Consumer Attitudes Towards Mobile Applications

Published by: ARCchart

Published: Jan. 1, 2009 - 84 Pages


Table of Contents

1.Research background and objectives

2.Research methodology

3.Executive summary

4.Overview of online discussion

5.Range and content

6.Value for money perceptions

7.User experience

8.Compatibility expectations

9.Awareness and availability

10.Providers of applications

11.Summary

Appendix

Section 3: Executive Summary

Fig 3.1 Buzz comparison: mobile applications 2008 vs. mobile content 2006

Fig 3.2 Sentiment comparison: mobile applications 2008 vs. mobile content 2006

Fig 3.3 Mobile applications: buzz by topic

Fig 3.4 Mobile applications: buzz and sentiment by topic

Fig 3.5 All mobile applications: sentiment and buzz by topic

Section 4: Overview of online buzz

Fig 4.1 Share of buzz by application type

Fig 4.2 Buzz and sentiment by handset type

Fig 4.3 Buzz % by user type

Section 5: Content of applications

Fig 5.1 Overall buzz and sentiment by topic

Fig 5.2 Content sentiment; mobile applications 2008 vs. mobile content 2006

Fig 5.3 Content: buzz and sentiment by application type

Fig 5.4 Games applications: sentiment

Fig 5.5 Games applications: sentiment by topic

Fig 5.6 Navigation applications: sentiment

Fig 5.7 Navigation applications: buzz and sentiment by provider

Section 6: Executive Summary

Fig 6.1 Overall buzz and sentiment by topic

Fig 6.2 Value for money sentiment; mobile applications 2008 vs. mobile content 2006

Fig 6.3 Value for money buzz and sentiment by provider

Section 7: User experience

Fig 7.1 Overall buzz and sentiment by topic

Fig 7.2 Simplicity buzz and sentiment; mobile applications 2008 vs. mobile content 2006

Fig 7.3 Simplicity: buzz and sentiment by sub-topic

Fig 7.4 Ease of use buzz and sentiment by provider

Fig 7.5 Ease of set up: buzz and sentiment by provider

Fig 7.6 Simplicity buzz (%) by provider

Section 8: Compatibility expectations

Fig 8.1 Overall buzz and sentiment by topic

Fig 8.2 Compatibility buzz and sentiment 2008 mobile applications vs. mobile content 2006

Fig 8.3 Compatibility: buzz by application type

Fig 8.4 Compatibility: buzz (%) and sentiment by handset

Section 9: Awareness and availability

Fig 9.1 Awareness mechanic: buzz

Fig 9.2 Availability of applications: sentiment

Abstract

Mobile applications such as games, entertainment and productivity software, which consumers download and install onto their handset, have been available for several years. But, consumers have been slow to embrace these applications despite continual predictions that the market is on the verge of taking off. However, today, there are strong signs that consumer interest in mobile applications has finally been ignited.

This research aims to provide a better understanding of consumers' attitudes towards discovering, purchasing, downloading, installing and using mobile applications. The findings will help the various industry stakeholders optimise their approach to application development, distribution and retail, enriching their customers' experience and further accelerating growth of the market.

Topics of coverage include:
  • What do people talk about and like about mobile applications?
  • How do users rate the value for money of mobile applications?
  • What is the perception of the usability of applications?
  • What are the concerns raised concerning mobile applications?
  • How is compatibility with handsets or operators viewed?
  • How do consumers discover applications?
Answers and opinions are provided with respect to the following essential questions:
  • How has consumer interest in mobile applications changed over the past two years?
  • What aspects show negative consumer sentiment?
  • Are consumers still struggling with application ease-of-use?
  • How do attitudes to iPhone applications compare to other platforms?
  • Which types of applications dominate consumers' online chatter?
  • How successful has the 59p price point been?


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