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市場調查報告書

行動應用程式市場 2015年:未來發展、機會的市場分析、評估

Mobile Application Marketplace 2015: Market Analysis and Assessment of Future Evolution and Opportunities

出版商 Mind Commerce 商品編碼 330947
出版日期 內容資訊 英文 178 Pages
商品交期: 最快1-2個工作天內
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行動應用程式市場 2015年:未來發展、機會的市場分析、評估 Mobile Application Marketplace 2015: Market Analysis and Assessment of Future Evolution and Opportunities
出版日期: 2015年05月27日 內容資訊: 英文 178 Pages
簡介

本報告提供行動應用程式市場採納、主要企業策略、生態系統動態,及移動平台開發的未來的方向性和機會等相關分析。

第1章 簡介

第2章 行動應用程式概要

  • 行動應用程式定義
  • 分開綁定套組設備功能和應用項是什麼?
  • 目前行動應用程式的實例

第3章 移動平台 (作業系統)

  • OHA Android (free and open source)
  • iOS from Apple
  • BlackBerry 10 from RIM
  • Windows Mobile from Microsoft
  • BlackBerry OS from RIM
  • BREW from Qualcomm
  • Symbian OS from Nokia and Accenture
  • Firefox OS from Mozilla Foundation
  • Sailfish OS from Jolla
  • TIZEN from the Linuz Foundation
  • Ubuntu from Canonical Ltd.

第4章 行動編程

  • Widgets
  • 硬體設備Widgets
  • 硬體設備、軟體發展

第5章 應用開發平台

  • J2ME 平台
  • 平台特有

第6章 主要開發概念

  • 行動開發趨勢
  • 本機編程技術
  • 網路存取

第7章 行動應用程式市場

  • 行動廣告
  • 市場摘要

第8章 應用程式商店的案例研究

  • 案例研究:Blackberry (RIM)
  • 案例研究:Apple
  • 案例研究:Android
  • 案例研究:Amazon App Store
  • 案例研究:Windows App Store

第9章 市場規模

  • 行動應用程式整體市場
  • 行動銷售額的可能性
  • 智慧型手機銷售額預測
  • 成長指標
  • 市場分析
  • 應用程式商店的市場實際成果

第10章 手機遊戲分析

  • F2P模式的微交易的收益化:需求方法的作成鑰匙
  • 微交易模式的遊戲平衡手法
  • F2P虛擬經濟的潛在風險、解決方案
  • 費用決策因素:ARPU vs. 平均遊戲價格 vs. 平均遊戲玩家數
  • 手機遊戲的產品生命週期:採用穆爾生命週期模型
  • 遊戲生命週期KPI組成架構
  • 智慧型手機 vs. 掌機遊戲播放器

第11章 穿戴式設備應用、未來的應用

  • 健身應用
  • 穿戴式設備付款應用
  • 未來的穿戴式應用

第12章 電信業者、供應商的採用

  • 拓撲學、網路變更

第13章 應用發行者分析

  • Gameloft
  • GungHo Online
  • Electronic Arts
  • Zynga
  • DeNA
  • SEGA
  • King

第14章 行動應用程式的未來

  • 通訊支援應用
  • 被內建型娛樂、遊戲化的應用
  • 跨平台應用
  • SMAC (社群、行動、分析及雲端) 的衝擊

圖表一覽

目錄

The evolution of wireless communications, driven largely by the mobile cellular industry, has made society more productive on an anywhere, anytime basis. This has led to ubiquitous wireless devices: smartphones, tablets and wearable technology. The introduction and usage of mobile applications across mobile devices has significantly transformed end-user expectations about digital communications, applications, content and commerce.

The exponential growth of this industry has turned it into a breeding ground of innovation, with new ideas being released to consumers almost daily. The marketplace and its leaders changes year by year. Over ten years ago Palm and Research in Motion were the dominant forces in the market, now they are out of the game or fighting to regain market control.

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

Table of Contents

1 Introduction

  • 1.1 Executive Summary
  • 1.2 Target Audience
  • 1.3 Companies Mentioned

2 Mobile Applications Overview

  • 2.1 Definition of a Mobile Applications
  • 2.2 What Separates an App From a Bundled Device Feature?
  • 2.3 Examples of Current Mobile Apps

3 Mobile Platforms (Operating Systems)

  • 3.1 OHA Android (free and open source)
  • 3.2 iOS from Apple
  • 3.3 BlackBerry 10 from RIM
  • 3.4 Windows Mobile from Microsoft
  • 3.5 BlackBerry OS from RIM
  • 3.6 BREW from Qualcomm
  • 3.7 Symbian OS from Nokia and Accenture
  • 3.8 Firefox OS from Mozilla Foundation
  • 3.9 Sailfish OS from Jolla
  • 3.10 TIZEN from the Linuz Foundation
  • 3.11 Ubuntu from Canonical Ltd.

4 Mobile Programming

  • 4.1 Widgets
  • 4.2 Hardware Widgets
  • 4.3 Hardware and Software Evolution
    • 4.3.1 Hardware Evolution and Handset Manufacturers Market Share
    • 4.3.2 The Smartphone Revolution
    • 4.3.3 Development Platforms
    • 4.3.4 HTML5
    • 4.3.5 HTML and Mini Browsers
    • 4.3.6 Adobe, Flash, and SilverLight
    • 4.3.7 JavaScript
    • 4.3.8 AJAX
    • 4.3.9 Future Directions of Mobile Development

5 Application Development Platforms

  • 5.1 J2ME Platform
  • 5.2 Platform Specific
    • 5.2.1 iOS SDK
    • 5.2.2 Blackberry OS Development Tools
    • 5.2.3 Nokia Development Tools
    • 5.2.4 Motorola Development Tools
    • 5.2.5 LG Development Tools
    • 5.2.6 Samsung Development Tools
    • 5.2.7 HTC Development Tools
    • 5.2.8 Sony Ericsson Development Tools
    • 5.2.9 Android Development Tools

6 Key Development Concepts

  • 6.1 Mobile Development Trends
    • 6.1.1 Platforms
    • 6.1.2 Programming Techniques
    • 6.1.3 Mobile Optimization
    • 6.1.4 Software Development Methodology
  • 6.2 Native Programming Techniques
    • 6.2.1 Size Constraints
      • 6.2.1.1 Compact Code
      • 6.2.1.2 Compact File Space
    • 6.2.2 Display Constraints
      • 6.2.2.1 Display Sizes and Standards
      • 6.2.2.2 Multiple Displays
    • 6.2.3 Input and Controls
      • 6.2.3.1 Input device types
      • 6.2.3.2 Keyboard
      • 6.2.3.3 Touch Screen
      • 6.2.3.4 Thumb Sticks, Roller Balls, and Direction Pads.
      • 6.2.3.5 Environmental Controls
      • 6.2.3.6 Motion and Orientation Sensors
      • 6.2.3.7 Light Sensors
      • 6.2.3.8 Proximity Sensor
      • 6.2.3.9 Gyroscope
      • 6.2.3.10 Accelerometer
      • 6.2.3.11 Peripheral Access
      • 6.2.3.12 GPS Onboard and Off
      • 6.2.3.13 Bluetooth
      • 6.2.3.14 Near Field Communication and S Beam
      • 6.2.3.15 Touch ID
      • 6.2.3.16 Stylus Pen
  • 6.3 Network Access
    • 6.3.1 Connection Persistence
    • 6.3.2 Dial on Demand
    • 6.3.3 Always On
    • 6.3.4 Connection Types and Limitations
    • 6.3.5 Cellular Data
    • 6.3.6 WiFi
    • 6.3.7 Bluetooth
    • 6.3.8 Bluetooth Low Energy (BLE)
    • 6.3.9 Processing
    • 6.3.10 Platforms and Speeds

7 Mobile Application Market

  • 7.1 Mobile Advertising
  • 7.2 Market Summary

8 Application Store Case Studies

  • 8.1 Case Study Blackberry (RIM)
  • 8.2 Case Study Apple
  • 8.3 Case Study Android
  • 8.4 Case Study: Amazon App Store
  • 8.5 Case Study Windows App Store

9 Market Size

  • 9.1 Mobile Application Overall Market
  • 9.2 Mobile Sales Potential
  • 9.3 Forecasted Smart Phone Sales
  • 9.4 Growth Indicators
  • 9.5 Market Analysis
  • 9.6 Application Store Market Performance
    • 9.6.1 Apple App Store
    • 9.6.2 Android Marketplace Analysis

10 Mobile Gaming Analytics

  • 10.1.1 Monetizing Micro Transaction in F2P Model: Creating a Need Approach is Key
  • 10.1.2 Game Balancing Method in Micro Transaction Model
  • 10.1.3 Potential Risk and Solution in F2P Virtual Economy
  • 10.1.4 Pricing Decision Factors: ARPU vs. Average game price vs. Average Gamers
  • 10.1.5 Product Life Cycle of Mobile Game: Adoption of Moore's Lifecycle Model
  • 10.1.6 Game Lifecycle KPI framework
  • 10.1.7 Smartphones vs. Portable Game Players

11 Wearable Devices Apps and Future Apps

  • 11.1 Fitness Apps
  • 11.2 Wearable Devices Payment Apps
  • 11.3 Future Wearables Apps
    • 11.3.1 Military Applications
    • 11.3.2 Industry and Enterprise Applications
    • 11.3.3 A Day in the Life of a Celebrity App
    • 11.3.4 In my Glass

12 Carrier and Vendor Adaptations

  • 12.1 Topology and Network Changes
    • 12.1.1 Policy Changes
    • 12.1.2 Open Network Movements
    • 12.1.3 Billing Plan Changes
    • 12.1.4 Infrastructure Hardware Changes
    • 12.1.5 Location Based Services
    • 12.1.6 WiFi Localized Service Hosting
    • 12.1.7 Handset Manufacturer Changes
    • 12.1.8 Integrating New Handset Features
    • 12.1.9 Evolving the Handset
    • 12.1.10 Multiple Platform Mobile Operating Systems

13 App Publishers Analysis

  • 13.1 Gameloft
  • 13.2 GungHo Online
  • 13.3 Electronic Arts
  • 13.4 Zynga
  • 13.5 DeNA
  • 13.6 SEGA
  • 13.7 King

14 Future of Mobile Applications

  • 14.1 Communication Enabled Apps
    • 14.1.1 Direct API Revenue
    • 14.1.2 Data Monetization
    • 14.1.3 Cost Savings
    • 14.1.4 Higher Usage
    • 14.1.5 Churn Reduction
  • 14.2 Embedded Entertainment and Gamified Apps
    • 14.2.1 Gamification
    • 14.2.2 Wearable Gamification
    • 14.2.3 Mobile Social Gamification
    • 14.2.4 Cloud Gamification
  • 14.3 Cross Platform Apps
    • 14.3.1 Smartphones, Tablets, Wearable Tech and More
    • 14.3.2 Mobile/Wireless Apps Everywhere
  • 14.4 The Impact of SMAC
    • 14.4.1 Social, Mobile, Analytics, and Cloud (SMAC)
    • 14.4.2 SMAC Stack
    • 14.4.3 SMAC and Enterprise Mobile Market and Apps

Tables

  • Table 1: Example of the Most Successful Apps
  • Table 2: Apps Revenues in Apple App and Google Play Stores
  • Table 3: Handsets Manufacturer Market Share
  • Table 4: Mobile/Tablet Browser Share
  • Table 5: Mobile Platform Market Share 2012 - 2020
  • Table 6: Smartphone Market SWOT
  • Table 7: Key Considerable Mobile Gaming Strategies
  • Table 8: Mobile Gaming Business Model Descriptions
  • Table 9 Game Balancing Methods in Virtual Economy
  • Table 10: Potential Risk & Solution in F2P Virtual Economy
  • Table 11: Revenue vs. Costs in Gaming App Business
  • Table 12: Gameloft most Successful Apps
  • Table 13: Gungho Online Entertainment, Inc most Successful Apps
  • Table 14: EA most Successful Apps
  • Table 15: Zynga most Successful Apps
  • Table 16: DeNa Most Successful Apps
  • Table 17: SEGA Most Successful App
  • Table 18: King Applications

Figures

  • Figure 1: iPhone 6 and iPhone 6 Plus
  • Figure 2: iOS 8
  • Figure 3: Windows Phone 8 from Nokia
  • Figure 4: BlackBerry Z10
  • Figure 5: First Mobile Widgets
  • Figure 6: Early Mobile Widgets and Hardware
  • Figure 7: The Rise of the Smartphones Era
  • Figure 8: Classic Web App vs. Ajax Web Application Model
  • Figure 9: Samsung Note Edge
  • Figure 10: Multi-touch Screen
  • Figure 11: Touch ID
  • Figure 12: Blackberry OS 10.1
  • Figure 13: Amazon App Store
  • Figure 14: Apple App Store vs. iTunes Music Sales
  • Figure 15: Mobile Gaming Business Models
  • Figure 16: Monetizing Micro-Transaction in F2P model
  • Figure 17: Adoption of Moore's Lifecycle Model in Mobile Gaming
  • Figure 18: Sequential Steps of Mobile Game Analytic Approach
  • Figure 19: Mobile Game Lifecycle KPI Framework
  • Figure 20: Apple Watch Payments using NFC
  • Figure 21: A Day in a Life of a Celebrity
  • Figure 22: Mobile App Store Framework
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