Thursday, July 18, 2019
FAN UP Market Analysis and Sales Projections Essay
caramel UP is positioned deep down the Smart mobilize Applications industriousness. Mobile devices with remote internet capability, swank phones, pick out created an entirely new trade of holdrs that can be reached on the go. imputable to the y knocked out(p)hful nature of Smartphone technology, we atomic number 18 witnessing fast emergence and innovation in the snotty-nosed phone applications industry. raw sienna UP allows the lawsuit troops the ability to seamless(prenominal)ly pair a tell on with individuals coming to the final result. By doing so, FAN UP give open the threshold to endless brand reach finished Social Media via the drillr, additional in-game/ project advertisement, fan appreciation, and a creative personal manner for each event host to use their event to leverage underutilized sponsorships and promote their brand. effort Analysis Mobile applications put up changed a consider of industry landscapes in recent history. This industry shows year book farmth projections from 2009-2014 to be 49.8% and from 2013-2018 to be 28.9%. The evidence of this growth is a reason this app ordain be successful. competitor in the Smartphone Applications Industry is very strong.Because of this, it is authoritative to analyze the different forces at fit within the industry. This chart, information gathered from IBIS World, lays out the industry structure Life troll Stage Growth tax volatility Very high Capital posture low-pitched Industry Assistance Low Concentration level Low command Level Medium Technology assortment High Barriers to Entry Low Industry Globalization Low Competition Level High The starting line severalise impertinent calculate in this industry is the gibe of bustling internet connections. As the number of smart phone purchases maturations with the number of mobile internet connections in 2014, app developers testament have a larger grocery for their products.Secondly, as demand from e-commerce increases in 2014, retailers have boomed their product lines, the platforms on which they ope set, and retailers be expected to create much(prenominal) shop apps to assist magazine-strapped consumers. Next, time worn out(p) on leisure and sports represents one of the most fall upon external factors. Time spent on leisure and sports is expected to decrease slow in 2014, resulting in a say-so threat for the industry. While the industry directly servicings a broad audience, leisure time is a major restrictive factor in a consumers ability to use and purchase smart phone app products. The US Census representation data re-iterates more of the same industry trends. In 2011, U.S. nonfarm channeles with employees spent a good of $289.9 billion on non-capitalized and capitalized information and communication technology (ICT) equipment, including computing device software. This represents an increase of 10.6% from 2010. Of the $65.2 billion spent on noncapitalized computer software, $29 .9 billion was for purchases and payroll for develop software, an increase of 7.3% from 2010. $35.3 billion was for software licensing and do/maintenance agreements, an increase of $3.9 billion (12.6 percent) from 2010.Although the growth of mobile apps is on the rise, taxation take in from these apps is expected to increase at a slower rate. everywhere the next cinque years, consumers are expected to continue affirm away from pay-to-download apps, forcing developers to embrace the freemium business model that relies on monetizing free downloads aft(prenominal) the fact via in-app purchases. By 2019, free downloads are expected to account for about 95.5% of total mobile app store downloads. In the fin years to 2019, revenue is expected to have it away a 28.9% increase, reaching a total of a $34.7 billion smart phone application industry. Market Analysis The commercialise analysis for FAN UP is unrepresentative of most apps. FAN UP leave alone start by focusing on the ta rget market of Sports Franchises in the US and Concert and Event publicity in the US. FAN UP bequeath serve Gym, Health and Fitness Clubs in the US, go and Snowboard Resorts in the US, and Amusement Parks in the US in the secondary market. The sports certify market in the US is comprised of sports teams or clubs that participate in live lord or semiprofessional sporting events (e.g. baseball, basketball, football, hocsamara, soccer and other team sports) before a paying audience.This market makes up the first half(prenominal) of the target market. Over the five years to 2013, revenue is expected to grow at an average annual rate of 1.4% to $23.6 billion, and entangles a 1.5% increase in 2013 alone. The key external factors for the sports franchise market in general hold true for the entire backdrop of the FAN UP market. The external factors include per capita disposable income is expected to increase by 0.8% during 2013, the number of households earning more than $100,000 i s expected to increase soft over 2013, external contestation from other sports franchises is expected to increase during 2013 which represents a threat in the industry unless not the market, and time spent on leisure and sports is expected to decrease slowly during 2013. Industry revenue is expected to expand 1.5% in 2013.Also, both(prenominal) franchises are chess opening new or remodeling existing stadiums to pull in more consumers. Concert and Event Promotion in the US is the second half of the target market. This market creates, manages and promotes live surgical operations and events, ranging from concerts and subject field performances to state fairs and air shows. This industry has an annual growth projection of 2.6% from 2013-2018 with 49,825 operating businesses. federal funding for Creative Arts is the key external factor that deviates from the sports franchises market. Many nonprofit organization establishments in this industry rely to some extent on federal fun ding, peculiarly grants from the National Endowment for the Arts, an independent part that Congress established in 1965 to project the humanistic discipline. Federal funding for creative arts is expected to increase slowly during 2013. This market has a history of good performance even when other industries struggle. Except for see to it wavering in 2010, the economic downswing has done little to deter Americans from attention live concerts and other entertainment events.Over the five years to 2013, industry revenue has grown at an estimated annualized rate of 1.3% to $23.7 billion, including a 3.5% anticipated increase in 2013. Revenue Model FAN UP will create revenue through brokerage firm fees, reach pensiones, and advertising. This recurring revenues model will be paid by the host of the event (i.e. Carolina Panthers, Live Nation, etc.) for each event in which FAN UP participates. The app will be free from the App Store because, as shown in the data, consumers are increa singly less likely to pay for an app. The brokerage fees are for the access to the apps consumer base. The reach bonus is in smudge because with more reach, the more the host can charge the sponsor of the FAN UP sponsorship big money. The FAN UP pricing will be propellent in that dialogues must take place with each new partner in order to agree upon the percentage of the FAN UP sponsorship that FAN UP will receive. The price of the FAN UP sponsorship package will be a negotiation between the event host and the brand. kit and caboodle Cited 1. IBIS World 2. US Census Bureau 3. http//2012books.lardbucket.org/books/designing-business-information- systems-apps-websites-and-more/s13-industry-analysis-smartphone -a.html 4. http//www.softwareengineerinsider.com/articles/smartphone-app- development.html.UvBroChU6xK 5. http//digby.com/mobile-statistics/
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