Analysis of Consumer Behavior and Offers in the Mobile App Market

R. Skokov
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Abstract

According to a sociological study in December 2021, an analysis was made of the consumer behavior of smartphone owners, an analysis of the supply and main business models of digital companies. It was found that young people spent about 8 hours a day in front of smartphone screens, of which 52% were on social networks and instant messaging and voice communication services and 12% on video hosting services, 7% on games, 4% on browsers, 5% on productivity apps, 1% on shopping, 1% on personal photos and videos, 18% on other applications. The main screen time is used by young people for unproductive purposes. It is necessary to regulate screen time, control the quality of information resources, conduct educational and explanatory work. The most popular and attention-consuming applications were social networks and video hosting, which collectively accounted for more than 58% of all screen time, an average of 5.8 hours per day. The business model of screen time companies is to advertise, collect and commercialize user data. The companies owning the majority of the main screen time applications were social networks. Digital platforms may own and operate infrastructure or provide a specific service on which merchants and developers depend. In the specific markets of digital goods, the efforts of business to monopolize are great. To protect competition, it is necessary to make adjustments to the antimonopoly legislation. The criteria for assessing the level of monopolization of the company’s market position, along with price and market share, are proposed to be expanded, such as network effects, switching costs, access to crucial data for competition, competitive pressure by innovation.
手机应用市场中的消费者行为与优惠分析
根据2021年12月的一项社会学研究,分析了智能手机用户的消费行为,分析了数字企业的供应和主要商业模式。调查发现,年轻人每天花在智能手机屏幕前的时间约为8小时,其中52%用于社交网络、即时通讯和语音通信服务,12%用于视频托管服务,7%用于游戏,4%用于浏览器,5%用于办公应用,1%用于购物,1%用于个人照片和视频,18%用于其他应用。年轻人把主屏幕时间用于非生产性目的。有必要规范屏幕时间,控制信息资源的质量,开展教育和解释工作。最受欢迎和最吸引注意力的应用是社交网络和视频托管,它们总共占所有屏幕时间的58%以上,平均每天5.8小时。屏幕时间公司的商业模式是广告、收集和商业化用户数据。拥有大部分主屏幕时间应用程序的公司是社交网络。数字平台可以拥有和运营基础设施,或者提供商家和开发者所依赖的特定服务。在数字商品的具体市场中,商家的垄断力度很大。为了保护竞争,有必要对反垄断法进行调整。建议扩大评估公司市场地位垄断程度的标准,以及价格和市场份额,如网络效应、转换成本、获取竞争关键数据、创新竞争压力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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