Summary
 
	この調査レポートはモバイルアプリケーション市場を調査し、主要プレイヤと戦略、エコシステムのダイナミクス、モバイルプラットフォーム開発の今後の方向性と機会などを分析・解説しています。
	Overview
	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.
	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?  
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		How will mobile apps continue to change our lives?  
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		What platforms are strongest for development of mobile apps?  
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		How is developing for mobile platforms different from other application development?  
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		How will wearable devices apps play in the coming years?
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		How will 5G impact the marketplace?
	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.
	Target Audience:
	- 
		OTT service providers
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		Application developers
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		Mobile device manufacturers
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		Communications service providers
	Companies in Report:
	- 
		1Mobile
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		Accenture
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		AcMarket
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		Amazon
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		AppBrain
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		Appland
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		Apple
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		Appolicious
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		Aptoide
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		ATT
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		Baba
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		Bemodi
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		Broadcom
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		Canonical Ltd
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		Cydia
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		eBay
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		Electronic Arts
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		F-droid
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		Facebook
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		Getair
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		GetJar
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		GluMobile
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		Google
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		Handango
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		HTC
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		Huawei
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		Infineon
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		Instagram
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		Intel
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		Itch.io
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		Jolla
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		King
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		Kongregate
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		Lenovo
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		LG Corporation
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		Linux Foundation
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		Marvel
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		Microsoft
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		Motorola
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		Mozilla Foundation
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		NexVa
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		Nokia
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		NTT DoCoMo
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		Open Handset Alliance
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		Oracle
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		Palm (HP)
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		Paypal
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		Qualcomm
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		Research in Motion (RIM)
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		Samsung
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		SlideME
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		SonyMobile
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		Sprint
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		STMicroelectronics
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		Sun Microsystems (Oracle)
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		Supercell
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		T-Mobile
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		Texas Instruments
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		TikTok
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		UptoDown
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		Verizon
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		Xiaomi
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		YouTube
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		Zoom
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		ZTE
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		Zynga
	 
						
						
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						Table of Contents
 
	Table of Contents
	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 Issues and Opportunities
	7.2.2 SMS Issues and Opportunities
	8 Application Store Case Studies
	8.1 Apple App Store
	8.2 Android App Stores
	8.2.1 Google Play Store
	8.2.2 Samsung Galaxy Apps
	8.2.3 Huawei App Store
	8.2.4 LG Smartworld
	8.2.5 Sony Apps
	8.2.6 Amazon App Store
	8.2.7 Other 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
	14.5.1 SMAC Overview
	14.5.2 The Collective Impact
	14.5.3 SMAC and Enterprise Mobile Market and Apps
	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
	Figures
	Figure 1: Dumb Phone Widgets to Smartphone Apps
	Figure 2: Apps Evolve along with Hardware and Software
	Figure 3: Smartphones a Mobile Application Ecosystem Gamechanger
	Figure 4: Samsung Smartphone Innovation
	Figure 5: Evolution of Multi-touch Screens
	Figure 6: Facial Recognition
	Figure 7: Fingerprint as Identity via Touch ID
	Figure 8: Evolution of 4G, Advances in LTE and 5G Introduction
	Figure 9: Amazon App Store
	Figure 10: Apple App Store vs. Music Sales
	Figure 11: Mobile Gaming Business Models
	Figure 12: Monetizing Micro-Transaction in F2P model
	Figure 13: Moore’s Lifecycle Model in Mobile Gaming
	Figure 14: Sequential Steps of Mobile Game Analytic Approach
	Figure 15: Mobile Game Lifecycle KPI Framework
	Figure 16: Apple Watch Payments using NFC
	Figure 17 Commerce Landscape
	Figure 18: Reality Applications
	Figure 19: AI in Smartphones enabling Next Generation Applications
	Figure 20: Mobile Immersive Technology Solutions
	Figure 21: Augmented Reality and Teleoperation
	Figure 22: Augmented Reality Market
	Figure 23: Mobile Payments Market
	Figure 24: Rich Communications Services Market
	Figure 25: Mobile Telemedicine Opportunities and Concerns
	Figure 26: Telemedicine Market Outlook
	Tables
	Table 1: Example of the Most Successful Apps
	Table 2: Apps Revenues in Apple App and Google Play Stores
	Table 3: Smartphone Market Leaders
	Table 4: Key Considerable Mobile Gaming Strategies
	Table 5: Mobile Gaming Business Model Descriptions
	Table 6 Game Balancing Methods in Virtual Economy
	Table 7: Potential Risk and Solution in F2P Virtual Economy
	Table 8: Revenue vs. Costs in Gaming App Business
	Table 9: EA most Successful Apps
	Table 10: Most Successful Apps Part One
	Table 11: Most Successful Apps Part Two
	Table 12: Top Applications