世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

Mobile Application Marketplace 2021: Market Analysis and Assessment of Future Outlook and Opportunities


モバイルアプリケーションマーケットプレイス 2021年:市場分析と主要展望および機会評価

この調査レポートはモバイルアプリケーション市場を調査し、主要プレイヤと戦略、エコシステムのダイナミクス、モバイルプラットフォーム開発の今後の方向性と機会などを分析・解説しています。 Overvie... もっと見る

 

 

出版社 出版年月 電子版価格 ページ数 言語
Mind Commerce
マインドコマース
2021年2月10日 US$2,000
シングルユーザライセンス
ライセンス・価格情報
注文方法はこちら
189 英語

 

Summary

この調査レポートはモバイルアプリケーション市場を調査し、主要プレイヤと戦略、エコシステムのダイナミクス、モバイルプラットフォーム開発の今後の方向性と機会などを分析・解説しています。

Overview

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.

This report evaluates the ecosystem, looking into who will be the big players in the future and answering key questions such as:  

  • What are the proverbial killer applications now and in the future?  
  • How will mobile apps continue to change our lives?  
  • What platforms are strongest for development of mobile apps?  
  • How is developing for mobile platforms different from other application development?  
  • How will wearable devices apps play in the coming years?
  • How will 5G impact the marketplace?

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.

Target Audience:

  • OTT service providers
  • Application developers
  • Mobile device manufacturers
  • Communications service providers

Companies in Report:

  • 1Mobile
  • Accenture
  • AcMarket
  • Amazon
  • AppBrain
  • Appland
  • Apple
  • Appolicious
  • Aptoide
  • ATT
  • Baba
  • Bemodi
  • Broadcom
  • Canonical Ltd
  • Cydia
  • eBay
  • Electronic Arts
  • F-droid
  • Facebook
  • Getair
  • GetJar
  • GluMobile
  • Google
  • Handango
  • HTC
  • Huawei
  • Infineon
  • Instagram
  • Intel
  • Itch.io
  • Jolla
  • King
  • Kongregate
  • Lenovo
  • LG Corporation
  • Linux Foundation
  • Marvel
  • Microsoft
  • Motorola
  • Mozilla Foundation
  • NexVa
  • Nokia
  • NTT DoCoMo
  • Open Handset Alliance
  • Oracle
  • Palm (HP)
  • Paypal
  • Qualcomm
  • Research in Motion (RIM)
  • Samsung
  • SlideME
  • SonyMobile
  • Sprint
  • STMicroelectronics
  • Sun Microsystems (Oracle)
  • Supercell
  • T-Mobile
  • Texas Instruments
  • TikTok
  • UptoDown
  • Verizon
  • Xiaomi
  • YouTube
  • Zoom
  • ZTE
  • Zynga

 



ページTOPに戻る


Table of Contents

Table of Contents

1 Executive Summary

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
3.2 iOS from Apple
3.3 Other Android versions
3.3.1 Android Open-Source Project
3.3.2 AliOS
3.3.3 altOS
3.3.4 Amazfit OS
3.3.5 BlackBerry Secure
3.3.6 ColorOS
3.3.7 CopperheadOS
3.3.8 EMUI
3.3.9 /e/
3.3.10 Fire OS
3.3.11 Flyme OS
3.3.12 Funtouch OS
3.3.13 Graphene OS
3.3.14 HTC Sense
3.3.15 iQOO UI
3.3.16 Indus OS
3.3.17 LG UX
3.3.18 LineageOS
3.3.19 MIFlavor
3.3.20 MIUI
3.3.21 One UI
3.3.22 OxygenOS
3.3.23 Pixel UI
3.3.24 Replicant OS
3.3.25 TCL UI
3.3.26 Xperia UI
3.3.27 ZenUI
3.3.28 ZUI
3.4 Chrome OS
3.5 Windows Mobile from Microsoft
3.6 BlackBerry OS from RIM
3.7 BREW from Qualcomm
3.8 Symbian OS from Nokia and Accenture
3.9 Firefox OS from Mozilla Foundation
3.10 Sailfish OS from Jolla
3.11 TIZEN from the Linux Foundation
3.12 Ubuntu Touch from Canonical Ltd.

4 Mobile OS, Programming, and App Development

4.1 From Widgets on “Dumb” Phones to Apps on Smartphones
4.2 Hardware and Software Evolution
4.2.1 Hardware Evolution and Handset Manufacturers Market Share
4.2.2 The Smartphone Revolution
4.2.3 Development Platforms
4.2.4 Google Programming Language
4.2.5 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 Motorola Development Tools
5.2.3 LG Development Tools
5.2.4 Samsung Development Tools
5.2.5 HTC Development Tools
5.2.6 Sony Mobile Development Tools
5.2.7 Android Development Tools

6 Mobile Application Industry Update

6.1 Mobile Development Trends
6.1.1 Mobile Application 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
6.2.2 Display Constraints
6.2.3 Input and Controls
6.3 Networking and Device Dynamics
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 Wi-Fi
6.3.7 Bluetooth
6.3.8 Bluetooth Low Energy
6.3.9 Mobile Device Computing
6.3.10 Platforms and Speeds
6.3.11 LTE, 5G and Beyond

7 Mobile Commerce and Advertising Applications

7.1 Mobile Commerce
7.2 Mobile Advertising
7.2.1 WiFi Issues and Opportunities
7.2.2 SMS Issues and Opportunities

8 Application Store Case Studies

8.1 Apple App Store
8.2 Android App Stores
8.2.1 Google Play Store
8.2.2 Samsung Galaxy Apps
8.2.3 Huawei App Store
8.2.4 LG Smartworld
8.2.5 Sony Apps
8.2.6 Amazon App Store
8.2.7 Other Android App Stores
8.3 General Mobile App Stores

9 Mobile Application Market Outlook

9.1 Mobile Application Overall Market
9.2 Mobile Sales Potential
9.3 Forecasted Smartphone 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 Microtransaction Model
10.1.3 Potential Risk and Solution in F2P Virtual Economy
10.1.4 Product Life Cycle of Mobile Game: Adoption of Moore’s Lifecycle Model
10.1.5 Game Lifecycle KPI framework

11 Wearable Devices Apps and Future Apps

11.1 Fitness Applications
11.2 Wearable Devices Payment Apps
11.2.1 Mobile Wallets
11.2.2 Credit Card
11.2.3 Carrier Billing
11.2.4 Contactless Payments
11.2.5 Other Applications
11.3 Commerce Applications
11.4 Future Wearables Apps
11.4.1 Military Applications
11.4.2 Industry and Enterprise Applications
11.4.3 Wearable Shared Experience Applications
11.4.4 Augmented Reality Applications

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 Wi-Fi 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
12.2 5G Impact on Networks and Applications

13 Application Publisher Analysis

13.1 Non-Game Publishers
13.2 Game Publishers
13.2.1 Electronic Arts
13.2.2 Zynga
13.2.3 Supercell
13.2.4 King

14 Future of Technologies, Solutions, and Applications

14.1 Fifth Generation Cellular and Beyond 5G
14.2 Communication Enabled Apps
14.2.1 Direct API Revenue
14.2.2 Data Monetization
14.2.3 Cost Savings
14.2.4 Higher Usage
14.2.5 Churn Reduction
14.3 Embedded Entertainment and Gamified Apps
14.3.1 Making Consumer Engagement Fun via Gamification
14.3.2 Wearable Gamification
14.3.3 Mobile Social Gamification
14.3.4 Cloud Gamification
14.4 Cross Platform Applications
14.4.1 Smartphones, Tablets, Wearable Tech and More
14.4.2 Mobile/Wireless Apps Everywhere
14.5 Impact of Social, Mobile, Analytics, and Cloud
14.5.1 SMAC Overview
14.5.2 The Collective Impact
14.5.3 SMAC and Enterprise Mobile Market and Apps
14.6 Market Sectors to Watch
14.6.1 Artificial Intelligence
14.6.2 Instant Apps
14.6.3 Immersive Technology
14.6.4 Chatbots
14.6.5 Blockchain
14.6.6 Low Code Development
14.6.7 Personalization
14.6.8 Voice Search
14.6.9 Progressive Web Apps

15 Appendix: Select High Growth Mobile Applications

15.1 Mobile Augmented and Mixed Reality
15.2 Mobile Payments and Transaction Services
15.3 Mobile Real-time Communications
15.4 Mobile Telemedicine

Figures

Figure 1: Dumb Phone Widgets to Smartphone Apps
Figure 2: Apps Evolve along with Hardware and Software
Figure 3: Smartphones a Mobile Application Ecosystem Gamechanger
Figure 4: Samsung Smartphone Innovation
Figure 5: Evolution of Multi-touch Screens
Figure 6: Facial Recognition
Figure 7: Fingerprint as Identity via Touch ID
Figure 8: Evolution of 4G, Advances in LTE and 5G Introduction
Figure 9: Amazon App Store
Figure 10: Apple App Store vs. Music Sales
Figure 11: Mobile Gaming Business Models
Figure 12: Monetizing Micro-Transaction in F2P model
Figure 13: Moore’s Lifecycle Model in Mobile Gaming
Figure 14: Sequential Steps of Mobile Game Analytic Approach
Figure 15: Mobile Game Lifecycle KPI Framework
Figure 16: Apple Watch Payments using NFC
Figure 17 Commerce Landscape
Figure 18: Reality Applications
Figure 19: AI in Smartphones enabling Next Generation Applications
Figure 20: Mobile Immersive Technology Solutions
Figure 21: Augmented Reality and Teleoperation
Figure 22: Augmented Reality Market
Figure 23: Mobile Payments Market
Figure 24: Rich Communications Services Market
Figure 25: Mobile Telemedicine Opportunities and Concerns
Figure 26: Telemedicine Market Outlook

Tables

Table 1: Example of the Most Successful Apps
Table 2: Apps Revenues in Apple App and Google Play Stores
Table 3: Smartphone Market Leaders
Table 4: Key Considerable Mobile Gaming Strategies
Table 5: Mobile Gaming Business Model Descriptions
Table 6 Game Balancing Methods in Virtual Economy
Table 7: Potential Risk and Solution in F2P Virtual Economy
Table 8: Revenue vs. Costs in Gaming App Business
Table 9: EA most Successful Apps
Table 10: Most Successful Apps Part One
Table 11: Most Successful Apps Part Two
Table 12: Top Applications

 

ページTOPに戻る

ご注文は、お電話またはWEBから承ります。お見積もりの作成もお気軽にご相談ください。

webからのご注文・お問合せはこちらのフォームから承ります

本レポートと同分野(金融)の最新刊レポート

Mind Commerce社の金融分野での最新刊レポート


よくあるご質問


Mind Commerce社はどのような調査会社ですか?


マインドコマース(Mind Commerce)は、ネットワークインフラ、Eコマース、オンラインコンテンツ、アプリケーションなど、有線と無線の両方の通信市場を広範かつ詳細に調査・分析を行ったレポートを数... もっと見る


調査レポートの納品までの日数はどの程度ですか?


在庫のあるものは速納となりますが、平均的には 3-4日と見て下さい。
但し、一部の調査レポートでは、発注を受けた段階で内容更新をして納品をする場合もあります。
発注をする前のお問合せをお願いします。


注文の手続きはどのようになっていますか?


1)お客様からの御問い合わせをいただきます。
2)見積書やサンプルの提示をいたします。
3)お客様指定、もしくは弊社の発注書をメール添付にて発送してください。
4)データリソース社からレポート発行元の調査会社へ納品手配します。
5) 調査会社からお客様へ納品されます。最近は、pdfにてのメール納品が大半です。


お支払方法の方法はどのようになっていますか?


納品と同時にデータリソース社よりお客様へ請求書(必要に応じて納品書も)を発送いたします。
お客様よりデータリソース社へ(通常は円払い)の御振り込みをお願いします。
請求書は、納品日の日付で発行しますので、翌月最終営業日までの当社指定口座への振込みをお願いします。振込み手数料は御社負担にてお願いします。
お客様の御支払い条件が60日以上の場合は御相談ください。
尚、初めてのお取引先や個人の場合、前払いをお願いすることもあります。ご了承のほど、お願いします。


データリソース社はどのような会社ですか?


当社は、世界各国の主要調査会社・レポート出版社と提携し、世界各国の市場調査レポートや技術動向レポートなどを日本国内の企業・公官庁及び教育研究機関に提供しております。
世界各国の「市場・技術・法規制などの」実情を調査・収集される時には、データリソース社にご相談ください。
お客様の御要望にあったデータや情報を抽出する為のレポート紹介や調査のアドバイスも致します。



詳細検索

このレポートへのお問合せ

03-3582-2531

電話お問合せもお気軽に

 

2024/12/20 10:28

158.95 円

165.20 円

201.28 円

ページTOPに戻る