Sample Business Plan on Cell Phone App


Increase of smart phones in the market has resulted to increased mobile apps usage and mobile apps stores. These apps are mostly downloaded from the apps stores to smart phones free of charge. Developers have overcome complications in initiating mobile apps due to immense competition in the mobile apps market and its overcrowding. Pressure has been arising on the same developers to create easily noticeable apps to remain in the market. They have gone to immeasurable lengths to include graphics, usable characters, and spontaneous designs, which have offered wholesome experience to consumers. Businesses and especially developers are presently at stake on how they can make profits especially in the field of games with the increasing number of game apps stores in the market. The study accentuates that mobile apps developers obtain minimum profits from the sale of mobile gaming apps. The main objective of the study is to find out possible approaches through which mobile gaming developers can make profits in the presence of free download stores. Research questions in the study therefore are:

  1. How can mobile apps developers make profits in the face of free to download stores?
  2. How do developers monetize their users?
  • How have the developers overcome various previous challenges of maintaining their market?
  1. What are the effects of marketing their apps in other stores?


A mobile app refers to a computer program run on mobile devices like smart phones and tablet computers. There are pre-installed software and downloadable software for consumers through the apps stores (Yetisen, 833). The term ‘app’ refers to the application software in the smart phones, which distinguishes it to the previous phones that had limited use.

In developing the apps, the developers identify the new and profitable apps that simplify life, make it productive and pleasant. In addition, developer identify target group, functions of the app innovation level, its profitability, sites to sell and a market for the app. The developer therefore has the primary idea whether the apps will be sold via the popular app stores or extra channels and sites that will increase the profit. The profits accrued from the apps is dependent on the app store the developer submit the production. These stores are partially transparent making it impossible to know the market size for every app and readiness of the market for the app. Developers therefore have been depending on their gut instincts to market their products.

Previously, mobile developers managed the issue of organic discovery and acquisition (Yetisen, 834). Market retention and monetization has however prevailed as major challenges since by failing to acquire the right users to apply the apps, developers fail to retain and monetize their markets. To overcome these challenges, most of the developers resort to ad networks such as Flurry and Tapjoy to drive their traffic and installations. It is however, of great concern whether the developers spend more of in apps purchases to obtain users than to make profits from the apps. Developers ought to realize their highest lifetime value users, those who spend more and share about their apps and how they can engage these users. To overcome prevailing challenges, developers are called to conduct research by analyzing reports released by the app stores. By evaluating the data, developers can estimate the selling price of their apps.

Qualitative methodology will be applied in conducting this research. Analysis of data collected from the app stores will be analyzed in relation to the reports released from the stores. Interviews will be conducted to identify developers who will pin point specific stores to analyze their reports. Interviews will also be conducted to children between 8-12 years and adolescents between 13-18 years to ascertain the preferred free to download apps stores. Approximately 50 children and adolescents will be randomly chosen to collect the required information. The data acquired will be critically analyzed to ascertain the profit margin apps developers make within a given duration and the reason they still compete for the market in case of minimum profits accrued in their businesses. The hypothesis the study seeks to ascertain is:

Ho – mobile apps developers obtain low profits in relation to the app developing costs

H1 – mobile apps developers obtain high profits in relation to the apps developing costs

The main variables to be measured are the app developing costs, the attractive features of the apps and the downloading costs of every app. Ethical considerations to be exercised when conducting the study will include seeking for permission from the identified developers before planning for interviews and analyzing the market trend of their apps, hiding the identity of the apps stores to be analyzed. This is to conceal the findings on transparency of the stores among other findings. However, the findings will be publicly displayed to assist future developers, ascertain the effects of increased number of gaming stores in the mobile apps market.


Demand of smart phones in the market has led to increased demand of mobile apps. This has resulted to the introduction of varied stores where consumers can freely download their desired apps and install them. Rising concern over this issue is whether developers are making profits especially with the increasing demand of more features in the apps.


Work Cited

Yetisen, Martinez-Hurtado, et al. The regulation of mobile medical applications: