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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Marché et tarification des plateformes de vente d'applications mobiles comme marchés bifaces : analyse comparée France-Chine / Pricing strategies of the app store platform in the mobile app market based on two-sided markets theory : a comparative study of France and China

Hai, Xiaodong 14 January 2014 (has links)
Application mobile devient un canal important de l'accès internet mobile. Trois groupes d'utilisateurs finaux affiliés avec deux plates-formes bifaces sur le marché d'applications mobiles ont attiré une attention considérable. App store (App-store) est une plate-forme de distribution de l'application connectée avec les développeurs et les utilisateurs. Plateforme de publicitaire (Ad-store) fournit des services de publicité pour les annonceurs grâce à des applications de développeurs. Sur ce marché, les développeurs, les annonceurs et les utilisateurs sont trois groupes d'utilisateurs finaux. Le marché de l'application mobile est un marché biface compliqué. Il y a des externalités de réseau étendues et interactives. L’étude se concentre sur les stratégies de tarification pour la plate-forme App-store. L'App-store et Ad-store sont les deux plates-formes bifaces. L’App-store partage les revenus des ventes d'applications avec les développeurs. L'Ad-store partage les revenus publicitaires avec les développeurs. La plate-forme App-store met en oeuvre la tarification asymétrique côté développeur et côté utilisateur. Côté développeur est le côté de la subvention ainsi que du côté des recettes pour la plateforme App-store. Le cout d'achat de l'appareil mobile est une déterminante particulière de tarification. Les redevances d'adhésion sont négligeables dans ce marché et les redevances d'utilisation sont réalisables. C'est un duopole sur le marché des applications mobiles. Le modèle des ventes d'appareils mobiles d'Apple et le modèle d'in-app publicité de Google sont extrêmement réussis. App-store, Ad-store et les appareils mobiles sont les trois points de génération de profits. / Mobile app is becoming an important mobile internet access channel. Three groups of end users affiliated with two Two-sided platforms in the mobile app market have attracted considerable attention. App store platform (App-store) is an app distribution platform connected with developers and users. App ad platform (Ad-store) supplies advertising services for advertisers through developers’ apps. Developers, users and advertisers are end users. Mobile app market is a complicated two-sided market. There are widespread and interactive network externalities. The study focuses on the pricing strategies for the app store platform. App-store shares paid app sales and in-app purchase revenues with developers. Ad-store shares in-app advertising revenues with developers. The App-store platform implements asymmetric pricing to developer side and user side. Developer side is the subsidy side as well as the revenue side for App-store platform. Mobile device purchasing cost constitutes a particular App-store platform pricing determinant. Membership fees are negligible in the mobile app market. Usage fee is workable. It is a duopoly in the mobile app market. Apple and Google are the two giants with distinct business models. Both Apple’s mobile device sales model and Google’s in-app advertising model are extremely successful. App-store, Ad-store and mobile devices are the three key profit makers in this market. Vertical integration inside this ecosystem will generate considerable revenues. Chinese users have higher price elasticity of demand and they are particularly sensitive to the app prices when compared with the French.
12

Vývoj grafických aplikací na iPhone a iPad platformě / Graphics Application Development on iPhone and iPad Platform

Fiala, Petr January 2012 (has links)
The project deals with the creation of graphical applications for iOS system, describes the basics of OpenGL ES 2.0, development environment Xcode, Cocoa Touch Framework and Objective-C language. It focuses on the description of creation OpenGL game in the genre of "line drawing" games.
13

以多邊平台觀點探討線上軟體平台對外部開發者之守門機制: 以App Store和Android Market為例 / Gatekeeping Stategy on online marketplaces from the multi-sided platforms perspective: a case study on App store and Android market

顏瓊玉, Yan, Chung Yu Unknown Date (has links)
行動上網時代來臨,隨著連網技術成熟與裝置快速普及,微型應用程式(application,簡稱app)的應用應運而生,線上軟體平台產業快速成形,集廣大外部開發者之力共同創造價值與利潤。 激烈的平台競爭與初步的產業發展成果突顯出,面向多方參與者的平台對外部開發者守門的重要性,平台經營者如何在敞開大門的同時又能取得好的創意,背後應該有可供解釋的理由與作為。因此,本研究結合過去研究未有交集的多邊平台與守門理論兩觀點,期盼藉由研究成果回答三點研究問題:(1)線上軟體平台如何對外部開發者進行守門?(2)線上軟體平台之守門機制隨平台發展歷程有何變化?(3)線上軟體平台之守門機制對平台之經營績效有何影響? 本研究所得到的初步結論:(1)線上軟體平台在開放與透過一系列「規範中有服務」的措施組成對外部開發者的守門機制,分為「價值獲取型」守門機制與「價值創造型」守門機制兩類。(2)線上軟體平台守門機制在「導入期」與「成長期」是處於「開放中有封閉,封閉中有開放」的狀態,價值獲取型守門機制從導入期至成長期是封閉趨向開放,價值創造型守門機制從導入期至成長期是開放趨向封閉。(3)線上軟體平台非獲利中心,而是生態系統的一控制點。 / Internet infrastructure and technology have advanced, we have now entered the Mobile Internet Device era. Online marketplaces form and applications sprout, stimulating an ecosystem worthy enough for external developers to dive in, grabbing the value in this co-creating process. However, managing the online marketplace is difficult. Developing a place to encourage participation for external developers as well as to gate keeping the platform quality is not an easy task. Up to this day, we can observe different online marketplaces develop different approaches. This research combines the prospective from multi-sided platforms theory and gatekeeping theory in view to answer three questions: (1) What is the gatekeeping strategy for online marketplaces? (2) As online marketplaces develop, how does the gatekeeping process change? (3) What influence does gatekeeping strategy has on online marketplaces performance? This study has found: (1) Two different strategies multi-sided platforms use for gatekeeping forming regulation and services for external developers are “Value Proposition” and “Value Creation”. (2) From the “early stage” to the “developing stage” of multi-sided platforms, this research discovers two different movements on gatekeeping: “From Opened to Restricting” and “From Restricting to Opened”. “Value Proposition” strategy leans toward “From Restricting to Opened” state, while “Value Creation” strategy leans toward “From Opened to Restricting” state.(3) Multi-sided platform is not a place to generate interests, but a place to manage the ecosystem.
14

Vydávání multiplatformní aplikace v aplikačních obchodech App Store a Google Play / Cross-platform Application Release on App Store and Google Play Application Stores

Pokorná, Lucie January 2017 (has links)
The diploma thesis answers set questions that relate to two different distribution environments, the two options for developers to directly offer their mobile applications to the end users. Distribution is being conducted in the App Store and Google Play application stores, where only such applications that oblige basic requirements can be released and provided to customers. The requirements, official sources of information and support services of the two providers are analyzed in the theoretical part of the thesis. Processes revolving around the application distribution itself are described in the following practical part. Distribution consists of processes from the developer account registration to submitting the application for a review or a check. Sufficient knowledge base could be gathered not only due to a proper exploration of the issue, but also due to an actual application release accomplished by the author. A cross-platform mobile application to be released has been developed solely for the purposes of this diploma thesis. The application has been built in two platform specific versions. Whilst publishing it, an emphasis was laid on keeping the conditions as similar as possible to achieve viable case study results. The application release represents the case that produced all data that enabled a direct comparison and overall evaluation of the different developer settings at the end of the thesis. Findings and conclusions of this thesis can be used by developers and other interested parties that are looking for an integrated source of information that regards releasing a cross-platform mobile application on iOS and Android platform.
15

Tutoriál tvorby aplikací pro Apple iPhone / Creation of Apple iPhone Applications

Ondrůj, Daniel January 2010 (has links)
The purpose of this thesis is to create a tutorial that could help developers interested in creating new applications for Apple iPhone to pass their initial unfamiliarity with the phone, its development environment, the programming language and the use of other components of the phone. The tutorial should be helpful for readers who have at least basic knowledge of the application development. There are also some useful links for readers who have no previous knowledge of programs' development. These materials describe some basic features and then clarify the common issues in more depth. Not only does this tutorial describe the phone's features and development tools, it also explains development procedures of concrete application. The phone has been introduced with a lot of new features such as accelerometer, large touch screen, etc. Therefore the application is trying to take advantage of most of these characteristics. The motive of this application stems from the old Russian game Tetris. This document describes only the functional and graphical design, concrete implementation and the source code are included in attachments.
16

Čeští vývojáři a mobilní platformy: kvalitativní studie / Czech developers and mobile platforms

Alexandre, Berenika January 2015 (has links)
This Master's degree thesis deals with a specific area of creative industries: development of mobile applications. The aim is to identify and understand the work routines of Czech iOS developers while considering the importance of design as one of the benchmarks of mobile application quality on the Apple App Store. I mainly focus on mapping work routines of selected developers and their thinking about design in the context of Apple devices and iOS platform, assuming that Apple establishes a high standard of visual and functional qualities. I am addressing an issue of application usability not only in terms of design of the user interface, but also its functioning and more aspects of application development within the ecosystem of Czech mobile app industry. The theoretical part of my thesis subjectively describes fundamental concepts from the mobile app development field and theories related to the topic. Empirical part of the study is based on qualitative interviews with 9 Czech mobile app developers and following thematic analysis. This study can serve as an interesting resource of understanding of the work of Czech mobile app developers, how they think about design and Apple as a platform or as a solid foundation for further quantitative investigation to confirm or revise my findings.
17

Porovnání mobilních operačních systémů z pohledu vývoje, distribuce a monetizace aplikací / Comparison of mobile operating systems from the perspective of the development, distribution and monetization of applications

Svoboda, Tomáš January 2012 (has links)
The subject of this thesis is to compare the most widely used mobile operating systems from the perspective of the development, distribution and monetization of applications developed for these systems. Compared systems are Android, iOS, Symbian OS, Windows Phone and BlackBerry OS. The thesis defines a total of 16 criteria against which systems are compared. These criteria are further divided into three categories, namely SDK features, functionality and distribution and monetization. All criteria have assigned weights which are determined by the paired comparison method using the Fuller's triangle, which is part of the Annexes of this work. Practical part of this thesis is focused on determining the values of defined criteria. Each criterion is evaluated separately, including an analysis of results. The overall evaluation is performed in a separate part of the thesis and is composed by categories evaluation and overall evaluation.
18

How to Market Mobile Apps as a Startup : A Case Study on Truecaller

Johansson Angesjö, Magnus, Füssel, Roland January 2013 (has links)
The mobile app market is continuously increasing and an increasingly number of actors aims to gain market shares in this business sector. At the same time the number of app stores with a significant influence on the market are few; with Google Play and Apple App Store as the major actors of the app store market. With few distributions channels, and many large companies with resources as competitors, it is crucial for initiated startups to find suitable marketing strategies in order to compete on the app market. This study focuses on startups which are in their earlier phase of existence and do not have an excess of resources. The case of Truecaller is of interest to mobile app startups in general because of its exceptional successfulness in a relative short amount of time. First a thorough research of secondary literature was performed to find marketing activities applicable to mobile app developers. These marketing activities were divided and applied by using the four P’s of marketing in order to achieve a perceivable framework which is possible to grasp. The marketing activities were reformed into open-ended questions which were conducted during the interviews on Truecaller’s Marketing Manager, and Release/Project Manager. The gathered marketing activities that were demonstrated to be successful by the case of Truecaller, which is the empirical example of a startup in this study, were structured into a marketing strategy framework. The central findings of this study were firstly that unpaid promotional marketing activities in form striving for customer reviews, social media integration and sharing functions implemented to the app should be done in order to increase the word of mouth spread. It is also emphasized to build good relationships with different opinion leaders and further on to send push notifications to remind users of the app. Paid promotional activities were found to be optional for startups in the context of this study. Secondly the central findings regarding the Product strategies were frequent updates of the app to remind users of its existence, strive for feedback, and try to build on network effects. Furthermore in addition to build a unique and functional app which enables a positive user experience, it is important to offer users instant support and to execute localizations strategies. Thirdly the findings of the Place category were the visibility aspects to choose an appealing app name and app description, have an attractive app icon and screenshots, and to choose effective keywords and categories. Moreover it is emphasized to ensure availability and compatibility by supporting several platforms. Lastly concerning Price it is important for startups to find their own customized strategy, but the case of Truecaller stressed the freemium pricing strategy.
19

Návrh obchodního modelu pro vývojové studio Touch Art / Proposal of Business Model for Touch Art Development Studio

Maštalíř, Roman January 2012 (has links)
The goal of the thesis is to develop a business model, which will lead to growth of Touch Art developer studio. The focus areas are: improving societal and customer education, creating value networks and leadership development. With these focuses in mind, thesis contains analysis of the environment in which the studio is present, introduction to development topic, clarifying goals and visions, as well as marketing, internal factors and field analyses. The output of this thesis is structured steps and their evaluation, which the development studio needs to undergo to ensure stronger market position.

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