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Consumers Find Highest Value in Mobile 61 that are Convenient and Useful
出 版 商:Strategy Analytics
出版日期:2012/08/21
頁 數:28頁
文件格式:PDF
Consumers find highest value in applications that are convenient, useful and used on a regular basis, with most consumers defining a quality application as stable, easy to use, useful and one that functions as advertised. Consumers will delete poor quality applications that are slow, cause glitches within their mobile device or apps that run too many advertisements and send spam, as well as deleting applications that become obsolete or do not function as expected. For an application to hold monetary value to a consumer, the app must be unique, of good quality and used on a day-to-day basis. Consumers rate ease of finding applications in a mobile application store as the most important attribute of an app store, followed by good availability of free applications.
1 Executive Summary
2 Introduction
3 App Behaviors
4 App Quality
4.1 Consumers Find Value in Apps that are Convenient and Useful
4.2 Defining Quality Apps
4.3 Defining Poor Quality Apps
4.4 Consumers Delete Applications that become Obsolete
4.5 Defining Value for Money Apps
5 App Discoverability
5.1 Importance of Mobile Application Store Features
5.2 Most Consumers Visit a Mobile Application Store a Few Times per Week
5.3 Consumers Use Word-of-Mouth to Discover New Apps
5.4 Profiling Consumers to Recommend New Apps
6 Facebook App Center
7 Tablets Preferred for Gaming and Entertainment Apps
8 Apps and Switching Platforms
9 Conclusion
10 Analyst Contacts
11 Appendix: Participant Profiles
2 Introduction
3 App Behaviors
4 App Quality
4.1 Consumers Find Value in Apps that are Convenient and Useful
4.2 Defining Quality Apps
4.3 Defining Poor Quality Apps
4.4 Consumers Delete Applications that become Obsolete
4.5 Defining Value for Money Apps
5 App Discoverability
5.1 Importance of Mobile Application Store Features
5.2 Most Consumers Visit a Mobile Application Store a Few Times per Week
5.3 Consumers Use Word-of-Mouth to Discover New Apps
5.4 Profiling Consumers to Recommend New Apps
6 Facebook App Center
7 Tablets Preferred for Gaming and Entertainment Apps
8 Apps and Switching Platforms
9 Conclusion
10 Analyst Contacts
11 Appendix: Participant Profiles