World Mobile Applications Market - Advanced technologies, Global Forecast (2010 - 2015)
The report provides market estimates and forecasts for the global mobile applications markets in North America, Europe, Asia, and Rest of the World (ROW).
Dallas, TX -- (SBWire) -- 01/20/2011 -- 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.
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.
MARKETS COVERED
This research report categorizes the global market for mobile applications on the basis of:
• Mobile applications categories:
1. Communications
2. Games
3. Multimedia
4. Productivity
5. Travel
6. Utilities
7. Others
• Business model (store) types:
1. Native or On Deck
2. Third party or Off Deck
• Mobile Application Market by users
1. Individuals or consumer user segment
2. Business or Enterprise users segment
• Market participants:
1. OS developers
2. Handset manufacturers
3. Application developers
4. 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.
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.
1. Prices and pricing trends in different geographies were identified and analyzed through secondary research, and then average selling price per unit was calculated.
2. 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.
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