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Mobile Application Marketplace 2015: Market Analysis and Assessment of Future Evolution and Opportunities

Mobile Application Marketplace 2015: Market Analysis and Assessment of Future Evolution and Opportunities

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.

The exponential growth of this industry has turned it into a breeding ground of innovation, with new ideas being released to consumers almost daily. The marketplace and its leaders changes year by year. Over ten years ago Palm and Research in Motion were the dominant forces in the market, now they are out of the game or fighting to regain market control.

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 Mind Commerce reports 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

General Methodology

Mind Commerce Publishing's research methodology encompasses input from a wide variety of sources.

We rely heavily upon our Subject Matter Experts (SME) in terms of their market knowledge, unique perspective, and vision. We utilize SME industry contacts as well as previous customers and participants in our market surveys and interactive interviews.

In addition, we rely upon our extensive internal database, which contains modeling, qualitative analysis, and quantitative data. We review secondary sources and compare to our primary sources to update previous findings (for prior version reports) and/or compile baseline information for technology and market modeling.

We share preliminary models with industry contacts (select previous clients, experts, and thought leaders) to verify the veracity of initial modeling. Prior to final report production (analysis, findings, and conclusions), we engage in an internal review with internal SMEs as well as cross-expertise, senior staff members to challenge results.

We believe that forecasts should be prepared as part of an integrated process which involves both quantitative as well as qualitative factors. We follow the following 3-step process for forecasting.

Forecasting Methodology

Step 1 - Forecasts Input: The inputs for the present and historical revenues are derived from industry players. Financial and other quantitative data for individual sub-market categories are derived from original research and tested with interviews with major industry constituents.

Step 2 - Forecasting of Future Years: Mind Commerce extends forecasts based on a variety of factors including demand drivers as well as supply side data. Key success factors and assumptions are considered.

Step 3 - Validation of Data: The final step is to validate projections, which is accomplished in consultation with both internal and external industry experts, including both topic and regional experts. Adjustments are made to the forecasts based on factors identified throughout this process.

1 Introduction
1.1 Executive Summary
1.2 Target Audience
1.3 Companies Mentioned
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 (free and open source)
3.2 iOS from Apple
3.3 BlackBerry 10 from RIM
3.4 Windows Mobile from Microsoft
3.5 BlackBerry OS from RIM
3.6 BREW from Qualcomm
3.7 Symbian OS from Nokia and Accenture
3.8 Firefox OS from Mozilla Foundation
3.9 Sailfish OS from Jolla
3.10 TIZEN from the Linuz Foundation
3.11 Ubuntu from Canonical Ltd.
4 Mobile Programming
4.1 Widgets
4.2 Hardware Widgets
4.3 Hardware and Software Evolution
4.3.1 Hardware Evolution and Handset Manufacturers Market Share
4.3.2 The Smartphone Revolution
4.3.3 Development Platforms
4.3.4 HTML5
4.3.5 HTML and Mini Browsers
4.3.6 Adobe, Flash, and SilverLight
4.3.7 JavaScript
4.3.8 AJAX
4.3.9 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 Blackberry OS Development Tools
5.2.3 Nokia Development Tools
5.2.4 Motorola Development Tools
5.2.5 LG Development Tools
5.2.6 Samsung Development Tools
5.2.7 HTC Development Tools
5.2.8 Sony Ericsson Development Tools
5.2.9 Android Development Tools
6 Key Development Concepts
6.1 Mobile Development Trends
6.1.1 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 Compact Code Compact File Space
6.2.2 Display Constraints Display Sizes and Standards Multiple Displays
6.2.3 Input and Controls Input device types Keyboard Touch Screen Thumb Sticks, Roller Balls, and Direction Pads. Environmental Controls Motion and Orientation Sensors Light Sensors Proximity Sensor Gyroscope Accelerometer Peripheral Access GPS Onboard and Off Bluetooth Near Field Communication and S Beam Touch ID Stylus Pen
6.3 Network Access
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 WiFi
6.3.7 Bluetooth
6.3.8 Bluetooth Low Energy (BLE)
6.3.9 Processing
6.3.10 Platforms and Speeds
7 Mobile Application Market
7.1 Mobile Advertising
7.2 Market Summary
8 Application Store Case Studies
8.1 Case Study Blackberry (RIM)
8.2 Case Study Apple
8.3 Case Study Android
8.4 Case Study: Amazon App Store
8.5 Case Study Windows App Store
9 Market Size
9.1 Mobile Application Overall Market
9.2 Mobile Sales Potential
9.3 Forecasted Smart Phone 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 Micro Transaction Model
10.1.3 Potential Risk and Solution in F2P Virtual Economy
10.1.4 Pricing Decision Factors: ARPU vs. Average game price vs. Average Gamers
10.1.5 Product Life Cycle of Mobile Game: Adoption of Moore’s Lifecycle Model
10.1.6 Game Lifecycle KPI framework
10.1.7 Smartphones vs. Portable Game Players
11 Wearable Devices Apps and Future Apps
11.1 Fitness Apps
11.2 Wearable Devices Payment Apps
11.3 Future Wearables Apps
11.3.1 Military Applications
11.3.2 Industry and Enterprise Applications
11.3.3 A Day in the Life of a Celebrity App
11.3.4 In my Glass
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 WiFi 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
13 App Publishers Analysis
13.1 Gameloft
13.2 GungHo Online
13.3 Electronic Arts
13.4 Zynga
13.5 DeNA
13.6 SEGA
13.7 King
14 Future of Mobile Applications
14.1 Communication Enabled Apps
14.1.1 Direct API Revenue
14.1.2 Data Monetization
14.1.3 Cost Savings
14.1.4 Higher Usage
14.1.5 Churn Reduction
14.2 Embedded Entertainment and Gamified Apps
14.2.1 Gamification
14.2.2 Wearable Gamification
14.2.3 Mobile Social Gamification
14.2.4 Cloud Gamification
14.3 Cross Platform Apps
14.3.1 Smartphones, Tablets, Wearable Tech and More
14.3.2 Mobile/Wireless Apps Everywhere
14.4 The Impact of SMAC
14.4.1 Social, Mobile, Analytics, and Cloud (SMAC)
14.4.2 SMAC Stack
14.4.3 SMAC and Enterprise Mobile Market and Apps
Table 1: Example of the Most Successful Apps
Table 2: Apps Revenues in Apple App and Google Play Stores
Table 3: Handsets Manufacturer Market Share
Table 4: Mobile/Tablet Browser Share
Table 5: Mobile Platform Market Share 2012 - 2020
Table 6: Smartphone Market SWOT
Table 7: Key Considerable Mobile Gaming Strategies
Table 8: Mobile Gaming Business Model Descriptions
Table 9 Game Balancing Methods in Virtual Economy
Table 10: Potential Risk & Solution in F2P Virtual Economy
Table 11: Revenue vs. Costs in Gaming App Business
Table 12: Gameloft most Successful Apps
Table 13: Gungho Online Entertainment, Inc most Successful Apps
Table 14: EA most Successful Apps
Table 15: Zynga most Successful Apps
Table 16: DeNa Most Successful Apps
Table 17: SEGA Most Successful App
Table 18: King Applications
Figure 1: iPhone 6 and iPhone 6 Plus
Figure 2: iOS 8
Figure 3: Windows Phone 8 from Nokia
Figure 4: BlackBerry Z10
Figure 5: First Mobile Widgets
Figure 6: Early Mobile Widgets and Hardware
Figure 7: The Rise of the Smartphones Era
Figure 8: Classic Web App vs. Ajax Web Application Model
Figure 9: Samsung Note Edge
Figure 10: Multi-touch Screen
Figure 11: Touch ID
Figure 12: Blackberry OS 10.1
Figure 13: Amazon App Store
Figure 14: Apple App Store vs. iTunes Music Sales
Figure 15: Mobile Gaming Business Models
Figure 16: Monetizing Micro-Transaction in F2P model
Figure 17: Adoption of Moore’s Lifecycle Model in Mobile Gaming
Figure 18: Sequential Steps of Mobile Game Analytic Approach
Figure 19: Mobile Game Lifecycle KPI Framework
Figure 20: Apple Watch Payments using NFC
Figure 21: A Day in a Life of a Celebrity
Figure 22: Mobile App Store Framework

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