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Market Research Report

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

Published by Mind Commerce Product code 987757
Published Content info 189 Pages
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Mobile Application Marketplace 2021: Market Analysis and Assessment of Future Outlook and Opportunities
Published: February 10, 2021 Content info: 189 Pages
Description

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
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
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