Evolution and Opportunities

Management Report
Published: October 2014
Pages: 136
Research from: Mind Commerce
Sector: Mobile

From: GBP 1246.00
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Less than a decade ago cellular phones changed from primarily communications devices into mobile computing platforms providing a variety of options for application usage. The introduction and usage of mobile applications across mobile/wireless devices (smartphones, tablets, and more recently wearable technology) has significantly transformed end-user expectations about digital communications, applications, content and commerce. This paradigm shift has changed the industry in a profound manner as it has evolved carrier business models, encouraged expansion of mobile/wireless as a key focus of virtually every software and hardware company, and facilitated the need for new standards for business practices and procedures.
This report provides a foundation for understanding the state of the market for mobile applications, leading players and strategies, ecosystem dynamics, and the future direction and opportunities for development on mobile platforms. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:
•Network operators
•Software developers
•Application developers
•OTT application providers
•Application store providers
•Retail electronics distributors
•Wireless device manufacturers
•Content delivery network providers
•Mobile commerce service providers

Report Benefits:
•Market data and quantitative analysis
•Case study analysis by OS and app store
•Gaming and wearable tech app analysis
•Understand mobile app market dynamics
•Understand OS provider market strategies
•Identify high potential mobile app platforms
•Identify the future of mobile app development

1 Introduction 8
1.1 Executive Summary 8
1.2 Target Audience 10
1.3 Companies Mentioned 11
2 Mobile Applications Overview 12
2.1 Definition of a Mobile App 13
2.2 What Separates an App From a Bundled Device Feature? 14
2.3 Examples of Current Mobile Apps 14
3 History of Mobile Platform Programing 17
3.1 The First Widget 17
3.2 Hardware Widgets 18
3.3 Hardware and Software Evolution 20
3.3.1 Hardware Evolution and Handset Manufacturers Market Share 20
3.3.2 The Smartphone Revolution 27
3.3.3 Development Platform Evolution 28
3.3.4 HTML5 Disadvantages 29
3.3.5 HTML5’s Fragmentation 29
3.3.6 HTML and Mini Browsers 33
3.3.7 Adobe, Flash, and SilverLight 33
3.3.8 JavaScript 34
3.3.9 AJAX 34
3.3.10 Development Future 35
4 Platform Architectures 37
4.1 Platform Specific Development 38
4.1.1 Windows Mobile, Windows Phone 8 38
4.1.2 Blackberry OS 40
4.1.3 iOSX 42
4.1.4 Android 45
4.2 Portable App Development 46
4.2.1 J2ME Platform 46
5 Key Development Concepts 48
5.1 Size Constraints 48
5.1.1 Compact Code 48
5.1.2 Compact File Space 49
5.2 Display Constraints 49
5.2.1 Display Sizes and Standards 50
5.2.2 Multiple Displays 50
5.3 Input and Controls 51
5.3.1 Input device types 51
5.3.2 Keyboard 52
5.3.3 Touch Screen 52
5.3.4 Thumb Sticks, Roller Balls, and Direction Pads. 54
5.3.5 Environmental Controls 54
5.3.6 Motion and Orientation Sensors 54
5.3.7 Light Sensors 54
5.3.8 Proximity Sensor 55
5.3.9 Gyroscope 55
5.3.10 Accelerometer 55
5.3.11 Peripheral Access 56
5.3.12 GPS Onboard and Off 56
5.3.13 Bluetooth 56
5.3.14 Near Field Communication and S Beam 57
5.3.15 Touch ID 58
5.3.16 Stylus Pen 59
5.4 Network Access 60
5.4.1 Connection Persistence 60
5.4.2 Dial on Demand 60
5.4.3 Always On 61
5.4.4 Connection Types and Limitations 61
5.4.5 Cellular Data 62
5.4.6 WiFi 62
5.4.7 Bluetooth 63
5.4.8 Bluetooth Low Energy (BLE) 63
5.4.9 Processing 68
5.4.10 Platforms and Speeds 68
6 Mobile Application Market 70
6.1 Mobile Advertising 72
6.2 Market Summary 74
7 Application Store Case Studies 81
7.1 Case Study RIM 81
7.2 Case Study Apple 85
7.3 Case Study Android 89
7.4 Case Study: Amazon App Store 92
7.5 Case Study Windows App Store 94
8 Market Size 95
8.1 Mobile Application Overall Market 95
8.2 Mobile Sales Potential 96
8.3 Forecasted Smart Phone Sales 97
8.4 Growth Indicators 98
8.5 Market Sizing and Forecast 101
8.6 Application Store Market Performance 104
8.6.1 Apple App Store 104
8.6.2 Android Marketplace Analysis 106
9 Mobile Gaming Analytics and Market Analysis 111
9.1.1 Monetizing Micro Transaction in F2P Model: Creating a Need Approach is Key 118
9.1.2 Game Balancing Method in Micro Transaction Model 118
9.1.3 Potential Risk and Solution in F2P Virtual Economy 119
9.1.4 Pricing Decision Factors: ARPU vs. Average game price vs. Average Gamers 121
9.1.5 Product Life Cycle of Mobile Game: Adoption of Moore’s Lifecycle Model 121
9.1.6 Game Lifecycle KPI framework 123
9.1.7 Smartphones vs. Portable Game Players 123
10 Wearable Devices Apps and Future Apps 125
10.1 Fitness Apps 126
10.2 Wearable Devices Payment Apps 127
10.3 Future Wearables Apps 130
10.3.1 A Day in the Life of a Celebrity App 130
10.3.2 In my Glass 131
11 Carrier and Vendor Adaptations 134
11.1 Topology and Network Changes 134
11.1.1 Policy Changes 134
11.1.2 Open Network Movements 135
11.1.3 Billing Plan Changes 135
11.1.4 Infrastructure Hardware Changes 136
11.1.5 Location Based Services 136
11.1.6 WiFi Localized Service Hosting 136
11.1.7 Handset Manufacturer Changes 137
11.1.8 Integrating New Handset Features 137
11.1.9 Evolving the Handset 137
11.1.10 Multiple Platform Mobile Operating Systems 138
12 App Publishers Analysis 139
12.1 Gameloft 139
12.2 GungHo Online 140
12.3 Electronic Arts 140
12.4 Zynga 141
12.5 DeNA 142
12.6 SEGA 143
12.7 King 143

Tables

Table 1: Example of the Most Successful Apps 15
Table 2: Apps Revenues in Apple App and Google Play Stores 16
Table 3: Handset Shipments 23
Table 4: Handsets Manufacturer Market Share 25
Table 5: Key Global Telecom Indicators for the Service Sector 26
Table 6: Software Needed for Each Platform 28
Table 7: Mobile/Tablet Browser Share 31
Table 8: Mobile Platform Market Share 2012 - 2020 78
Table 9: Smartphone Market SWOT 103
Table 10: Key Considerable Mobile Gaming Strategies 112
Table 11: Mobile Gaming Business Model Descriptions 113
Table 12 Game Balancing Methods in Virtual Economy 118
Table 13: Potential Risk & Solution in F2P Virtual Economy 119
Table 14: Revenue vs. Costs in Gaming App Business 120
Table 15: Gameloft most Successful Apps 139
Table 16: Gungho Online Entertainment, Inc most Successful Apps 140
Table 17: EA most Successful Apps 141
Table 18: Zynga most Successful Apps 142
Table 19: DeNa Most Successful Apps 142
Table 20: SEGA Most Successful App 143
Table 21: King Applications 143

Figures

Figure 1: First Mobile Widgets 18
Figure 2: Early Mobile Widgets and Hardware 19
Figure 3: The Rise of the Smartphones Era 28
Figure 4: Classic Web App vs. Ajax Web Application Model 35
Figure 5: Windows Phone 8 from Nokia 39
Figure 6: BlackBerry Z10 41
Figure 7: iPhone 6 and iPhone 6 Plus 42
Figure 8: iOS 8 44
Figure 9: Android KitKat 4.4.2 45
Figure 10: Samsung Note Edge 51
Figure 11: Multi-touch Screen 53
Figure 12: Touch ID 59
Figure 13: Blackberry OS 10.1 83
Figure 14: Amazon App Store 93
Figure 15: Apple App Store vs. iTunes Music Sales 105
Figure 16: Mobile Gaming Business Models 117
Figure 17: Monetizing Micro-Transaction in F2P model 118
Figure 18: Adoption of Moore’s Lifecycle Model in Mobile Gaming 121
Figure 19: Sequential Steps of Mobile Game Analytic Approach 122
Figure 20: Mobile Game Lifecycle KPI Framework 123
Figure 21: Apple Watch Payments using NFC 129
Figure 22: A Day in a Life of a Celebrity 131

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