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Business Plan Of Xiaoduoduo APP

Posted on:2016-11-22Degree:MasterType:Thesis
Country:ChinaCandidate:P ZhaoFull Text:PDF
GTID:2309330452471085Subject:Business Administration
Abstract/Summary:PDF Full Text Request
This thesis is a business plan about campus APP, it presents a very novelmobile internet project--the XiaoDuoDuo APP project. It wants to capture thecampus OTO market through the Gamification of SoLoMo Model inXiaoDuoDuo app, and the gamification model means the campus life is made intoa game. We hope the college student will enjoy their campus life in this app, andwill pay for some value-added services, so we can get profit from it. Of course,we will provide a platform for the seller around the campus to help them sell theOTO servers or send a advertisement to the campus, and we can also get profitfrom them.With the rapid development of mobile internet,"SoLoMo+OTO" modelbecomes very popular in China service industry. In2015, the OTO market sizewill reach418.85billion RMB, and it will be the next trillion market. As animportant part of the OTO market, the campus OTO market also attractednumerous businessmen favor. However, there was only a little of the campusOTO market had been open in Beijing and Shanghai by the end of2014, andthere still has a large market share in other provinces. So this paper decided touse a new mobile Internet’s model which is called Gamification of SoLoMoModel to oen the camous OTO market, to grab the market share in the windowperiod of OTO in2015.In the next, we will do a lot of feasibility analysis of this project. Firstly, wewill give the graphic description of the business model and the Gamification ofSoLoMo Model, then give market analysis of our target market, to determine thetarget customer group and market positioning, then give the competitive strategyby SWOT analysis. After that, we will describe the project by A plurality of pointof product and service design, market and sales strategy, operation strategy,financial analysis, risk analysis. And finally, we prove that this project is feasible.As this project is a APP project, and its core is originality and innovativebusiness models, so this paper focuses on the introduction of commercial pattern,market analysis, product and service design and financial analysis.The project innovation is to propose a new social model--" Gamification of SoLoMo Model ". Firstly it will make the user image like a game, secondly it wiluse the virtual currency or game props to replace the points which are got bysending the message or clicking the ads or using the OTO servers, and the usercan use the virtual currency or game props to take part in all kinds of social game.This novel mode will solve the previous problem of the OTO profit model, and itwill change the pattern of the OTO market.This collection of methods used in data: survey method, interview method,data access method, statistics method.
Keywords/Search Tags:Campus Market, Campus OTO Market, Gamification of SoLoMoModel, SoLoMo
PDF Full Text Request
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