Mobile Application Marketplace - Market Analysis and Assessment of Future Evolution and Opportunities
DUBLIN, Apr. 21, 2015 /PRNewswire/ --Research and Markets
(http://www.researchandmarkets.com/research/m2k2wg/mobile) has announced the addition of the "Mobile Application Marketplace 2014: Market Analysis and Assessment of Future Evolution and Opportunities" report to their offering.
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 this report 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 
Key Topics Covered: 
1 Introduction 
1.1 Executive Summary 
1.2 Target Audience 
1.3 Companies Mentioned 
2 Mobile Applications Overview 
2.1 Definition of a Mobile App 
2.2 What Separates an App From a Bundled Device Feature? 
2.3 Examples of Current Mobile Apps 
3 History of Mobile Platform Programing 
3.1 The First Widget 
3.2 Hardware Widgets 
3.3 Hardware and Software Evolution 
3.3.1 Hardware Evolution and Handset Manufacturers Market Share 
3.3.2 The Smartphone Revolution 
3.3.3 Development Platform Evolution 
3.3.4 HTML5 Disadvantages 
3.3.5 HTML5's Fragmentation 
3.3.6 HTML and Mini Browsers 
3.3.7 Adobe, Flash, and SilverLight 
3.3.8 JavaScript 
3.3.9 AJAX 
3.3.10 Development Future 
4 Platform Architectures 
4.1 Platform Specific Development 
4.1.1 Windows Mobile, Windows Phone 8 
4.1.2 Blackberry OS 
4.1.3 iOSX 
4.1.4 Android 
4.2 Portable App Development 
4.2.1 J2ME Platform 
5 Key Development Concepts 
5.1 Size Constraints 
5.1.1 Compact Code 
5.1.2 Compact File Space 
5.2 Display Constraints 
5.2.1 Display Sizes and Standards 
5.2.2 Multiple Displays 
5.3 Input and Controls 
5.3.1 Input device types 
5.3.2 Keyboard 
5.3.3 Touch Screen 
5.3.4 Thumb Sticks, Roller Balls, and Direction Pads. 
5.3.5 Environmental Controls 
5.3.6 Motion and Orientation Sensors 
5.3.7 Light Sensors 
5.3.8 Proximity Sensor 
5.3.9 Gyroscope 
5.3.10 Accelerometer 
5.3.11 Peripheral Access 
5.3.12 GPS Onboard and Off 
5.3.13 Bluetooth 
5.3.14 Near Field Communication and S Beam 
5.3.15 Touch ID 
5.3.16 Stylus Pen 
5.4 Network Access 
5.4.1 Connection Persistence 
5.4.2 Dial on Demand 
5.4.3 Always On 
5.4.4 Connection Types and Limitations 
5.4.5 Cellular Data 
5.4.6 WiFi 
5.4.7 Bluetooth 
5.4.8 Bluetooth Low Energy (BLE) 
5.4.9 Processing 
5.4.10 Platforms and Speeds 
6 Mobile Application Market 
6.1 Mobile Advertising 
6.2 Market Summary 
7 Application Store Case Studies 
7.1 Case Study RIM 
7.2 Case Study Apple 
7.3 Case Study Android 
7.4 Case Study: Amazon App Store 
7.5 Case Study Windows App Store 
8 Market Size 
8.1 Mobile Application Overall Market 
8.2 Mobile Sales Potential 
8.3 Forecasted Smart Phone Sales 
8.4 Growth Indicators 
8.5 Market Sizing and Forecast 
8.6 Application Store Market Performance 
8.6.1 Apple App Store 
8.6.2 Android Marketplace Analysis 
9 Mobile Gaming Analytics and Market Analysis 
9.1.1 Monetizing Micro Transaction in F2P Model: Creating a Need Approach is Key 
9.1.2 Game Balancing Method in Micro Transaction Model 
9.1.3 Potential Risk and Solution in F2P Virtual Economy 
9.1.4 Pricing Decision Factors: ARPU vs. Average game price vs. Average Gamers 
9.1.5 Product Life Cycle of Mobile Game: Adoption of Moore's Lifecycle Model 
9.1.6 Game Lifecycle KPI framework 
9.1.7 Smartphones vs. Portable Game Players 
10 Wearable Devices Apps and Future Apps 
10.1 Fitness Apps 
10.2 Wearable Devices Payment Apps 
10.3 Future Wearables Apps 
10.3.1 A Day in the Life of a Celebrity App 
10.3.2 In my Glass 
11 Carrier and Vendor Adaptations 
11.1 Topology and Network Changes 
11.1.1 Policy Changes 
11.1.2 Open Network Movements 
11.1.3 Billing Plan Changes 
11.1.4 Infrastructure Hardware Changes 
11.1.5 Location Based Services 
11.1.6 WiFi Localized Service Hosting 
11.1.7 Handset Manufacturer Changes 
11.1.8 Integrating New Handset Features 
11.1.9 Evolving the Handset 
11.1.10 Multiple Platform Mobile Operating Systems 
12 App Publishers Analysis 
12.1 Gameloft 
12.2 GungHo Online 
12.3 Electronic Arts 
12.4 Zynga 
12.5 DeNA 
12.6 SEGA 
12.7 King 
For more information visit http://www.researchandmarkets.com/research/m2k2wg/mobile 
Media Contact: Laura Wood , +353-1-481-1716, press@researchandmarkets.net
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