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Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition

Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition provides a complete understanding of the mobile software marketplace. The reader will learn about mobile applications from the inception and evolution of applications on mobile platforms, to current market trends. The state of the current market is defined through current market statistical data, financial and sales trends, user surveys, and assessing the impressions of news media outlets. Each of the top hardware and software platforms are reviewed and evaluated to provide a thorough understanding of the competitive landscape of the smart phone market. This research is an essential read for any organization directly or indirectly involved in the mobile marketplace.

Target Audience:

This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space.

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 EXECUTIVE SUMMARY
2 DEFINITION OF A MOBILE APP
2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE?
2.2 EXAMPLES OF CURRENT MOBILE APPS
3 HISTORY OF MOBILE PLATFORM PROGRAMMING
3.1 THE FIRST WIDGET
3.2 HARDWARE WIDGETS?
3.3 HARDWARE AND SOFTWARE EVOLUTION
3.3.1 Hardware evolution
3.3.1.1 The Smartphone revolution
3.3.2 Development platform evolution
3.3.2.1 Palm
3.3.2.2 WAP, WML, and HTML
3.3.2.2.1 HTML and Mini Browsers
3.3.2.2.2 Adobe, Flash, and SilverLight
3.3.2.2.3 JavaScript
3.3.2.2.4 AJAX
3.3.3 Development future
4 PLATFORM ARCHITECTURES
4.1 PLATFORM SPECIFIC DEVELOPMENT
4.1.1 Symbian
4.1.2 Windows Mobile, Windows Phone 7
4.1.3 Blackberry OS
4.1.4 iPhone OSX
4.1.5 Linux
4.1.6 Palm OS
4.1.7 Danger Hiptop, SideKick
4.1.8 Android
4.2 PORTABLE APP DEVELOPMENT
4.2.1 J2ME Platform
4.3 WEB BASED APPS
4.3.1 WAP/WML/XML
4.3.2 HTML
4.3.2.1 Browser Constraints by 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
5.3.1.1 Keypad
5.3.1.2 Keyboard
5.3.1.3 Touch Screen
5.3.1.4 Scroll Wheel
5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads.
5.3.2 Environmental Controls
5.3.2.1 Motion and Orientation Sensors
5.3.2.2 Light Sensors
5.3.3 Peripheral Access
5.3.3.1 GPS onboard and off
5.3.3.2 Bluetooth
5.3.3.3 Infrared
5.4 NETWORK ACCESS
5.4.1 Connection Persistence
5.4.1.1 Dial on Demand
5.4.1.2 Always On
5.4.2 Connection Types and Limitations
5.4.2.1 Cellular Data
5.4.2.2 WiFi
5.4.2.3 WiMax
5.4.2.4 Bluetooth
5.5 PROCESSING
5.5.1 Platforms and Speeds
5.6 WEB APP DEVELOPMENT
5.6.1 Limitations of Web Based Applications
5.6.2 A note about WAP/WML translators, compression gateways, and proxies
5.7 LICENSING
5.7.1 License Model Table by Platform
5.8 FUTURE APPLICATIONS
5.8.1 3D APPLICATIONS
5.8.2 THE VR-MALL CONCEPT
5.8.3 VR-Mall
5.8.4 VR-world Module
5.8.5 3D in Mobile Phones
5.8.6 3D Mobile Applications
5.8.7 Challenges of the 3D Applications
5.8.9 Solutions to Overcome Challenges
5.8.10 List of Phones that Uses 3D technology
5.8.10 Future of 3D Applications
5.9 AUGMENTED REALITY
5.9.1 Introduction
5.9.2 AR 3D applications
5.9.3 Tracking User's Position
5.9.4 QR Codes
5.9.5 Mobile Systems in AR
Collaborative Applications
5.9.6 Augmented Reality Challenges
5.9.7 AR Applications
5.9.8 AR in Tourism
5.9.9 AR and Face Recognition
5.9.10 Case Study: How to Use AR with in M-Commerce
5.9.11 WEB 2.0 AND SOCIAL SOFTWARE
5.9.12 Location-based Service in AR
5.9.12 Conclusion
6 MARKETS
6.1 MOBILE ADVERTISING
6.1.1 The Advertising Double Edged Sword
6.1.2 Mobile Web Advertising
6.2 MARKET SUMMARY
6.2.1 Case Study RIM
6.2.2 Case Study Apple
6.2.3 Case Study Android
6.2.4 Case Study PopCap Games
6.2.5 Case Study Car Locator
6.2.6 Platform Market Share 2012-2017
6.3 MARKET SIZING
6.3.1 Predicted Mobile Sales
THE MARKET FOR MOBILE PHONE DEVICES IN ASIA: 2011 - 2016
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN EUROPE
THE MARKET FOR MOBILE PHONE DEVICES IN EUROPE: 2011 - 2016
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN LATIN AMERICA
THE MARKET FOR MOBILE PHONE DEVICES IN LATIN AMERICA: 2011 - 2016
6.3.2 Predicted Smart Phone Sales
6.3.3 Recent Market Developments as Growth Indicators
7 MARKET SIZING AND FORECAST
7.1 SMART PHONE MARKET PERFORMANCE
7.2 APPLICATION STORE MARKET PERFORMANCE
7.2.1 Handango Mobile Content
7.2.2 Apple App Store Mobile Content
7.2.2.1 Medialets App Store and Android Marketplace Analysis
7.3 INDIVIDUAL APPLICATION PERFORMANCE
7.4 RECOMMENDATIONS FOR THE MOBILE APP MARKETPLACE
7.5 HOW TABLETS CAN AFFECT THE APPLICATION STORE
7.6 Next Generation Devices (what’s Beyond Tablet and Cell Phones..?)
7.7 Mobile Games Potential Earning and Markets 2012-2016
7.7.1 Smartphones in Context
7.7.2 Smartphones vs. Portable Game Players
7.7.3 Mobile Games
8 SMART PHONE USER SURVEY
9 MARKET BREAKDOWN BY MOBILE OPERATING SYSTEM
9.1 SYMBIAN
9.2 RIM BLACKBERRY
9.3 APPLE OSX MOBILE
9.4 GOOGLE ANDROID
9.5 WINDOWS MOBILE AND PHONE 7
9.6 PALM WEBOS
9.7 SAMSUNG BADA
9.8 EMERGING PLATFORMS
10 MOBILE APPLICATION EXAMPLES
10.1 SALESFORCE
10.2 DEXTERRA
10.3 AMERICA’S EMERGENCY NETWORK
11 CARRIER AND VENDOR ADAPTATIONS
11.1 TOPOLOGY AND NETWORK CHANGES
11.2 POLICY CHANGES
11.2.1 Open Network Movements
11.2.2 Billing Plan Changes
11.3 INFRASTRUCTURE HARDWARE CHANGES
11.3.1 Location Based Services
11.3.2 WiFi Localized Service Hosting
11.3.3 Network Monitoring Changes and Effects
11.4 HANDSET MANUFACTURER CHANGES
11.4.1 Integrating New Handset Features
11.4.2 Evolving the Handset
11.5 SOFTWARE CHANGES
11.5.1 Mobile Browser Evolution
11.5.2 Multiple Platform Mobile Operating Systems
12 THE FUTURE OF APPS
12.1 INNOVATIVE SOLUTIONS ON THE HORIZON
12.1.1 Context and Location Sensitive Applications
12.1.2 Pay Point Solutions
12.1.3 Swarm Data Mining
12.2 PREDICTIONS FOR THE NEXT GENERATION
12.2.1 Obsolescence of the Wallet
12.2.2 Mobile Payment Systems
12.2.3 Current M-Payment Market
12.2.4 M-payment Analysis
12.2.5 Money Transfers
12.2.6 The M-Banking Regional Market and Service Providers
12.2.1.1 Digital ID
12.2.1.2 Electronic Signature
12.2.2 Convergence of Portable Devices
12.2.2.1 Geo Tagging Multimedia
12.2.2.2 Geocasting, Personal Broadcasting
12.2.3 Breaking the Phone Mold
12.2.3.1 Unlocking and Starting Your Car
12.2.3.2 Authentication on a Computer and Elsewhere
12.2.3.3 Remote Control
13 SUMMARY
14 INDEX OF TABLES
15 IMAGE CREDITS
16 REFERENCES

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