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Experimenting Through Mobile ‘Apps’ and ‘App Stores’

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

Standard

Experimenting Through Mobile ‘Apps’ and ‘App Stores’. / Coulton, Paul; Bamford, William.
In: International Journal of Mobile Human Computer Interaction, Vol. 3, No. 4, 10.2011, p. 55-70.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Coulton, P & Bamford, W 2011, 'Experimenting Through Mobile ‘Apps’ and ‘App Stores’', International Journal of Mobile Human Computer Interaction, vol. 3, no. 4, pp. 55-70. https://doi.org/10.4018/jmhci.2011100104

APA

Coulton, P., & Bamford, W. (2011). Experimenting Through Mobile ‘Apps’ and ‘App Stores’. International Journal of Mobile Human Computer Interaction, 3(4), 55-70. https://doi.org/10.4018/jmhci.2011100104

Vancouver

Coulton P, Bamford W. Experimenting Through Mobile ‘Apps’ and ‘App Stores’. International Journal of Mobile Human Computer Interaction. 2011 Oct;3(4):55-70. doi: 10.4018/jmhci.2011100104

Author

Coulton, Paul ; Bamford, William. / Experimenting Through Mobile ‘Apps’ and ‘App Stores’. In: International Journal of Mobile Human Computer Interaction. 2011 ; Vol. 3, No. 4. pp. 55-70.

Bibtex

@article{63dd0260ae7a4df8b65e59f04a454b69,
title = "Experimenting Through Mobile {\textquoteleft}Apps{\textquoteright} and {\textquoteleft}App Stores{\textquoteright}",
abstract = "Utilizing App Stores as part of an {\textquoteleft}in-the-large{\textquoteright} methodology requires researchers to have a good understanding of the effects the platform has in the overall experimental process if they are to utilize it effectively. This paper presents an empirical study of effects of the operation an App Store has on an App lifecycle through the design, implementation and distribution of three games on the WidSets platform which arguably pioneered many of the features now seen as conventional for an App Store. Although these games achieved in excess of 1.5 million users it was evident through their App lifecycle that very large numbers of downloads are required to attract even a small number of active users and suggests such Apps need to be developed using more commercial practices than would be necessary for traditional lab testing. Further, the evidence shows that {\textquoteleft}value added{\textquoteright} features such as chat increase not only the popularity of an App but also increase the likelihood of continued use and provide a means of direct interaction with users.",
keywords = "Mobile, apps, app stores, Methodology, Experimental",
author = "Paul Coulton and William Bamford",
year = "2011",
month = oct,
doi = "10.4018/jmhci.2011100104",
language = "English",
volume = "3",
pages = "55--70",
journal = "International Journal of Mobile Human Computer Interaction",
issn = "1942-390X",
publisher = "The Information Resources Management Association (IRMA)",
number = "4",

}

RIS

TY - JOUR

T1 - Experimenting Through Mobile ‘Apps’ and ‘App Stores’

AU - Coulton, Paul

AU - Bamford, William

PY - 2011/10

Y1 - 2011/10

N2 - Utilizing App Stores as part of an ‘in-the-large’ methodology requires researchers to have a good understanding of the effects the platform has in the overall experimental process if they are to utilize it effectively. This paper presents an empirical study of effects of the operation an App Store has on an App lifecycle through the design, implementation and distribution of three games on the WidSets platform which arguably pioneered many of the features now seen as conventional for an App Store. Although these games achieved in excess of 1.5 million users it was evident through their App lifecycle that very large numbers of downloads are required to attract even a small number of active users and suggests such Apps need to be developed using more commercial practices than would be necessary for traditional lab testing. Further, the evidence shows that ‘value added’ features such as chat increase not only the popularity of an App but also increase the likelihood of continued use and provide a means of direct interaction with users.

AB - Utilizing App Stores as part of an ‘in-the-large’ methodology requires researchers to have a good understanding of the effects the platform has in the overall experimental process if they are to utilize it effectively. This paper presents an empirical study of effects of the operation an App Store has on an App lifecycle through the design, implementation and distribution of three games on the WidSets platform which arguably pioneered many of the features now seen as conventional for an App Store. Although these games achieved in excess of 1.5 million users it was evident through their App lifecycle that very large numbers of downloads are required to attract even a small number of active users and suggests such Apps need to be developed using more commercial practices than would be necessary for traditional lab testing. Further, the evidence shows that ‘value added’ features such as chat increase not only the popularity of an App but also increase the likelihood of continued use and provide a means of direct interaction with users.

KW - Mobile

KW - apps

KW - app stores

KW - Methodology

KW - Experimental

U2 - 10.4018/jmhci.2011100104

DO - 10.4018/jmhci.2011100104

M3 - Journal article

VL - 3

SP - 55

EP - 70

JO - International Journal of Mobile Human Computer Interaction

JF - International Journal of Mobile Human Computer Interaction

SN - 1942-390X

IS - 4

ER -