目次
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主な調査内容 (目次より抜粋)
- オンラインでの討論の概要
- アプリケーションの内容(コンテンツ、ゲーム、ナビゲーションなど)
- 有料のアプリケーション・コンテンツの利用について
- ユーザの使用体験
- 互換性への期待
- 認知と機能
Overview
Mobile applications such as games, entertainment and productivity software, which consumers download and install onto their handset, have been available for several years. But, consumers have been slow to embrace these applications despite continual predictions that the market is on the verge of taking off. However, today, there are strong signs that consumer interest in mobile applications has finally been ignited.
This research aims to provide a better understanding of consumers' attitudes towards discovering, purchasing, downloading, installing and using mobile applications. The findings will help the various industry stakeholders optimise their approach to application development, distribution and retail, enriching their customers' experience and further accelerating growth of the market.
Topics of coverage include:
- What do people talk about and like about mobile applications?
- How do users rate the value for money of mobile applications?
- What is the perception of the usability of applications?
- What are the concerns raised concerning mobile applications?
- How is compatibility with handsets or operators viewed?
- How do consumers discover applications?
Answers and opinions are provided with respect to the following essential questions:
- How has consumer interest in mobile applications changed over the past two years?
- What aspects show negative consumer sentiment?
- Are consumers still struggling with application ease-of-use?
- How do attitudes to iPhone applications compare to other platforms?
- Which types of applications dominate consumers' online chatter?
- How successful has the 59p price point been?

TOP
Table of Contents
- Research background and objectives
- Research methodology
- Executive summary
- Overview of online discussion
- Range and content
- Value for money perceptions
- User experience
- Compatibility expectations
- Awareness and availability
- Providers of applications
- Summary
Directory of charts in this report
Section 3: Executive Summary
- Fig 3.1 Buzz comparison: mobile applications 2008 vs. mobile content 2006
- Fig 3.2 Sentiment comparison: mobile applications 2008 vs. mobile content 2006
- Fig 3.3 Mobile applications: buzz by topic
- Fig 3.4 Mobile applications: buzz and sentiment by topic
- Fig 3.5 All mobile applications: sentiment and buzz by topic
Section 4: Overview of online buzz
- Fig 4.1 Share of buzz by application type
- Fig 4.2 Buzz and sentiment by handset type
- Fig 4.3 Buzz % by user type
Section 5: Content of applications
- Fig 5.1 Overall buzz and sentiment by topic
- Fig 5.2 Content sentiment; mobile applications 2008 vs. mobile content 2006
- Fig 5.3 Content: buzz and sentiment by application type
- Fig 5.4 Games applications: sentiment
- Fig 5.5 Games applications: sentiment by topic
- Fig 5.6 Navigation applications: sentiment
- Fig 5.7 Navigation applications: buzz and sentiment by provider
Section 6: Executive Summary
- Fig 6.1 Overall buzz and sentiment by topic
- Fig 6.2 Value for money sentiment; mobile applications 2008 vs. mobile content 2006
- Fig 6.3 Value for money buzz and sentiment by provider
・Section 7: User experience
- Fig 7.1 Overall buzz and sentiment by topic
- Fig 7.2 Simplicity buzz and sentiment; mobile applications 2008 vs. mobile content 2006
- Fig 7.3 Simplicity: buzz and sentiment by sub-topic
- Fig 7.4 Ease of use buzz and sentiment by provider
- Fig 7.5 Ease of set up: buzz and sentiment by provider
- Fig 7.6 Simplicity buzz (%) by provider
Section 8: Compatibility expectations
- Fig 8.1 Overall buzz and sentiment by topic
- Fig 8.2 Compatibility buzz and sentiment 2008 mobile applications vs. mobile content 2006
- Fig 8.3 Compatibility: buzz by application type
- Fig 8.4 Compatibility: buzz (%) and sentiment by handset
Section 9: Awareness and availability
- Fig 9.1 Awareness mechanic: buzz
- Fig 9.2 Availability of applications: sentiment
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