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

February 2021 | 189 pages | ID: ME944F780DB6EN
Mind Commerce Publishing LLC

US$ 2,000.00

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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
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

LIST OF 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

LIST OF 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


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