Last Date of Submission: 15th December, 2014
Rules & Conditions:
- The “National Mobile App Award’ is open to any company, organisation or individual in the mobile application industry.
- Android, IOS, Windows, BlackBerry, J2ME mobile/table/iPad platforms the projects work with.
- All entries have to be real products. No drafts, demonstrations or unfinished projects can be accepted.
- By submitting a project to the National Mobile App Award, producers provide the ICT Division with the exploitation rights for the submitted videos, pictures and other content for non-commercial use for the promotion of the nominated product, presented in print, broad-cast and any other forms of media, as well as for events.
- All submitted products must have been completed after Jan. 1, 2013.
- The producer must own the copyright of all pictures, sounds, contents etc. related to the production of his mobile app or game.
- A product can only be submitted for one category. In case of multiple submissions by the same organisation, company or team, each product requires a separate registration.
- None of the materials submitted will be returned. One copy/version of each product submitted will be kept in the National Mobile App Award archive. No commercial use of this archive will be made.
- Incomplete submissions and those not following the National Mobile App Award guidelines will be withdrawn from the selection process without notice. There is no way of challenging such a decision legally.
- Submitting a mobile application/game to the evaluation and selection process does by no means entitle a producer to any benefits. There is no way of challenging this decision legally.
- Submission is free of charge.
- The National Mobile App Award Organizers have the right to reject submission / entry without providing any further reason. The National Mobile App Award Organizers & ICT Division can not be held liable for accepting of submissions or their contents and rights.
Categories:
Business & Commerce :Supporting m-Business processes and commercial transactions, including real-time travel bookings; creating new business in m-Commerce; offering customers convenient services and supporting SMBs in the marketplace; using mobile phones for buying, selling and banking, as well as for servicing customers and for collaborating with business partners.
Government & Participation: Delivering mobile services in public administrations to individuals, businesses and organisations, in order to improve access to services; fostering quality and efficiency of information exchange and citizen centric transactions; strengthening the participation of individuals and groups.
Learning & Education: Serving the needs of learners to acquire knowledge and skills via mobile phone in a quickly changing world; transforming educational institutions through mobile learning resources; creating active m-Learning communities and solutions for corporate training, as well as life-long learning.
Entertainment & Lifestyle: Sports, games, music, fashion and fun: supplying mobile entertainment products and services; entertaining the user with a range of innovative games by taking advantage of the properties of small, wearable devices; supporting interactive entertainment and fun; mobile content, services and accessories to enhance and excite the quality of life.
Tourism & Culture: Bringing cultural heritage to mobile platforms; demonstrating valuable cultural assets clearly and informatively, using state-of-the-art mobile technology; providing guides to the diversity of cultures, sites and objects, and all in a multilingual package. Enabling travellers to find attractions, to be informed and enlightened, to enjoy safe travel and have access to up2date travel information; enhancing intermodal use of public transport, supporting orientation in cities and countryside, allowing the hotel industry to address customers, providing new perspectives on the space around us; using maps and navigation-based contents.
Media & News: Reporting the news using the mobile phone, crowd sourcing, citizen journalism, covering natural disasters, public campaigning, multimedia news, mobile media aggregation and search services; new forms of mobile video and m-TV, movies and current affairs.
Environment & Health: Content and services to encourage sustainable models of living; smart use of mobile media to promote green energy; new mobile approaches to monitoring and reducing pollution; mobile portals and social media applications to encourage climate controls and holistic environment-friendly habits; client-centred models of health care, where stakeholders collaborate; mobile technologies to deliver health care and to meet the needs of citizens, patients, healthcare professionals and providers; epidemic and pandemic alert services; wellness and behavioural education.
Inclusion & Empowerment: Measures to support integration within the global information society; bringing least developed regions and groups of society into the mobile information society; reducing the “digital divide” between technology-empowered and technology-excluded communities, such as groups in rural areas, women, senior citizens, disabled citizens and children; bridging society through mobile contents and applications; empowering citizens and stakeholders in public services.