Global Mobile Application Marketplace Report 2021: From Widgets on "Dumb" Phones to Apps on Smartphones
DUBLIN, April 6, 2021 /PRNewswire/ -- The "Mobile Application Marketplace 2021: Market Analysis and Assessment of Future Outlook and Opportunities" report has been added to ResearchAndMarkets.com's offering.
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.
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.
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 the development of mobile apps?
- How is developing for mobile platforms different from other application development?
- How will wearable device apps play in the coming years?
- How will 5G impact the marketplace?
Target Audience:
- OTT service providers
- Application developers
- Mobile device manufacturers
- Communications service providers
Key Topics Covered:
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 7.2.2 SMS
8 Application Store Case Studies 8.1 Apple App Store 8.2 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 14.6 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
For more information about this report visit https://www.researchandmarkets.com/r/ejgje1
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