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  4. > Wireless Carrier Apps and Services Market: WebRTC, MVAS, Mobile Apps 2015, Mobile Payments, and SMAC 2015 - 2020

Overview:

In the face of unprecedented competition between each other and Over-the-Top (OTT) service providers, Communication Service Providers (CSP) must develop new applications and services to provide new revenue streams and profitability. Some areas are more promising than others such as WebRTC and other value-added service (VAS) apps.

This research provides analysis of mobile VAS (MVAS) apps, market outlook, carrier prospects and forecasting for all key MVAS apps from 2015 to 2020. Emphasis is placed on certain key areas such as WebRTC, Mobile Payments, and cloud-based services. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:
Mobile network operators
Mobile device manufacturers
Application stores/aggregators
Cloud management companies
Mobile infrastructure companies
Mobile VAS application companies

Table Of Contents

Wireless Carrier Apps and Services Market: WebRTC, MVAS, Mobile Apps 2015, Mobile Payments, and SMAC 2015 - 2020
Table of Contents:

Web Real-time Communications: WebRTC Software, Applications, Services, Solutions, and Devices Market with Global and Regional Forecast 2015 - 2020

1.0 INTRODUCTION
1.1 EXECUTIVE SUMMARY
1.2 TARGET AUDIENCE
1.3 COMPANIES IN REPORT
2.0 WEBRTC AND WEBRTC MARKET OVERVIEW
2.1 UNDERSTANDING WEBRTC
2.1.1 WEBRTC FEATURES
2.1.2 WEBRTC ADVANTAGES
2.1.3 PEER TO PEER VS. BROWSER TO BROWSER COMMUNICATION
2.1.4 CLICK TO CALL
2.2 EVOLUTION OF WEBRTC
2.3 WEBRTC SOLUTION MARKET
2.4 WEBRTC MARKET FACTORS
2.4.1 GROWTH DRIVERS
2.4.2 MARKET LIMITATIONS
2.4.3 MARKET OPPORTUNITIES
2.5 WEBRTC ECOSYSTEM / VALUE CHAIN
2.5.1 VENDORS
2.5.2 PRODUCTS
2.5.3 SOLUTIONS AND SERVICES
2.5.4 APPLICATIONS
2.5.5 DELIVERY PLATFORMS
2.5.6 END USERS
3.0 WEBRTC TAXONOMY
3.1 WEBRTC TECHNOLOGY
3.1.1 NATIVE APPS VS. WEBRTC
3.1.2 HTML5
3.1.3 WEBRTC AND EXPANSION OF MEDIA/DATA USAGE VIA 4G/LTE
3.1.4 LTE/4G, RCS, AND WEBRTC
3.1.5 CARRIER WIFI AND WEBRTC
3.1.6 CLOUD COMMUNICATION AND WEBRTC
3.1.7 OPEN SOURCE API AND WEBRTC
3.2 WEBRTC ARCHITECTURE
3.3 WEBRTC FUNCTIONALITY
3.3.1 VOICE CALLING 2
3.3.2 REAL TIME MESSAGING
3.4 WEBRTC ENTERPRISE APPLICATION
3.4.1 CUSTOMER FACING ENTERPRISE
3.4.2 IN-HOUSE LICENSES DEVELOPMENT
3.4.3 APPLICATION AND SECURITY
3.5 WEBRTC API
3.5.1 SESSION DESCRIPTION PROTOCOL (SDP)
3.5.2 OPEN REAL-TIME COMMUNICATIONS API (ORCA)
3.5.3 WEBRTC SECURITY
3.5.4 CHROME
3.5.5 FIREFOX
3.5.6 MEDIA STREAM (GETUSERDATA)
3.5.7 HOOKFLASH
3.5.8 MEDIASTREAM API
3.5.9 RTCDATACHANNEL API
3.6 CLOUD RTC PLATFORM
4.0 WEBRTC APPLICATION CASES
4.1 STAGES OF CREATION OF WEBRTC APPLICATION
4.1.1 GETTING STARTED
4.1.2 CREATING VIDEO AUDIO CALLING
4.1.3 USING TEXT
4.1.4 FILE SHARING
4.2 WEBRTC APPLICATIONS
4.2.1 USE OF WEBRTC IN E-LEARNING
4.2.2 WEBRTC IN CORPORATE MEETINGS
4.2.3 WEBRTC AND HTML5 DEVELOPMENTS
4.2.4 WEBRTC FOR THE MOBILE APPLICATIONS
4.3 WEBRTC USE CASES
4.3.1 CUSTOMER CARE
4.3.2 PREMIUM CUSTOMER SERVICES
4.3.3 CUSTOMER WILLINGNESS TO PAY FOR SUCH PREMIUM SERVICES
4.4 ECONOMICS OF WEBRTC
5.0 WEBRTC SOLUTION MARKET FORECAST 2015 - 2020
5.1 GLOBAL MARKET REVENUE FORECAST 2015 - 2020
5.2 REGIONAL REVENUE FORECAST 2015 - 2020
5.2.1 NORTH AMERICA COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.2.2 WESTERN EUROPE COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.2.3 APAC COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.2.4 EASTERN EUROPE COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.2.5 LATIN AMERICA COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.2.6 MIDDLE EAST and AFRICA COUNTRY WISE REVENUE FORECAST 2015 - 2020
5.3 WEBRTC REVENUE FORECAST BY SOLUTION AND SERVICE 2015 - 2020
5.4 WEBRTC SERVICE SEGMENT REVENUE FORECAST 2015 - 2020
5.5 WEBRTC REVENUE FORECAST BY INDUSTRY VERTICAL 2015 - 2020
5.6 DEPLOYMENT MODEL WISE REVENUE FORECAST 2015 - 2020
5.7 WEBRTC REVENUE FORECAST BY MAJOR APPLICATION CATEGORY 2015 - 2020
5.8 GLOBAL WEBRTC DEVICE FORECAST 2015 - 2020
5.9 WEBRTC DEVICE FORECAST BY REGION 2015 - 2020
5.10 GLOBAL WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11 WEBRTC ACTIVE USER FORECAST BY REGION 2015 - 2020
5.11.1 NORTH AMERICA WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11.2 WESTERN EUROPE WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11.3 APAC WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11.4 EASTERN EUROPE WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11.5 LATIN AMERICA WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.11.6 MIDDLE EAST and AFRICA WEBRTC ACTIVE USER FORECAST 2015 - 2020
5.12 CSP DRIVEN GLOBAL WEBRTC ACTIVE USER 2015 - 2020
6.0 ROLE OF TELECOM OPERATORS AND CSPS
6.1 CARRIER INTEGRATION
6.2 NON-CARRIER PARTNERSHIPS
6.3 COMMUNICATION MEDIATOR
6.4 TELECOM VALUE-ADDED SERVICES (VAS)
6.5 NEW BUSINESS MODELS AND OPPORTUNITIES
6.5.1 TELEFONICA CASE STUDY
6.5.2 ANOTHER POTENTIAL FOR CSPS: WEBRTC AND TOLL-FREE CALLING
6.6 TELECOM API
6.7 ROLE OF CSPS
7.0 WEBRTC VENDOR LANDSCAPE
7.1 OVERALL COMPETITIVE LANDSCAPE
7.1.1 PLATFORM VENDORS
7.1.2 VOICE SOLUTION VENDORS
7.1.3 VIDEO SOLUTION VENDORS
7.1.4 CONFERENCE SOLUTION PROVIDERS
7.1.5 TELECOM WEBRTC CARRIER
7.1.6 ON-PREMISE VENDORS
7.1.7 OTT COMMUNICATION PROVIDERS
7.1.8 BULK SMS VENDORS
7.1.9 LEARNING AND DEVELOPMENT VENDORS
7.2 ALCATEL LUCENT
7.2.1 OVERVIEW
7.2.2 ANALYSIS
7.3 ATandT
7.3.1 OVERVIEW
7.3.2 ANALYSIS
7.4 AVAYA
7.4.1 OVERVIEW
7.4.2 ANALYSIS
7.5 CAFEX
7.5.1 OVERVIEW
7.5.2 ANALYSIS
7.6 CISCO SYSTEMS
7.6.1 OVERVIEW
7.6.2 ANALYSIS
7.7 DIALOGIC
7.7.1 OVERVIEW
7.7.2 SWOT ANALYSIS
7.8 ERICSSON
7.8.1 OVERVIEW
7.8.2 ANALYSIS
7.9 GENBAND
7.9.1 OVERVIEW
7.9.2 ANALYSIS
7.10 GOOGLE
7.10.1 OVERVIEW
7.10.2 ANALYSIS
7.11 HUAWEI TECHNOLOGIES
7.11.1 OVERVIEW
7.11.2 ANALYSIS
7.12 IBM CORPORATION
7.12.1 OVERVIEW
7.12.2 SWOT ANALYSIS
7.13 MITEL NETWORKS
7.13.1 OVERVIEW
7.13.2 ANALYSIS
7.14 ORACLE
7.14.1 OVERVIEW
7.14.2 ANALYSIS
7.15 PLIVO
7.15.1 OVERVIEW
7.15.2 ANALYSIS
7.16 QUOBIS
7.16.1 OVERVIEW
7.16.2 SWOT ANALYSIS
7.17 SONUS
7.17.1 OVERVIEW
7.17.2 ANALYSIS
7.18 TEMASYS
7.18.1 OVERVIEW
7.18.2 ANALYSIS
7.19 TOKBOX TELEFONICA
7.19.1 OVERVIEW
7.19.2 ANALYSIS
7.20 TWILIO
7.20.1 OVERVIEW
7.20.2 ANALYSIS
8.0 FUTURE OF WEBRTC
8.1 BEYOND VOICE/VIDEO AND BROWSERS: WEBRTC AND CDNS
8.2 HYBRID P2P AND SERVER-BASED CDN
8.3 EMERGING WEBRTC ISSUES AND OPPORTUNITIES
8.4 WEBRTC IMPLEMENTATION STATUS
8.5 WEBRTC APPLICATIONS IN MACHINE LEARNING AND 5G
9.0 RECOMMENDATIONS
9.1 COMMUNICATION SERVICE PROVIDERS
9.2 SOCIAL MEDIA COMPANIES
9.3 CONTENT PROVIDERS
9.4 APPLICATION DEVELOPERS
9.5 COMMERCE PROVIDERS
9.6 INFRASTRUCTURE PROVIDERS
9.7 DEVICE MANUFACTURERS

Figures

Figure 1: WebRTC Framework
Figure 2: WebRTC Value Chain / Ecosystem (from Vendor to End User)
Figure 3: WebRTC Architecture
Figure 4: Video Calling using WebRTC Applications
Figure 5: WebRTC Global Market Revenue Forecast $ Million 2015 - 2020
Figure 6: WebRTC Market Revenue Forecast by Region $ Million 2015 - 2020
Figure 7: WebRTC Market Share by Region 2015 - 2020
Figure 8: North America Revenue Forecast by Country $ Million 2015 - 2020
Figure 9: Western Europe Revenue Forecast by Country $ Million 2015 - 2020
Figure 10: APAC Revenue Forecast by Country $ Million 2015 - 2020
Figure 11: Eastern Europe Revenue Forecast by Country $ Million 2015 - 2020
Figure 12: Latin America Revenue Forecast by Country 2015 - 2020
Figure 13: Middle East and Africa Revenue Forecast by Country 2015 - 2020
Figure 14: WebRTC Revenue Forecast Solution vs. Service $ Million 2015 - 2020
Figure 15: WebRTC Market Share Solution vs. Service Vertical 2015 - 2020
Figure 16: WebRTC Revenue Forecast by Service Segment $ Million 2015 - 2020
Figure 17: WebRTC Revenue Forecast by Industry Vertical $ Million 2015 - 2020
Figure 18: WebRTC Revenue Forecast by Deployment Model $ Million 2015 - 2020
Figure 19: WebRTC Revenue Forecast by App Category $ Million 2015 - 2020
Figure 20: Global WebRTC Enabled Device Forecast in Billion 2015 - 2020
Figure 21: WebRTC Enabled Device Forecast by Region in Billion 2015 - 2020
Figure 22: WebRTC Enabled Device Share by Region 2015 - 2020
Figure 23: Global WebRTC Active User Forecast in Billion 2015 - 2020
Figure 24: WebRTC Active Users by Region in Million 2015 - 2020
Figure 25: WebRTC Active Users Share by Region 2015 - 2020
Figure 26: WebRTC Active Users North America in Million 2015 - 2020
Figure 27: WebRTC Active Users Western Europe in Million 2015 - 2020
Figure 28: WebRTC Active Users APAC in Million 2015 - 2020
Figure 29: WebRTC Active Users Eastern Europe in Million 2015 - 2020
Figure 30: WebRTC Active Users Latin America in Million 2015 - 2020
Figure 31: WebRTC Active Users ME and Africa in Million 2015 - 2020
Figure 32: Carrier Driven Global WebRTC Active Users Million 2015 - 2020
Figure 33: WebRTC and IMS Integration Structure
Figure 34: New Business Model in WebRTC Carrier Ecosystem
Figure 35: WebRTC Vendor Competitive Landscape
Figure 36: Avaya WebRTC Ecosystem Diagram
Figure 37: Genband SPiDR Gateway
Figure 38: Oracle WebRTC Session Controller
Figure 39: Sippo WebRTC Application Controller Diagram
Figure 40: WebRTC Progress by Browswer Type
Figure 41: WebRTC at the Center of Coms, Apps, Content, and Commerce

Mobile Value-add Services (MVAS) Markets, Applications, and Opportunities, 5th Edition

1.0 EXECUTIVE SUMMARY 12
2.0 INTRODUCTION 14
2.1 WHAT IS MOBILE NETWORK VAS? 14
2.2 MARGINALIZATION OF BEARER SERVICES AND GROWING DEPENDENCY ON VAS 14
2.2.1 THE DEGREE OF DEPENDENCY OF VAS TO OTHER SERVICES 15
2.2.2 PREVAILING VARIANCES OF CONTENT PREFERENCES 15
2.3 SUBSCRIPTION VS. ON-DEMAND MOBILE NETWORK VAS 15
2.4 P2P VS. A2P MOBILE NETWORK VAS 16
3.0 MOBILE NETWORK VAS FRAMEWORK BY TYPES 17
3.1 CONTENT 17
3.1.1 CONTENT DELIVERY 18
3.1.2 CHARGING PREMIUM CONTENT 19
3.1.3 ONLINE BILLING SERVICES 20
3.2 COMMERCE 20
3.3 COMMUNICATION 22
3.3.1 CORE SERVICES 22
3.3.2 VALUE-ADDED SERVICES 23
3.4 APPLICATIONS 23
4.0 MOBILE NETWORK VAS GROWTH DRIVER ANALYSIS 24
4.1 NEW VS. UNPROVEN APPLICATIONS 24
4.2 MARKET DRIVER: TARGETED OFFERINGS AND PREMIUM SERVICES 25
4.3 INTERNET PROTOCOL AND WEB-BASED APPLICATIONS 25
4.4 NEXT GENERATION NETWORKS A DRIVER FOR MOBILE NETWORK VAS 26
4.5 GROWTH PROSPECTS FOR MOBILE NETWORK VAS 26
5.0 MOBILE NETWORK VAS MARKET CHALLENGE ANALYSIS 27
5.1 IMPACTS 27
5.1.1 IMPACT ON EXISTING APPLICATIONS AND SERVICES 28
5.1.2 IMPACT ON OPERATIONS 29
5.1.3 IMPACT ON PARTNERS 29
5.2 STRATEGIES 32
5.2.1 NETWORK OPERATOR STRATEGIES AGAINST OTT 32
5.2.2 NETWORK OPERATOR STRATEGIES FOR API'S 33
5.2.3 STRATEGIES FOR THIRD PARTY CONTENT AND COMMERCE 34
6.0 MOBILE NETWORK VAS ECOSYSTEM ANALYSIS 35
6.1 SUPPLY CHAIN 35
6.1.1 ALCATEL LUCENT 35
6.1.2 COMVERSE 35
6.1.3 ERICSSON 36
6.1.4 NOKIA-SIEMENS NETWORKS 36
6.1.5 SYNIVERSE 36
6.1.6 TRANSACTION NETWORK SERVICES 36
6.2 MOBILE NETWORK VAS PARTNERS 36
6.3 MOBILE NETWORK VAS COMPETITORS 36
6.3.1 APPLE 36
6.3.2 FACEBOOK 38
6.3.3 GOOGLE 39
6.4 MAJOR MOBILE NETWORK OPERATORS 41
6.4.1 ATandT 41
6.4.2 SPRINT NEXTEL 41
6.4.3 VERIZON 41
6.5 MOBILE NETWORK OPERATOR STRATEGIES 41
6.6 MOBILE NETWORK OPERATOR API VALUE CHAIN 42
6.7 MOBILE NETWORK PARTNERSHIPS 43
6.7.1 PUT STRATEGIC FOCUS ON SERVICE MASH-UP TREND 44
6.7.2 SOLID NGN SERVICE TRANSFORMATION PLAN IS FIRST 45
7.0 MOBILE NETWORK VAS APPLICATION IN INDUSTRY VERTICAL 2015 - 2020 47
7.1 VAS TRANSFORMATION AND MARKET OPPORTUNITIES 47
7.1.1 GLOBAL MOBILE NETWORK VAS MARKET PROJECTION 2015 - 2020 47
7.2 NATIVE MOBILE APPLICATIONS 48
7.2.1 GLOBAL MOBILE APP MARKET PROJECTION AS NETWORK VAS 2015 - 2020 49
7.3 AUGMENTED REALITY (AR) 49
7.3.1 AR COMMERCE APPLICATION 51
7.3.2 AR APPLICATION AREAS 51
7.3.3 AR DEPLOYMENT STAGES 52
7.3.4 AR 3D APPLICATIONS 53
7.3.5 AR FOR TRACKING USER POSITION 54
7.3.6 QR CODES 55
7.3.7 MOBILE SYSTEMS IN AR 56
7.3.8 COLLABORATIVE APPLICATIONS 59
7.3.9 AUGMENTED REALITY CHALLENGES 60
7.3.10 AR APPLICATIONS 62
7.3.11 AR IN TOURISM 64
7.3.12 AR AND FACE RECOGNITION 65
7.3.13 CASE STUDY: HOW MOBILE CAN BENEFIT FROM AUGMENTED REALITY 65
7.3.14 GLOBAL AR APPLICATION MARKET PROJECTION 2015 - 2020 65
7.4 VIRTUAL REALITY (VR) 67
7.4.1 VIRTUAL REALITY IN INDUSTRY VERTICAL 68
7.4.2 LATEST VR DEVELOPMENTS 68
7.4.3 GLOBAL VR APPS MARKET PROJECTION 2015 - 2020 69
7.5 PUBLIC SAFETY AND MOBILE BROADBAND 70
7.5.1 MARKET PROJECTION 2015 - 2020 70
7.6 OPERATOR CARRIER EXCHANGE (OCX) 72
7.6.1 MARKET PROJECTION 2015 - 2020 73
7.7 MOBILE CLOUD SERVICES AND SOLUTION 73
7.7.1 MARKET PROJECTION 2015 - 2020 74
7.8 MOBILE PAYMENT 78
7.8.1 MOBILE COMMERCE 78
7.8.2 MOBILE MONEY 89
7.8.3 MOBILE BANKING 120
7.8.4 MOBILE CHECKOUT 124
7.8.5 MOBILE SHOPPING 124
7.8.6 STORED VALUE AND THIRD-PARTY PAYS 132
7.8.7 MOBILE EDUCATION 134
7.8.8 GLOBAL PAYMENTS MARKET PROJECTION 2015 - 2020 138
7.9 MOBILE MARKETING AND ADVERTISING 139
7.9.1 PULL VS. PUSH MARKETING 140
7.9.2 PERMISSION-BASED MARKETING 140
7.9.3 BANNER AND LINK ADVERTISING 140
7.9.4 MOBILE COUPONING 141
7.9.5 MOBILE SEARCH 141
7.9.6 LOCAL SEARCH 141
7.9.7 SOCIAL SEARCH 142
7.9.8 DIRECT RESPONSE MOBILE MARKETING 143
7.9.9 MOBILE BARCODES 145
7.9.10 MOBILE ADVERTISING/MARKETING LANDSCAPE 147
7.9.11 MOBILE MESSAGING, MOBILE SEARCH CRITICAL ADVERTISING TOOL 148
7.9.12 LOCALIZED MOBILE ADS DRIVE KEY SALES IN SPECIFIC VERTICALS 151
7.9.13 MOBILE VIDEO AND APPS IS FASTEST GROWING CONTENT SECTOR 151
7.9.14 MOBILE MARKETING VENDORS 152
7.9.15 ADVERTISING NETWORKS 153
7.9.16 MARKET PROJECTION 2015 - 2020 156
7.10 MACHINE TO MACHINE (M2M) 156
7.10.1 M2M VALUE PROPOSITION 157
7.10.2 M2M APPLICATIONS 158
7.10.3 MOBILE NETWORK OPERATOR (MNO) STRATEGIC INITIATIVE ANALYSIS 161
7.10.4 MARKET PROJECTION 2015 - 2020 165
7.11 MOBILE GAMING 166
7.11.1 SOCIAL LOCATION GAMING 166
7.11.2 MARKET PROJECTION 2015 - 2020 167
7.12 MOBILE SOCIAL NETWORKING AND MESSAGING 168
7.12.1 MESSAGING 168
7.12.2 SOCIAL NETWORKING 169
7.12.3 COMMUNICATIONS CONTROL 175
7.12.4 LOCATION-BASED SERVICE APPLICATIONS 177
7.12.5 MARKET PROJECTION 2015 - 2020 190
7.13 THE INTERNET OF THINGS (IOT) 191
7.13.1 CONVERGENCE OF M2M, IOT, SOCIAL, AND BIG DATA = HUGE OPPORTUNITY 192
7.13.2 CONNECTED DEVICE 194
7.13.3 MARKET PROJECTION 2015 - 2020 195
7.14 MOBILE BIG DATA 196
7.14.1 MARKET PROJECTION 2015 - 2020 198
7.15 SUBSCRIBER DATA MANAGEMENT (SDM) 198
7.15.1 MARKET PROJECTION 2015 - 2020 200
7.16 TELECOM API AND MANAGEMENT 200
7.16.1 TELECOM API CATEGORIES 201
7.16.2 SDM AND API'S 202
7.16.3 MARKET PROJECTION 2015 - 2020 204
7.17 CONNECTED WEARABLE 204
7.17.1 RECENT DEVELOPMENTS IN WEARABLE COMPUTING DEVISES MARKET SPACE 204
7.17.2 WEARABLE WIRELESS APPLICATIONS 208
7.17.3 MARKET PROJECTION 2015 - 2020 209
7.18 MOBILE HEALTHCARE 209
7.18.1 MARKET PROJECTION 2015 - 2020 210
7.19 MOBILE AGRICULTURE MARKET PROJECTION 211
7.20 MOBILE AND SOCIAL TV 212
7.20.1 MOBILE AND SOCIAL TV ECOSYSTEM 212
7.20.2 THE OPERATORS ROLE 214
7.20.3 HANDSET MANUFACTURERS ROLE 215
7.20.4 SOFTWARE VENDORS ROLE 219
7.20.5 BUSINESS MODEL IN MOBILE TV 219
7.20.6 SPECTRUM ISSUE 221
7.20.7 INTEGRATED HOME ENTERTAINMENT: INTERNET, TV, GAMING 222
7.20.8 STREAMING VIDEO 223
7.20.9 MARKET PROJECTION 2015 - 2020 226
7.21 MOBILE MUSIC MARKET PROJECTION 2015 - 2020 227
7.22 OTHER VAS APPLICATION OPPORTUNITIES 227
7.22.1 USER GENERATED CONTENT 227
7.22.2 PUSH TO ""X"" CONTENT, COMMERCE, COMMUNICATIONS, AND APPLICATIONS 228
7.22.3 MOBILE GOVERNMENT 229
7.22.4 VOICE OVER LTE (VOLTE) 243
7.22.5 VIDEO SERVICE 246
7.22.6 RICH COMMUNICATIONS SERVICES (RCS) 253
7.22.7 LTE DIRECT 257
8.0 MOBILE NETWORK VAS BUSINESS CASE AND ROI ASSESSMENT 263
8.1 CHARGING MODEL FOR MOBILE NETWORK VAS 263
8.1.1 SUBSCRIPTION CHARGING 263
8.1.2 PER-USE SERVICES CHARGING 263
8.1.3 ON-DEMAND SERVICE CHARGING 264
8.1.4 MOBILE CLOUD VIDEO CHARGING 264
8.2 ROI CENTRIC BUSINESS MODEL: AGRI VAS CASE 266
8.2.1 THE DIRECT REVENUE MODEL 268
8.2.2 DIRECT REVENUE: BUSINESS-TO-BUSINESS (B2B) 269
8.2.3 SELLING DATA 270
8.2.4 DIRECT REVENUE HYBRID 270
8.2.5 INDIRECT BENEFITS MODEL 271
8.2.6 SUBSIDISED MODEL 271
8.3 UNIFIED COMMUNICATIONS 271
8.3.1 SYNIVERSE CASE: ""NEXT"" PLATFORM AND APPLICATIONS 271
8.4 RICH COMMUNICATIONS SERVICE (RCS) 272
8.5 TELECOM API'S 273
8.5.1 API MANAGEMENT OPTIONS 273
8.5.2 STRATEGIES 273
8.6 SDM AND BIG DATA CASE 274
8.6.1 BIG DATA AND MOBILE COMMERCE/MARKETING 274
8.6.2 COMMERCIAL SUCCESS WITH BIG DATA ANALYTICS 275
8.6.3 BIG DATA IN NEAR FIELD COMMUNICATION 275
8.7 CLOUD-BASED SERVICES ROI 277
8.8 WEARABLE PROSPECT WITH AR AND VR 279
8.9 MOBILE VIDEO 282
8.10 VIDEO ADVERTISING 283
8.11 LOCATION SERVICES AND BROKERING 284
8.12 SERVICES BLENDING 285
9.0 CONCLUSIONS AND RECOMMENDATIONS 287
9.1 RECOMMENDATION FOR MOBILE NETWORK OPERATORS 288
9.1.1 DEAL WITH REDUCED VALUE OF CORE SERVICES 288
9.1.2 FOCUS ON INDUSTRY VERTICALS 288
9.1.3 FOCUS ON SDM, API'S AND WORKING WITH THIRD PARTIES 291
9.2 RECOMMENDATIONS FOR THIRD-PARTIES WORKING WITH MOBILE NETWORK OPERATORS 293
9.2.1 APPROACHING THE MARKETING DEPARTMENT 294
9.2.2 APPROACHING THE TECHNOLOGICAL DEPARTMENT 294
9.2.3 THE HYBRID OPTION 294
9.2.4 THIRD-PARTY BUSINESS MODELS 294
9.2.5 DEPLOYMENT OPTIONS 295
9.3 RECOMMENDATION WHILE WORKING WITH MANAGED SERVICE PROVIDERS 296
9.3.1 TECHNICAL AND BUSINESS OPERATIONS 297
9.3.2 DRIVERS FOR MANAGED SERVICES 297
9.3.3 AGREEMENTS 298
9.3.4 PRICING MODELS 300
9.4 RECOMMENDED FOCUS ON CLOUD SERVICE FOR ALL STAKEHOLDERS 301
9.4.1 CLOUD OPPORTUNITIES 302
9.4.2 MOBILE SERVICES IN THE CLOUD 302
9.4.3 THE ROLE OF INCUMBENT NETWORK OPERATORS 303

Figures

Figure 1 Pull vs. Push model for VAS 18
Figure 2 Impression to Purchase Cycle 20
Figure 3 Linear Continuum Recycle 21
Figure 4 Non-Linear Continuum Cycle 22
Figure 5 Off Deck vs. On Deck Mobile Network VAS Value Chain 35
Figure 6 The Telco Network APIs Value Chain 42
Figure 7 Mobile Network VAS Market Revenue 2015 - 2020 47
Figure 8 Global Mobile App Revenue Percent by App Store 49
Figure 9 Example of Augmented Reality Application 52
Figure 10 QR Code for ""Add to Friends"" t-shirt 55
Figure 11 Layar AR Application 58
Figure 12 Wikitude AR Browser 62
Figure 13 Golfscape AR Range Finder 62
Figure 14 Peaks Mountain View AR 62
Figure 15 Spyglass Distance Meter 63
Figure 16 Mobile Augmented Reality App Revenue 2015 - 2020 65
Figure 17 Mobile Augmented Reality App Revenue by Region 65
Figure 18 Mobile Augmented Reality App User 2015 - 2020 66
Figure 19 Mobile Virtual Reality App Revenue 2015 - 2020 68
Figure 20 Mobile Virtual Reality App Revenue by Region 68
Figure 21 Mobile Virtual Reality App User 2015 - 2020 69
Figure 22 Public Safety LTE and Mobile Broadband Market Revenue 2015 - 2020 70
Figure 23 Public Safety LTE Mobile Broadband Market Revenue by Region 70
Figure 24 Public Safety LTE and Mobile Broadband User 2015 - 2020 71
Figure 25 Operator Carrier Exchange (OCX) Market Revenue 2015 - 2020 72
Figure 26 Operator Carrier Exchange (OCX) Market Revenue by Region 72
Figure 27 Cloud API Diagram 73
Figure 28 Mobile Cloud Services Revenue 2015 - 2020 73
Figure 29 Mobile Cloud Services Revenue Percentage by Service Category 74
Figure 30 Mobile Cloud Services Revenue Percentage by Solution Category 74
Figure 31 BPaaS Revenue Percent by Sectors 75
Figure 32SaaS Revenue Percent by Sectors 75
Figure 33 SaaS Revenue Percent by Software Platform 76
Figure 34 Iaas Revenue Percentage by Sectors 76
Figure 35 PaaS Revenue Percent by Sectors 77
Figure 36 Mobile Banking vs. Online Banking Growth Trend 90
Figure 37 Top Retail Categories for Mobile Commerce Usage 123
Figure 38 In-Store Activities of Smartphone Owner 125
Figure 39 Smartphone In-Store Activities by Store Types 125
Figure 40 Reason for Using Pinterest and Facebook and Social Commerce 127
Figure 41 Global Mobile Payment Market Value 2015 - 2020 137
Figure 42 Mobile Advertising Supplier Perception Map 152
Figure 43 Wireless Carrier Assets 200
Figure 44 GSMA OneAPI: Benefits to Stakeholders 202
Figure 45 SRVCC Architecture 242
Figure 46 Worldwide Mobile Data Usage 2011 - 2015 245
Figure 47 Current Mobile Data Plans 247
Figure 48 LTE Future Data Plans 247
Figure 49 Overall Subscriber Revenues from Video on Demand (VOD) 250
Figure 50 Revenues from Video on Demand (VOD) 250
Figure 51 RCS Diagram 253
Figure 52 RCS APPS 254
Figure 53 MNO Business Model for Cloud Video 264
Figure 54 ROI Centric Business Model 265
Figure 55 Features and Barriers of Business Model 267
Figure 56 NEXT Platform 271
Figure 57 Big Data Ecosystem in Mobile Commerce 273
Figure 58 LBS Broker 284
Figure 59 IMS Services Blending Diagram 285
Figure 60 Networked Business Framework 288
Figure 61 Disruptive Potential of Connectivity across various Industry Sectors 289
Figure 62 Subscriber Database Management Roadmap 290

Tables

Table 1 Examples of Premium Digital content Store 19
Table 2 Driving Factors for Traditional PSTN vs. Internet 25
Table 3 Comparison of VNO with MVNO and Mobile Reseller 31
Table 4 SWOT Analysis of Apple 38
Table 5 SWOT Analysis of Google 41
Table 6 Global MVAS Market Revenue in Industry Verticals 2015 - 2020 48
Table 7 Global Mobile App Revenue by Business Model 2015 - 2020 49
Table 8 Comparison of Current Mobile Wallet System 106
Table 9 Traditional vs. Cloud Mobile Payment 112
Table 10 Internal IT, Managed Service and Cloud of IT Infrastructure Development 112
Table 11 Mobile Banking Technology: Use vs. Pros vs. Cons 121
Table 12 Global Unbanked Population 2010 - 2017 123
Table 13 Global Mobile Payment Market Value Percentage by Region 137
Table 14 Global Mobile Payment Market Value Percentage by Service Category 138
Table 15 Global Mobile Payment Market Value Banking vs. Commerce 138
Table 16 Global Mobile Payment User 2015 - 2020 138
Table 17 Global Mobile Payment User Percentage by Region 138
Table 18 Mobile Subscriber Monthly Consumption of Content and Applications 149
Table 19 Global Mobile Content Consumption on iPhones and Smartphones 149
Table 20 Global Mobile Advertising and Marketing Revenue 2015 - 2020 155
Table 21 Global Mobile Advertising and Marketing Revenue Percentage by Region 155
Table 22 Global Mobile Advertising and Marketing Revenue by Category 155
Table 23 Correlation of M2M Enablement by Business Objective 156
Table 24 Global M2M VAS Management Revenue 2015 - 2020 164
Table 25 Global M2M VAS Management Revenue Percentage by Segment 164
Table 26 Global M2M VAS Management Revenue Percentage by Region 164
Table 27 Global Cellular M2M Network Connection 2015 - 2020 164
Table 28 Global Cellular M2M Network Connection Percentage by Region 165
Table 29 Global Mobile Gaming Revenue 2015 - 2020 166
Table 30 Global Mobile Gaming Revenue Percentage by Types 166
Table 31 Global Mobile Gaming Revenue Percentage by Region 166
Table 32 Global Mobile Gaming User 2015 - 2020 167
Table 33 Global Mobile Gaming User by Region 167
Table 34 Matrix Analysis of OTT mVoIP Providers 171
Table 35 Global Proximity Social and Mobile Messaging Apps Revenue 2015 - 2020 189
Table 36 Global Proximity Social and Mobile Messaging Apps Revenue by Region 190
Table 37 Global Proximity Social and Mobile Messaging Apps Users 2015 - 2020 190
Table 38 Global IoT Product and Service Solution Revenue 2015 - 2020 194
Table 39 Global IoT Product and Service Solution Installed Base 2015 - 2020 195
Table 40 Global Mobile Big Data Service and Solution Market Revenue 2015 - 2020 197
Table 41 Global SDM Software and Service Solution Revenue 2015 - 2020 199
Table 42 Global SDM Software and Service Solution Revenue by Region 199
Table 43 Telecom API and App Solution Market Revenue 2015 - 2020 203
Table 44 Telecom API and App Solution Market Revenue by Category 203
Table 45 Wearable Connected Mobile VAS Apps Revenue 2015 - 2020 208
Table 46 Mobile Healthcare Apps and Service Market Revenue 2015 - 2020 209
Table 47 Mobile Healthcare Apps and Service Market Revenue by Region 209
Table 48 Mobile Healthcare Apps and Service User 2015 - 2020 210
Table 49 Mobile Agriculture VAS Appl and Solution Market Revenue 2015 - 2020 210
Table 50 Mobile Agriculture VAS Appl and Solution Market Revenue by Region 210
Table 51 Mobile Agriculture VAS Application and Solution User 2015 - 2020 211
Table 52 Global Mobile and Social TV Appl and Service Revenue 2015 - 2020 225
Table 53 Global Mobile and Social TV Appl and Service by Region 225
Table 54 Global Mobile and Social TV Viewers and User 2015 - 2020 225
Table 55 Global Mobile Music Apps and Service Revenue 2015 - 2020 226
Table 56 Global Mobile Music Apps and Service Revenue by Type 226
Table 57 Recommended Formats for MMS 237
Table 58 Cost Comparison Between Own IT vs. Managed Service vs. Cloud 276
Table 59 Expected and Up-front Costs of Cloud Deployment 278

Mobile Application Marketplace 2015: Market Analysis and Assessment of Future Evolution and Opportunities

1 Introduction 9
1.1 Executive Summary 9
1.2 Target Audience 12
1.3 Companies Mentioned 13
2 Mobile Applications Overview 16
2.1 Definition of a Mobile Applications 17
2.2 What Separates an App From a Bundled Device Feature? 18
2.3 Examples of Current Mobile Apps 18
3 Mobile Platforms (Operating Systems) 21
3.1 OHA Android (free and open source) 21
3.2 iOS from Apple 25
3.3 BlackBerry 10 from RIM 29
3.4 Windows Mobile from Microsoft 29
3.5 BlackBerry OS from RIM 31
3.6 BREW from Qualcomm 33
3.7 Symbian OS from Nokia and Accenture 33
3.8 Firefox OS from Mozilla Foundation 34
3.9 Sailfish OS from Jolla 34
3.10 TIZEN from the Linuz Foundation 36
3.11 Ubuntu from Canonical Ltd. 38
4 Mobile Programming 39
4.1 Widgets 39
4.2 Hardware Widgets 40
4.3 Hardware and Software Evolution 42
4.3.1 Hardware Evolution and Handset Manufacturers Market Share 42
4.3.2 The Smartphone Revolution 47
4.3.3 Development Platforms 48
4.3.4 HTML5 49
4.3.5 HTML and Mini Browsers 53
4.3.6 Adobe, Flash, and SilverLight 53
4.3.7 JavaScript 53
4.3.8 AJAX 54
4.3.9 Future Directions of Mobile Development 55
5 Application Development Platforms 57
5.1 J2ME Platform 58
5.2 Platform Specific 59
5.2.1 iOS SDK 60
5.2.2 Blackberry OS Development Tools 60
5.2.3 Nokia Development Tools 61
5.2.4 Motorola Development Tools 61
5.2.5 LG Development Tools 62
5.2.6 Samsung Development Tools 62
5.2.7 HTC Development Tools 62
5.2.8 Sony Ericsson Development Tools 63
5.2.9 Android Development Tools 63
6 Key Development Concepts 64
6.1 Mobile Development Trends 64
6.1.1 Platforms 65
6.1.2 Programming Techniques 65
6.1.3 Mobile Optimization 68
6.1.4 Software Development Methodology 69
6.2 Native Programming Techniques 69
6.2.1 Size Constraints 69
6.2.1.1 Compact Code 70
6.2.1.2 Compact File Space 70
6.2.2 Display Constraints 70
6.2.2.1 Display Sizes and Standards 71
6.2.2.2 Multiple Displays 71
6.2.3 Input and Controls 72
6.2.3.1 Input device types 72
6.2.3.2 Keyboard 73
6.2.3.3 Touch Screen 73
6.2.3.4 Thumb Sticks, Roller Balls, and Direction Pads. 75
6.2.3.5 Environmental Controls 75
6.2.3.6 Motion and Orientation Sensors 75
6.2.3.7 Light Sensors 75
6.2.3.8 Proximity Sensor 76
6.2.3.9 Gyroscope 76
6.2.3.10 Accelerometer 76
6.2.3.11 Peripheral Access 77
6.2.3.12 GPS Onboard and Off 77
6.2.3.13 Bluetooth 77
6.2.3.14 Near Field Communication and S Beam 78
6.2.3.15 Touch ID 79
6.2.3.16 Stylus Pen 80
6.3 Network Access 81
6.3.1 Connection Persistence 81
6.3.2 Dial on Demand 81
6.3.3 Always On 82
6.3.4 Connection Types and Limitations 82
6.3.5 Cellular Data 83
6.3.6 WiFi 83
6.3.7 Bluetooth 84
6.3.8 Bluetooth Low Energy (BLE) 84
6.3.9 Processing 88
6.3.10 Platforms and Speeds 88
7 Mobile Application Market 90
7.1 Mobile Advertising 92
7.2 Market Summary 93
8 Application Store Case Studies 100
8.1 Case Study Blackberry (RIM) 100
8.2 Case Study Apple 105
8.3 Case Study Android 110
8.4 Case Study: Amazon App Store 113
8.5 Case Study Windows App Store 115
9 Market Size 116
9.1 Mobile Application Overall Market 116
9.2 Mobile Sales Potential 117
9.3 Forecasted Smart Phone Sales 118
9.4 Growth Indicators 119
9.5 Market Analysis 122
9.6 Application Store Market Performance 124
9.6.1 Apple App Store 124
9.6.2 Android Marketplace Analysis 126
10 Mobile Gaming Analytics 131
10.1.1 Monetizing Micro Transaction in F2P Model: Creating a Need Approach is Key 137
10.1.2 Game Balancing Method in Micro Transaction Model 137
10.1.3 Potential Risk and Solution in F2P Virtual Economy 138
10.1.4 Pricing Decision Factors: ARPU vs. Average game price vs. Average Gamers 141
10.1.5 Product Life Cycle of Mobile Game: Adoption of Moore's Lifecycle Model 142
10.1.6 Game Lifecycle KPI framework 144
10.1.7 Smartphones vs. Portable Game Players 145
11 Wearable Devices Apps and Future Apps 146
11.1 Fitness Apps 147
11.2 Wearable Devices Payment Apps 149
11.3 Future Wearables Apps 151
11.3.1 Military Applications 151
11.3.2 Industry and Enterprise Applications 152
11.3.3 A Day in the Life of a Celebrity App 153
11.3.4 In my Glass 154
12 Carrier and Vendor Adaptations 156
12.1 Topology and Network Changes 156
12.1.1 Policy Changes 156
12.1.2 Open Network Movements 157
12.1.3 Billing Plan Changes 157
12.1.4 Infrastructure Hardware Changes 158
12.1.5 Location Based Services 158
12.1.6 WiFi Localized Service Hosting 158
12.1.7 Handset Manufacturer Changes 159
12.1.8 Integrating New Handset Features 159
12.1.9 Evolving the Handset 160
12.1.10 Multiple Platform Mobile Operating Systems 160
13 App Publishers Analysis 161
13.1 Gameloft 161
13.2 GungHo Online 162
13.3 Electronic Arts 163
13.4 Zynga 164
13.5 DeNA 164
13.6 SEGA 165
13.7 King 166
14 Future of Mobile Applications 167
14.1 Communication Enabled Apps 167
14.1.1 Direct API Revenue 167
14.1.2 Data Monetization 168
14.1.3 Cost Savings 168
14.1.4 Higher Usage 168
14.1.5 Churn Reduction 169
14.2 Embedded Entertainment and Gamified Apps 169
14.2.1 Gamification 169
14.2.2 Wearable Gamification 170
14.2.3 Mobile Social Gamification 170
14.2.4 Cloud Gamification 171
14.3 Cross Platform Apps 171
14.3.1 Smartphones, Tablets, Wearable Tech and More 172
14.3.2 Mobile/Wireless Apps Everywhere 174
14.4 The Impact of SMAC 176
14.4.1 Social, Mobile, Analytics, and Cloud (SMAC) 176
14.4.2 SMAC Stack 177
14.4.3 SMAC and Enterprise Mobile Market and Apps 177

Tables

Table 1: Example of the Most Successful Apps 19
Table 2: Apps Revenues in Apple App and Google Play Stores 20
Table 3: Handsets Manufacturer Market Share 46
Table 4: Mobile/Tablet Browser Share 50
Table 5: Mobile Platform Market Share 2012 - 2020 97
Table 6: Smartphone Market SWOT 123
Table 7: Key Considerable Mobile Gaming Strategies 132
Table 8: Mobile Gaming Business Model Descriptions 133
Table 9 Game Balancing Methods in Virtual Economy 138
Table 10: Potential Risk and Solution in F2P Virtual Economy 139
Table 11: Revenue vs. Costs in Gaming App Business 140
Table 12: Gameloft most Successful Apps 161
Table 13: Gungho Online Entertainment, Inc most Successful Apps 162
Table 14: EA most Successful Apps 163
Table 15: Zynga most Successful Apps 164
Table 16: DeNa Most Successful Apps 165
Table 17: SEGA Most Successful App 165
Table 18: King Applications 166

Figures

Figure 1: iPhone 6 and iPhone 6 Plus 26
Figure 2: iOS 8 28
Figure 3: Windows Phone 8 from Nokia 30
Figure 4: BlackBerry Z10 32
Figure 5: First Mobile Widgets 40
Figure 6: Early Mobile Widgets and Hardware 41
Figure 7: The Rise of the Smartphones Era 48
Figure 8: Classic Web App vs. Ajax Web Application Model 55
Figure 9: Samsung Note Edge 72
Figure 10: Multi-touch Screen 74
Figure 11: Touch ID 80
Figure 12: Blackberry OS 10.1 102
Figure 13: Amazon App Store 114
Figure 14: Apple App Store vs. iTunes Music Sales 125
Figure 15: Mobile Gaming Business Models 136
Figure 16: Monetizing Micro-Transaction in F2P model 137
Figure 17: Adoption of Moore's Lifecycle Model in Mobile Gaming 142
Figure 18: Sequential Steps of Mobile Game Analytic Approach 143
Figure 19: Mobile Game Lifecycle KPI Framework 144
Figure 20: Apple Watch Payments using NFC 151
Figure 21: A Day in a Life of a Celebrity 154
Figure 22: Mobile App Store Framework 175

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