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KEY TAKEAWAYS
- Define, measure, and forecast the global mobile applications market.
- Identify and measure the mobile application submarkets as per
category, store type, and application provider.
- Identify major trends influencing the markets at the macro and
micro level
- Track the significant geography-specific trends in the regions of
North America, Europe, Asia, and Rest of the World (ROW).
- Strategically profile and analyze market players and their core
competencies in each segment of the mobile application market.
- Track and analyze the recent market developments and competitive
strategies such as alliances, joint ventures, and mergers and
acquisitions.
REPORT DESCRIPTION
The success of Apple's App Store has not only established the salability of mobile applications, but has also shown that the best of these offer the potential to generate enormous revenues. Several telecom giants have thus begun providing a dedicated application stores to their users, so much so that more than 3 million unique applications are currently on air for communications, games, multimedia, productivity, travel, and utility purposes.
About 7 billion (free and paid) application downloads were made globally in 2009 alone from both native and third-party application stores; generating revenues of $3.9 billion in the same year. Apple with a whopping more than 4 billion downloads to date commanded more than 90% of the application market share in 2009. However, new players are rapidly entering the application market space, as the increasing uptake and usability of smartphone devices boosts the mobile application market still further. According to our estimates, the global mobile application market is expected to be worth $24.4 billion in 2015, growing at a CAGR of 64% from 2009 to 2015.
MARKETS COVERED
This research report categorizes the global market for mobile applications on the basis of:
- Mobile applications categories:
- Communications
- Games
- Multimedia
- Productivity
- Travel
- Utilities
- Others
- Business model (store) types:
- Native or On Deck
- Third party or Off Deck
- Mobile Application Market by users
- Individuals or consumer user segment
- Business or Enterprise users segment
- Market participants:
- OS developers
- Handset manufacturers
- Application developers
- Operators
The report provides market estimates and forecasts for the global mobile applications markets in North America, Europe, Asia, and Rest of the World (ROW). In addition to market sizing and forecasts, the report also offers a detailed analysis of the market trends, opportunities, and the factors influencing the growth of each segment of the mobile applications market. The report also draws a competitive landscape, analysing the core competencies of the major players, and the strategies adopted to expand their market presence.
Browse complete report at
http://www.marketsandmarkets.com/Market-Reports/mobile-applications-228.html
STAKEHOLDERS
The targeted audience for this report includes:
- Handset manufacturers: a competitive analysis of their mobile
application stores, as well as development and support programs
- Mobile phone operators: a comprehensive review of their
offerings, growth strategies, strengths, and weaknesses
- Mobile software developers: comparative analysis of platforms
that offer high growth potential
- Application store providers: a detailed technical comparison of
their offerings
- Retail electronics distributors
- Enterprise and business users
RESEARCH METHODOLOGY
The report uses a combination of primary and secondary research to arrive at market estimates.
- Size of the mobile applications market is calculated using bottom-up
approach; using volume (downloads/year) and prices validated by
the key market participants such as CEOs, VPs, global head strategy
etc.
- Market sizes were also verified by cost volume approach.
- Prices and pricing trends in different geographies were
identified and analyzed through secondary research, and then average
selling price per unit was calculated.
- All currencies were converted into USD. After that weighted
average price of mobile applications have been calculated.
- Geographical market split was arrived at by determining
population, cost of applications, and the adoption rate in different
regions.
TABLE OF CONTENTS
Executive Summary
1. Introduction
1.1. Mobile applications: a recession proof industry?
1.2. Development prospects for software developers
1.3. Opportunity for operators
1.4. Apple leads the market
2. Summary
3. Market Overview
3.1. Evolution of Mobile Applications Market
3.2. Market Dynamics
3.3. Forces for competition
3.4. On Deck vendors benchmarking analysis
4. The Growth of Smartphone and Mobile Data Markets
4.1. Patterns in Consumer Demand
4.2. Emerging from Recession
4.3. An increasing role for third-party applications
4.4. Shifting Momentum: Emerging value chain dynamics
5. Mobile Application Market
5.1. Mobile applications market overview
5.2. Mobile applications Categories
5.2.1. Communications
5.2.2. Games
5.2.3. Multimedia
5.2.4. Productivity
5.2.5. Travel
5.2.6. Utilities
5.2.7. Others
5.3. Mobile applications advertising opportunity
5.4. Mobile Application Market by Users
5.4.1. Consumers
5.4.2. Business and Enterprise
6. Business Models: Delivering through application stores
6.1. Native (On Deck) Mobile application stores
6.1.1. The iTunes App Store
6.1.1.1. AppStore as a Handset Sales Driver
6.1.1.2. Key Success Factors
6.1.2. Android Market
6.1.2.1. Advantages for operators
6.1.2.2. Android Market Business Model to the consumer
6.1.2.3. Initial Market Impact of the Google/Android Business Model
6.1.2.4. Android as an enabler for mobile search, LBS and user defined
content
6.1.2.5. Android App Stats and Trends
6.1.3. BlackBerry App World
6.1.3.1. BlackBerry App World Business Model and App Categories
6.1.3.2. Fixing the Declining Competitive Advantage for RIM
6.1.3.3. Price Variation in LBS for Blackberry
6.1.4. Nokia Ovi Store
6.1.5. Microsoft Windows Marketplace
6.1.6. Palm Pre App Catalog
6.1.7. LG Application Store
6.1.8. Samsung Apps
6.1.9. Play Now Arena (Sony Ericsson)
6.1.10. Operator Offerings
6.1.10.1. T-Mobile's effort
6.1.10.2. Airtel application store
6.2. Third Party (Off Deck) App Stores
6.2.1. Getjar
6.2.1.1. Getjar Innovation in Business Model
6.2.2. Handango
6.2.3. Handmark
7. Evolving role of market participants and the ecosystem
7.1. Handset/OS manufacturers
7.2. Developers
7.3 . Operators
7.4. Current Trends
7.4.1. Consumer response
7.4.2. Pricing Trends
7.4.3. Download and usage trends
7.4.4. Product and Sales Lifecycles for Applications
8. App Store models and native apps: Downside risks and disadvantages
8.1. App restrictions
8.2. Consequences of low barriers to entry
8.3. Fragmentation and cost factors
8.4. App maintenance and updates
8.5. Long term commercial feasibility of application stores
9. Potential and Current Constraints for Web App models
9.1. Potential for Apps
9.2. Constraints
9.3. Web app strategies among market actors
9.4. Future exploitation and conclusion (Opportunities)
10. Geographic Analysis
11. Company Profiles
11.1. 2ergo
11.2. 3Cinteractive
11.3. Airtel
11.4. AppBoy
11.5. AppCubby
11.6. Apple
11.7. Buongiorno
11.8. China Mobile
11.9. China Unicom
11.10. China Telecom
11.11. Distributive Networks
11.12. Facebook
11.13. GetJar
11.14. Google (Android)
11.15. Handango
11.16. Handmark
11.17. HTC
11.18. iLoop Mobile, Inc.
11.19. Impact Mobile
11.20. LG
11.21. Microsoft
11.22. Mobile Accord
11.23. Motorola
11.24. MTS
11.25. Nokia
11.26. NTT Docomo
11.27. Open Market
11.28. Palm
11.29. Play Now Arena
11.30. Reliance Communications
11.31. Renu Mobile
11.32. RIM
11.33. Samsung
11.34. Sony-Ericsson
11.35. Sun
11.36. Symbian
11.37. Sybase 365
11.38. T-Mobile
11.39. Vodafone
11.40. Waterfall Mobile
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