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Business Model : FocusHome

Hall-Johnson, Tyshawn; Hall-Johnson, Laura (2023)

 
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Hall-Johnson, Tyshawn
Hall-Johnson, Laura
2023
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023053116386
Tiivistelmä
The purpose of this thesis project was to determine how a productivity mobile application could achieve sustainable growth and profitability within the competitive mobile app market. The ultimate objective of the thesis was to create a business model based on these findings.

The theoretical framework for the thesis reviews concepts such as gamification, service design and the business model canvas. The method of research was literature research, with books, articles, and survey data used as research material.

As a result of the literature research, it was possible to identify a gap in the productivity application market. Furthermore, a target audience was identified, and a business model created that would meet that audience’s needs. Women download more productivity apps than men but tend to use them for a shorter period. This may be due to there not being enough incentive for continuous usage. Within the past few years there has also been a significant growth in the popularity of a game genre referred to as cozy games. This genre is especially popular with female players. This led the authors to believe that a productivity application created in the form of a gamified simulation game aimed at women aged 16 to 25 could have the potential to occupy the gap in the market.

According to the analysis of the research and financial predictions based on it, the authors believe that this business model could be profitable and achieve sustainable growth.

As a result of this business model, an application could be developed. This would require a comprehensive business plan, an investment, and a partnership with a professional developing firm.
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