Entertainment Mobile Applications
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2024-02-23 17:33
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NASTAS, Vasile. Entertainment Mobile Applications. In: Society Consciousness Computers, Ed. 11, 18-19 martie 2022, Chişinău. Chişinău: VasileAlecsandri University of Bacău, 2022, Ediția 11, Vol.8, pp. 36-37. ISSN ISSN-L 2359-7321.
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Society Consciousness Computers
Ediția 11, Vol.8, 2022
Conferința "Creation of the Society of Consciousness"
11, Chişinău, Moldova, 18-19 martie 2022

Entertainment Mobile Applications


Pag. 36-37

Nastas Vasile
 
Academy of Economic Studies of Moldova
 
Proiecte:
 
Disponibil în IBN: 21 aprilie 2023


Rezumat

Purpose: This paper explores the impact and value of entertainment mobile applications over the market and different business affairs. It contains different use cases of the mobile applications in the entertainment world, how they are used in different business models and their influence on this specific market branch. Design/methodology/approach: It focuses on investigations, reports and statistics from different sources regarding relation between the entertainment market and mobile applications designed for it. Besides the points mentioned previously it also applies a use case used during the research. Findings: Based on information provided from different resources and past two years impact of COVID-19 over the entire world, we can observe an increased interest into these types of mobile applications. A lot of new products came live thanks to the increased demand of this market area. The entertainment world has changed since then and transformed from a simple content providing service to a solid solution that provides as well visualization emotions, new user experience, new market fragmentation, new researches in consumers demands and interest in integrating complex systems in order to deliver all mentioned previously. Research limitations/implications: This paper shares knowledge gathered around this market direction in association with mobile application trends, the statistics founded during the research are provided by private institutes and might not contain the latest exact information about it. Practical implications: We will analyze a use case how a media station applied this knowledge within their product, created a mobile application that streams content over the automotive industry and in the end provide some statistics about it. Originality/value: Mobile applications represent a major sector in the world market that cover a bit number of consumers. Based on people’s demand many business affairs were created, extended and increased their revenue. This represents an interesting area to explore new use cases for using modern mobile applications and analyze their impact over business. Acknowledgment: Present research was evaluated under the guide and with the support of COST CA19136: NET4Age-Friendly the main aim and objective of which is to establish an international and interdisciplinary network of researchers from all sectors to foster awareness,and to support the creation and implementation of smart, healthy indoor and outdoor environments for present and future generations. The results will contribute to solving problems and actions carried out within the COST CA 16226, Indoor living space improvement: Smart Habitat for the Elderly (SHELD-ON), this way creating a better society for everybody.