Loading...
Answers
MenuHow do you get traction for a B2C app? More importantly, how does a Free B2C app make any money?
This question has no further details.
Answers
B2C apps typically use a freemium model to make money off of in-app purchases and ad revenue. You could also make a paid monthly subscription model work in several categories, such as Newsstand. The challenge is finding the balance between giving enough functionality away for free so that your app can attract and retain users. Only if user retention is high does your app stand to monetize well over time.
A word of caution though related to free-to-play apps: http://m.ign.com/articles/2014/04/10/two-thirds-of-mobile-free-to-play-gamers-quit-after-24-hours.
Basically, the only safe bet in mobile development in particular (and business in general) is to create something beautiful, unique, and entertaining (or helpful), and then to market, market, market it and build a tribe of fans.
Hope this helps,
Austin
These are two big topics and a lot has been said about these on the internet. So, I will focus on few key points. In order to gain traction, you have to do some marketing. However, marketing has to be targeted towards early adopters and influencers. To attract them, your app has to be unique, engaging and solve one problem very well. Focus on getting your first 100 users from this group. Other things you can do is to reach out to various newsletters and blogs, fine tune the app store optimization for your app, make your app easy to share.
As for generating revenue, there are several models as well like ad-supported free app, freemium, in-app purchase, add-ons or cross sell. You have to think through which one makes most sense for your app. And none of these models work, if you don't have enough active/paying users. So, in early days, you have to focus on growth and expect to not make money for some time.
I am the owner of a Mobile Apps development Company. We have developed more than 200 apps till now for our clients. While working and seeing our clients make money with apps, this is what I can summarize for making money for free B2C apps:
Before that, I assume that your app fulfils the following criteria:
1. Satisfies a need. Need can be any task which can be done on the go.
2. App has UI which is simple to understand and does not require you to provide "image overlays" to explain what the app does.
There are two steps to make money:
1. Get more downloads
2. Then make a pitch.
1. Get more downloads:
* Don't plan to put all features in single update. Split it into multiple updates and update the app regularly, make be once a week. This way your app will keep coming in latest apps section on the appstore. I am sure you would have noticed an uptick in downloads in days following the release of your app.
2. Make a pitch
* Find out the general profile of your users. Knowing this you will have fair idea about their needs. Now, find providers who can fulfil their needs.
If nothing works, put your app as paid app at a higher price, say $4.99 or $6.99. I have seen people make good money using this strategy too.
Without knowing what your app is, that is all I can say.
If you have any questions, please feel free to call or email me.
Good luck!
Priyadarshan Joshi
CEO
TaxSmart Technologies Pvt. Ltd
pjoshi@itaxsmart.com
Related Questions
-
If I am planning to launch a mobile app, do I need to register as a company before the launch?
I developed and published mobile apps as an individual for several years, and only formed a corporation later as things grew and it made sense. As far as Apple's App Store and Google Play are concerned, you can register as an individual developer without having a corporation. I'd be happy to help further over a call if you have any additional questions. Best of luck with your mobile app!AM
-
What tools to use for mobile Prototyping ?
My 2 favourite are: - www.uxpin.com - www.flinto.com Flinto is by far my favorite for mobile. I also us www.balsamiq.com for anything wireframe. Sometimes I jump into Sketch http://www.bohemiancoding.com/sketch/ for more high fidelity mockups using their Mirror feature http://www.bohemiancoding.com/sketch/mirror/ Hope that helps. P.S. There's a tonne of Mobile UX experts on Clarity, many $1/min - call them, you'll learn so much. my2cents.DM
-
Any opinions on raising money on Indiegogo for an app?
Apps are difficult to fund on IndieGoGo as few are successful, and we rarely take them on as clients. Websites like http://appsfunder.com/ are made for that very reason, but again, difficult to build enough of a following willing to pay top dollar for an app that could very well be free, already existing in the marketplace. A site that is gaining more traction you may want to look into would be http://appsplit.com/. Again, Appsplit Is Crowdfunding For Apps specifically.RM
-
Whats are some ways to beta test an iOS app?
Apple will allow a developer to register 100 UDID devices per 12 month cycle to test via TestFlight or HockeyApp. Having started with TestFlight, I would really encourage you NOT to use it, and go directly to HockeyApp. HockeyApp is a much better product. There is also enterprise distribution which allows you far more UDID's but whether you qualify for enterprise distribution is difficult to say. As part of your testing, I'd encourage to explicitly ask your testers to only register one device. One of the things we experienced was some testers registering 3 devices but only used one, essentially wasting those UDID's where we could have given to other testers. Who you invite to be a tester should be selective as well. I think you should have no more than 10 non-user users. These people should be people who have either built successful mobile apps or who are just such huge consumers of similar mobile apps to what you're building, that they can give you great product feedback even though they aren't your user. Specifically, they can help point out non obvious UI problems and better ways to implement particular features. The rest of your users should be highly qualified as actually wanting what you're building. If they can't articulate why they should be the first to use what you're building, they are likely the wrong tester. The more you can do to make them "beg" to be a tester, the higher the sign that the feedback you're getting from them can be considered "high-signal." In a limited beta test, you're really looking to understand the biggest UX pain-points. For example, are people not registering and providing you the additional permissions you are requiring? Are they not completing an action that could trigger virality? How far are they getting in their first user session? How much time are they spending per user session? Obviously, you'll be doing your fair share of bug squashing, but the core of it is around improving the core flows to minimize friction as much as possible. Lastly, keep in mind that even with highly motivated users, their attention spans and patience for early builds is limited, so make sure that each of your builds really make significant improvements. Happy to talk through any of this and more about mobile app testing.TW
-
I've been working on an app concept for 6 months and built an MVP. Is it better to pay a development firm to build or hire a developer as a cofounder?
I have built two software companies by hiring out the development work. I sold one for a decent sum during the dot com era (circa 1999). I remain a shareholder in the other one. I currently work with amazing development company on behalf of one of my clients. Here are some things to consider. 1. Do you really want to give up equity? If not outsource. 2. How fast do you want to get to market? If sooner than later, outsource. 3. How capitalized are you? If undercapitalized, either outsource offshore (which runs about 20% of US rates), or bring on an equity development partner. I offer a free call to first time clients. Let's chat and I'll give you some great advice from three decades of experience. Just use this link to schedule the free call: https://clarity.fm/kevinmccarthy/FreeConsult Best regards, Kevin McCarthy Www.kevinmccarthy.comKM
the startups.com platform
Copyright © 2025 Startups.com. All rights reserved.