A mobile app or mobile application is a computer program or software application designed to run on a mobile device such as a phone/tablet or watch. Apps were intended for productivity assistance such as Email and contact databases, but the public demand for apps caused rapid expansion into other areas such as mobile games, factory automation, GPS and location-based services, order-tracking, ticket purchases, so that there are now millions of apps available. Apps are downloaded from application distribution platforms which are operated by the owner of the mobile operating system, such as the App Store or Google Play Store; some apps are free, others have a price, with the profit being split between the application's creator and the distribution platform. Mobile applications stand in contrast to desktop applications which are designed to run on desktop computers, web applications which run in mobile web browsers rather than directly on the mobile device. In 2009, technology columnist David Pogue said that newer smartphones could be nicknamed "app phones" to distinguish them from earlier less-sophisticated smartphones.
The term "app", short for "software application", has since become popular. Most mobile devices are sold with several apps bundled as pre-installed software, such as a web browser, email client, mapping program, an app for buying music, other media, or more apps; some pre-installed apps can be removed by an ordinary uninstall process, thus leaving more storage space for desired ones. Where the software does not allow this, some devices can be rooted to eliminate the undesired apps. Apps that are not preinstalled are available through distribution platforms called app stores, they began appearing in 2008 and are operated by the owner of the mobile operating system, such as the Apple App Store, Google Play, Windows Phone Store, BlackBerry App World. However, there are independent app stores, such as GetJar and F-Droid; some apps are free. They are downloaded from the platform to a target device, but sometimes they can be downloaded to laptops or desktop computers. For apps with a price a percentage, 20-30%, goes to the distribution provider, the rest goes to the producer of the app.
The same app can, cost a different price depending on the mobile platform. Apps can be installed manually, for example by running an Android application package on Android devices. Mobile apps were offered for general productivity and information retrieval, including email, contacts, the stock market and weather information. However, public demand and the availability of developer tools drove rapid expansion into other categories, such as those handled by desktop application software packages; as with other software, the explosion in number and variety of apps made discovery a challenge, which in turn led to the creation of a wide range of review and curation sources, including blogs and dedicated online app-discovery services. In 2014 government regulatory agencies began trying to regulate and curate apps medical apps; some companies offer apps as an alternative method to deliver content with certain advantages over an official website. With a growing number of mobile applications available at app stores and the improved capabilities of smartphones, people are downloading more applications to their devices.
Usage of mobile apps has become prevalent across mobile phone users. A May 2012 comScore study reported that during the previous quarter, more mobile subscribers used apps than browsed the web on their devices: 51.1% vs. 49.8% respectively. Researchers found that usage of mobile apps correlates with user context and depends on user's location and time of the day. Mobile apps are playing an ever-increasing role within healthcare and when designed and integrated can yield many benefits. Market research firm Gartner predicted that 102 billion apps would be downloaded in 2013, which would generate $26 billion in the US, up 44.4% on 2012's US$18 billion. By Q2 2015, the Google Play and Apple stores alone generated $5 billion. An analyst report estimates that the app economy creates revenues of more than €10 billion per year within the European Union, while over 529,000 jobs have been created in 28 EU states due to the growth of the app market. There are three kinds of apps — native and web-based. All apps targeted towards particular mobile platforms are known as native apps.
Therefore, an app meant for Apple device will never open in Android devices. This is. While developing native apps, professionals incorporate best-in-class user interface modules; this accounts for better performance and good user experience. Users benefit from wider access to APIs and make limitless use of all apps from the particular device. Further, they switch over from one app to another effortlessly; the main purpose behind creating such apps is to ensure best performance for specific mobile operating system. Concept of hybrid apps is a mix of web-based apps. Apps developed using Xamarin, React Native, Sencha Touch and other similar technology fall within this category; these are made to support web and native technologies across multiple platforms, hence the name hybrid. Moreover, these apps are faster to develop, it involves use of single code. Despite such advantages, hybrid apps are slower in performance. Apps fail to bear the same look n feel in different mobile op
Social networking service
A social networking service is an online platform which people use to build social networks or social relations with other people who share similar personal or career interests, backgrounds or real-life connections. The social network is distributed across various computer networks; the social networks are inherently computer networks, linking people and knowledge. Social networking services vary in the number of features, they can incorporate a range of new information and communication tools, operating on desktops and on laptops, on mobile devices such as tablet computers and smartphones. They may feature "web logging" diary entries online. Online community services are sometimes considered social-network services by programmers and users, though in a broader sense, a social-network service provides an individual-centered service whereas online community services are group-centered. Defined as "websites that facilitate the building of a network of contacts in order to exchange various types of content online," social networking sites provide a space for interaction to continue beyond in person interactions.
These computer mediated interactions link members of various networks and may help to both maintain and develop new social ties. Social networking sites allow users to share ideas, digital photos and videos, to inform others about online or real-world activities and events with people in their network. While in-person social networking – such as gathering in a village market to talk about events – has existed since the earliest development of towns, the Web enables people to connect with others who live in different locations, ranging from across a city to across the world. Depending on the social media platform, members may be able to contact any other member. In other cases, members can contact anyone they have a connection to, subsequently anyone that contact has a connection to, so on; the success of social networking services can be seen in their dominance in society today, with Facebook having a massive 2.13 billion active monthly users and an average of 1.4 billion daily active users in 2017.
LinkedIn, a career-oriented social-networking service requires that a member know another member in real life before they contact them online. Some services require members to have a preexisting connection to contact other members; the main types of social networking services contain category places, means to connect with friends, a recommendation system linked to trust. One can categorize social-network services into three types: socializing social network services used for socializing with existing friends online social networks are decentralized and distributed computer networks where users communicate with each other through internet services. Networking social network services used for non-social interpersonal communication social navigation social network services used for helping users to find specific information or resources There have been attempts to standardize these services to avoid the need to duplicate entries of friends and interests. A study reveals that India recorded world's largest growth in terms of social media users in 2013.
A 2013 survey found that 73% of U. S. adults use social-networking sites. There is a variety of social networking services available online. However, most incorporate common features: social networking services are Web 2.0, Internet-based applications user-generated content is the lifeblood of social networking services. Users create service-specific profiles for the site or app that are designed and maintained by the SNS organization social networking services facilitate the development of online social networks by connecting a user's profile with those of other individuals or groups; the variety and evolving range of stand-alone and built-in social networking services in the online space introduces a challenge of definition. Furthermore, the idea that these services are defined by their ability to bring people together and provides too broad a definition; such a broad definition would suggest that the telegraph and telephone were social networking services – not the Internet technologies scholars are intending to describe.
The terminology is unclear, with some referring to social networking services as social media. A recent attempt at providing a clear definition reviewed the prominent literature in the area and identified four commonalities unique to current social networking services: social networking services are interactive Web 2.0 Internet-based applications, user-generated content, such as user-submitted digital photos, text posts, "tagging", online comments, diary-style "web logs", is the lifeblood of the SNS organism, users create service-specific profiles for the site or app that are designed and maintained by the SNS organization, social networking services facilitate the development of social networks online by connecting a user's profile with those of other individuals or groups. The potential for computer networking to facilitate newly improved forms of computer-mediated social interaction was suggested early on. Efforts to support social networks via computer-mediated communication were made in many early online services, including Usenet, ARPANET, LISTSERV, bulletin board services.
Many prototypical features of social networking sites were present in online services such as America Online, CompuServe, ChatNet, The WELL. Early social netw
Marketing is the study and management of exchange relationships. Marketing is the business process of satisfying customers. With its focus on the customer, marketing is one of the premier components of business management. Marketing is defined by the American Marketing Association as "the activity, set of institutions, processes for creating, communicating and exchanging offerings that have value for customers, clients and society at large." The term developed from the original meaning which referred to going to market with goods for sale. From a sales process engineering perspective, marketing is "a set of processes that are interconnected and interdependent with other functions" of a business aimed at achieving customer interest and satisfaction. Philip Kotler defines marketing as Satisfying wants through an exchange process; the Chartered Institute of Marketing defines marketing as "the management process responsible for identifying and satisfying customer requirements profitably." A similar concept is the value-based marketing which states the role of marketing to contribute to increasing shareholder value.
In this context, marketing can be defined as "the management process that seeks to maximise returns to shareholders by developing relationships with valued customers and creating a competitive advantage."Marketing practice tended to be seen as a creative industry in the past, which included advertising and selling. However, because the academic study of marketing makes extensive use of social sciences, sociology, economics and neuroscience, the profession is now recognized as a science, allowing numerous universities to offer Master-of-Science programs; the process of marketing is that of bringing a product to market, which includes these steps: broad market research. Many parts of the marketing process involve use of the creative arts. The'marketing concept' proposes that in order to satisfy the organizational objectives, an organization should anticipate the needs and wants of potential consumers and satisfy them more than its competitors; this concept originated from Adam Smith's book The Wealth of Nations, but would not become used until nearly 200 years later.
Marketing and Marketing Concepts are directly related. Given the centrality of customer needs and wants in marketing, a rich understanding of these concepts is essential: Needs: Something necessary for people to live a healthy and safe life; when needs remain unfulfilled, there is a clear adverse outcome: death. Needs can be objective and physical, such as the need for food and shelter. Wants: Something, desired, wished for or aspired to. Wants are not essential for basic survival and are shaped by culture or peer-groups. Demands: When needs and wants are backed by the ability to pay, they have the potential to become economic demands. Marketing research, conducted for the purpose of new product development or product improvement, is concerned with identifying the consumer's unmet needs. Customer needs are central to market segmentation, concerned with dividing markets into distinct groups of buyers on the basis of "distinct needs, characteristics, or behaviors who might require separate products or marketing mixes."
Needs-based segmentation "places the customers' desires at the forefront of how a company designs and markets products or services." Although needs-based segmentation is difficult to do in practice, it has been proved to be one of the most effective ways to segment a market. In addition, a great deal of advertising and promotion is designed to show how a given product's benefits meet the customer's needs, wants or expectations in a unique way. A marketing orientation has been defined as a "philosophy of business management." Or "a corporate state of mind" or as an "organisation culture" Although scholars continue to debate the precise nature of specific orientations that inform marketing practice, the most cited orientations are as follows: A firm employing a product orientation is concerned with the quality of its own product. A product orientation is based on the assumption that, all things being equal, consumers will purchase products of a superior quality; the approach is most effective when the firm has deep insights into customers and their needs and desires derived from research and intuition and understands consumers' quality expectations and price they are willing to pay.
For example, Sony Walkman and Apple iPod were innovative product designs that addressed consumers' unmet needs. Although the product orientation has been supplanted by the marketing orientation, firms practicing a product orientation can still be found in haute couture and in arts marketing. A firm using a sales orientation focuses on the selling/promotion of the firm's existing products, rather than determining new or unmet consumer needs or desires; this entails selling existing products, using promotion and direct sales techniques to attain the highest sales possible. The sales orientation "is practiced with unsought goods." One study found that industrial companies are more to hold a sales orientation than consumer goods companies. The approach may suit scenarios in wh
Video game culture
Video game culture is a worldwide new media subculture formed by video games. As computer and video games have exponentially increased in popularity over time, they have had a significant influence on popular culture. Video game culture has evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone, passionate about it; as video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more accepted. Today, video games can be seen in social media, television, film and YouTube; as of 2016, the average age for a video game player is 31, a number increasing as people who were children playing the first arcade and home computer games continue playing now on current systems.
The gender distribution of gamers is reaching equilibrium, according to a 2016 study showing that 59% of gamers are male and 41% female. As of 2011 ESA reported that 71% of people age six to forty-nine in the U. S. played video games, with 55 % of gamers playing on mobile devices. The average age of players across the globe is mid to late 20s, is increasing as older players grow in numbers. One possible reason for the increase in players could be attributed to the growing number of genres that require less of a specific audience. For example, the Wii console has widened its audience with games such as Wii Fit. Both require more activity from the user and provide more reasons to play including family competition or exercise, it could be because people who played video games when they were young are now growing older and still have that interest in video games. The largest entertainment industry for children is gaming. According to a 2008 telephone survey with a sample size of 1,102 respondents, 97% of children living in the United States and between the ages of 12 and 17 play video games.
As displayed by the recent release of certain games, video game developers have started to create gaming content that appeals to alternative audiences, beyond those of "Player 1." The idea of "Player 1" refers to the stereotypical straight male gamer as the sole individual that video games are created for. On the other hand, "Player 2" may refer to populations of gamers who divert from this demographic, such as women or LGBTQ+ communities. Games designed to appeal to "Player 2" offer gamers an alternative gaming experience, thus allowing for the further demographic expansion of the video game subculture. Video games are played in a variety of social ways, which involve domestic gatherings or in public places. A popular method of accomplishing this is a LAN party, which if hosted at a home involves family and friends, creating a social event for people friendly with each other. LAN parties are held in large-scale events conducted in public spaces and have a great number of participants who might not socialise.
The Everquest Fan Faires for instance, provide weekends of socializing and playing, at a large gathering of dedicated game fans. Terry Flew in his book Games: Technology, Culture emphasises the Online Gaming Communities – "where players aren't physically located in the same space, but still socializing together"; this raises the notion of McLuhan's "Global Village", as people are able to transcend their physical limitations and communicate with people, possessing a similar interest, from all around the world. Shapiro stresses the possibility of "Using technology to enhance one's social life", as friendships no longer have to be structured by physical proximity. Shapiro states that "the net gives individuals the opportunity to extend their social network in a novel way, to communicate and share life experiences with people regardless of where they live and form online relationships". Thus, such online communities satisfy a genuine need for affiliation with like-minded others. Online gaming has drastically increased the size of gaming culture.
Online gaming grew out of games on bulletin board systems and on college mainframes from the 1970s and 1980s. MUDs offered multiplayer competition and cooperation but on a scope more geographically limited than on the internet; the internet allowed gamers from all over the world – not just within one country or state – to play games together with ease. With the advent of Cloud Gaming high-performance games can now be played from low-end client systems and TVs. One of the most groundbreaking titles in the history of online gaming is Quake, which offered the ability to play with sixteen, up to thirty-two players in a 3D world. Gamers began to establish their own organized groups, called clans. Clans established their own identities, their own marketing, their own form of internal organization, their own looks; some clans had friendly or hostile rivalries, there were clans who were allied with other clans. Clan interaction took place on both professionally set competition events, during normal casual playing where several members of one clan would play on a public server.
Clans would do their recruiting this way. Gamers of all ages play online games, with the average age being 3
The Internet is the global system of interconnected computer networks that use the Internet protocol suite to link devices worldwide. It is a network of networks that consists of private, academic and government networks of local to global scope, linked by a broad array of electronic and optical networking technologies; the Internet carries a vast range of information resources and services, such as the inter-linked hypertext documents and applications of the World Wide Web, electronic mail and file sharing. Some publications no longer capitalize "internet"; the origins of the Internet date back to research commissioned by the federal government of the United States in the 1960s to build robust, fault-tolerant communication with computer networks. The primary precursor network, the ARPANET served as a backbone for interconnection of regional academic and military networks in the 1980s; the funding of the National Science Foundation Network as a new backbone in the 1980s, as well as private funding for other commercial extensions, led to worldwide participation in the development of new networking technologies, the merger of many networks.
The linking of commercial networks and enterprises by the early 1990s marked the beginning of the transition to the modern Internet, generated a sustained exponential growth as generations of institutional and mobile computers were connected to the network. Although the Internet was used by academia since the 1980s, commercialization incorporated its services and technologies into every aspect of modern life. Most traditional communication media, including telephony, television, paper mail and newspapers are reshaped, redefined, or bypassed by the Internet, giving birth to new services such as email, Internet telephony, Internet television, online music, digital newspapers, video streaming websites. Newspaper and other print publishing are adapting to website technology, or are reshaped into blogging, web feeds and online news aggregators; the Internet has enabled and accelerated new forms of personal interactions through instant messaging, Internet forums, social networking. Online shopping has grown exponentially both for major retailers and small businesses and entrepreneurs, as it enables firms to extend their "brick and mortar" presence to serve a larger market or sell goods and services online.
Business-to-business and financial services on the Internet affect supply chains across entire industries. The Internet has no single centralized governance in either technological implementation or policies for access and usage; the overreaching definitions of the two principal name spaces in the Internet, the Internet Protocol address space and the Domain Name System, are directed by a maintainer organization, the Internet Corporation for Assigned Names and Numbers. The technical underpinning and standardization of the core protocols is an activity of the Internet Engineering Task Force, a non-profit organization of loosely affiliated international participants that anyone may associate with by contributing technical expertise. In November 2006, the Internet was included on USA Today's list of New Seven Wonders; when the term Internet is used to refer to the specific global system of interconnected Internet Protocol networks, the word is a proper noun that should be written with an initial capital letter.
In common use and the media, it is erroneously not capitalized, viz. the internet. Some guides specify that the word should be capitalized when used as a noun, but not capitalized when used as an adjective; the Internet is often referred to as the Net, as a short form of network. As early as 1849, the word internetted was used uncapitalized as an adjective, meaning interconnected or interwoven; the designers of early computer networks used internet both as a noun and as a verb in shorthand form of internetwork or internetworking, meaning interconnecting computer networks. The terms Internet and World Wide Web are used interchangeably in everyday speech. However, the World Wide Web or the Web is only one of a large number of Internet services; the Web is a collection of interconnected documents and other web resources, linked by hyperlinks and URLs. As another point of comparison, Hypertext Transfer Protocol, or HTTP, is the language used on the Web for information transfer, yet it is just one of many languages or protocols that can be used for communication on the Internet.
The term Interweb is a portmanteau of Internet and World Wide Web used sarcastically to parody a technically unsavvy user. Research into packet switching, one of the fundamental Internet technologies, started in the early 1960s in the work of Paul Baran and Donald Davies. Packet-switched networks such as the NPL network, ARPANET, the Merit Network, CYCLADES, Telenet were developed in the late 1960s and early 1970s; the ARPANET project led to the development of protocols for internetworking, by which multiple separate networks could be joined into a network of networks. ARPANET development began with two network nodes which were interconnected between the Network Measurement Center at the University of California, Los Angeles Henry Samueli School of Engineering and Applied Science directed by Leonard Kleinrock, the NLS system at SRI International by Douglas Engelbart in Menlo Park, California, on 29 October 1969; the third site was the Culler-Fried Interactive Mathematics Center at the University of California, Santa Barbara, followed by the University of