International Journal of Applied Management and Technology
2017, Volume 16, Issue 1, Pages 114
©Walden University, LLC, Minneapolis, MN
DOI:10.5590/IJAMT.2017.16.1.01
Please address queries to: Talaya C. Waller, Walden University. Email: talaya@wallerandcompany.com
Marketing Strategies of Mobile Game Application
Entrepreneurs
Talaya C. Waller
Walden University
Robert J. Hockin
Walden University
Gina S. Smith
Walden University
Mobile game application entrepreneurs can offer many benefits to the U.S. economy;
however, 80% of the entrepreneurs in this study stated that marketing their mobile
applications was a major business challenge. Based on Schumpeter’s theory of economic
development and new value creation of technological innovation, the purpose of this
phenomenological study was to explore the strategies that entrepreneurs have used to
market their mobile game application development businesses successfully. Twenty mobile
game application entrepreneurs from northern California, who successfully sustained their
businesses for 3 or more years, completed semistructured interviews. Moustakas' modified
van Kaam method was used and included coding and organizing data into 5 primary themes
that emerged from the analysis. The findings suggest that social media and networks are
essential for marketing success, and mobile games should be innovative to ensure
competitive advantages.
Keywords: marketing, marketing strategies, mobile, mobile game, mobile application, mobile game
application, entrepreneurs, entrepreneurship, technology, California
Introduction
The technology industry has been leading the U.S. economy in job creation, business development,
and innovation for more than 20 years (Coleman & Robb, 2012). In the technology industry, mobile
software applications are increasing in popularity and creating economic opportunities for
application businesses (Anthes, 2011). Whether a new mobile application will develop into a
successful product or service is always uncertain (Wang, Wuebker, Han, & Ensley, 2012). In this
study, we sought to fill a gap in knowledge by providing mobile game application entrepreneurs,
stakeholders, and researchers with more information on marketing mobile applications. The mobile
game application entrepreneurs who participated in this study provided insight into the strategies
they used to market their mobile applications successfully.
Waller, Hockin, & Smith, 2017
International Journal of Applied Management and Technology 2
Problem Statement
Software technology businesses make significant contributions to the U.S. economy (Coleman &
Robb, 2012; Yong et al., 2012). In the past 5 years, mobile application development has prompted the
largest group of software entrepreneurs ever to enter the technology industry (Bresnahan, Davis, &
Yin, 2013). Two years ago, Apple Inc. (2013) reported more than 50 billion downloads in its App
Store of an estimated 900,000 different types of mobile apps. Only the top 20 mobile applications
account for approximately 80% of this demand (Bresnahan et al., 2013). The general business
problem motivating this study was that some entrepreneurs who start mobile application
development businesses often fail to market their mobile applications successfully. The specific
business problem was that some entrepreneurs who own mobile game application development
businesses lack strategies to market their mobile applications successfully.
Purpose Statement
Game applications are the most often used applications in the mobile application industry (Yin,
Davis, & Muzyrya, 2014). Entrepreneurs have been investing in developing a brand for their games
and engaging consumers to increase the longevity of their mobile game application business
(Bergstrom, 2014). Developing mobile game application products and expanding the consumer base
are vital to business owners when building a larger source of business revenue (Bergstrom, 2014).
The purpose of this qualitative phenomenological study was to explore the strategies mobile game
entrepreneurs use to market their mobile applications successfully. This research study contains
data gathered from profitable mobile game application development entrepreneurs who work in
northern California.
Significance of Study
The benefit of this research is that it may reduce the number of costly mistakes that some
entrepreneurs make during the first few years of their mobile game application startups. The study
may also provide information for mobile game application entrepreneurs on how they might sustain
their businesses and remain profitable in the mobile technology industry. Findings may also provide
useful insight about marketing to the mobile application business industry (Ayala & Garcia, 2010; El
Harbi, Grolleau, & Bekir, 2011). Gaining a deeper understanding of the strategies used by successful
mobile application entrepreneurs may benefit investors and policy makers during their business
protocols and processes (Choudrie & Culkin, 2013). Researchers hope to reduce a gap in the
entrepreneurship literature regarding how entrepreneurs of successful mobile applications make
critical business decisions.
Conceptual Framework
Economic development theory served as our conceptual framework. This framework encompasses (a)
the introduction of a new consumer product or service, (b) introduction of a new product that has not
been tested by the technology industry, (c) opening of a new market that no one else has previously
opened, (d) the procurement of a new source of supply, and (e) creating a new organization
(Schumpeter 1942). Schumpeter’s (1934/1983) theorizing of economic development and technological
innovation can serve as guidelines to understanding the strategies that entrepreneurs use to market
their mobile applications. Galindo and Méndez-Picazo (2013) used Schumpeter’s concepts to analyze
the relationship between innovation and economic growth and found that innovation plays a vital
Waller, Hockin, & Smith, 2017
International Journal of Applied Management and Technology 3
role in economic growth. Similarly, Bahmani, Galindo, and Méndez (2012) found that
entrepreneurship has a positive effect on economic growth. Models of economic development theory
directly relate to the strategies entrepreneurs use to market their mobile applications.
Definition of Terms
The following keywords and terms appear throughout this research study. Our goal is to clarify
definitions so that readers of this study understand the intended meaning of technical terms and
jargon.
Business failure: The sale or closing of a business because of bankruptcy or
dissolution, or because the business did not meet the entrepreneur’s
anticipated expectations (Ucbasaran, Shepherd, Lockett, & Lyon, 2013).
Business success: A situation that occurs when a business owner produces a
net profit for the previous 3 years that is equal to or greater than the average
profit for a particular industry (Lussier & Halabi, 2010).
Entrepreneur: A person who starts, organizes, and manages a business for
profit (U.S. Small Business Administration, 2013).
Entrepreneurship: The process of creating a new venture by dedicating the
necessary time and effort, obtaining financial support, taking personal risks,
and receiving financial and personal independence (Zahra & Wright, 2011).
Mobile applications: Software programs that run on mobile devices such as
smartphones and tablets and connect to cellphone networks (Bresnahan et
al., 2013; Serrano, Hernantes, & Gallardo, 2013).
Mobile game applications: Video games that consumers use to play on a
smartphone, mobile phone, or handheld computer (Ting-Peng & Yi-Hsuan,
2011).
Small business: An independent business with 01,500 employees (0500 in
the manufacturing industry; U.S. Small Business Administration, 2012).
Start-up: A new business that is typically technology oriented and has high
growth potential and unique struggles (U.S. Small Business Administration,
2013).
Literature Review
The review of professional and academic literature was essential to help shape the study and
understand areas where empirical research would best contribute to the exploration of mobile
application start-up challenges and successes. The literature review focused on the mobile
application industry, mobile games, and marketing strategies. Finally, a comprehensive literature
review and clearly defined problem clarified the research question to explore during the data
collection phase.
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International Journal of Applied Management and Technology 4
Mobile Applications
Mobile device platforms can execute numerous applications (Yan, Zang, & Deng, 2012). In the
technology industry, mobile software applications are increasing in popularity and creating economic
opportunities for application businesses (Anthes, 2011). Mobile technology entrepreneurs have
entered the market, producing a variety of these applications, more commonly known as apps
(Bresnahan et al., 2013). The business challenges of mobile application entrepreneurs are specific to
their market.
During the beginning of mobile application development, individual application entrepreneurs had
few opportunities to take advantage of the application development market (Maceli, 2011). However,
the mobile application development market in the 21st century is more accessible to persons who use
the application marketplace (Maceli, 2011). The mobile software industry framework has improved,
and it is now possible individuals without special training to take part in the software development
process (Voas, Michael, & van Genuchten, 2012). This has also cause the market to expand and
increased competition.
Because of the increase in customer usage of smartphones, more entrepreneurs have opportunities to
create mobile application businesses (Maceli, 2011). Scholars estimated the download of
approximately 185 billion apps by the end of 2014 (Xiao, Xiaodong, Wei, & Xingming, 2013). Some
challenges facing mobile application entrepreneurs in marketing their mobile software include price,
data traffic, and competition (Dhar & Varshney, 2011). Mobile application owners can increase the
visibility of their apps by marketing in an innovative manner to increase customer flow (Müller, Kijl,
& Martens, 2011). Increased competition makes marketing imperative to drive customers to a
particular mobile application.
Online application stores for mobile application start-up entrepreneurs provide low costs for
overhead, development, marketing, and distribution, and low market-entry barriers (Anthes, 2011).
The market share rate of most application stores is 70% (developer) to 30% (app store), which is
higher than the 50/50% rate for most mobile network distribution systems (Cortimiglia, Ghezzi, &
Renga, 2011). In 2010, global mobile application store revenue exceeded $7.3 billion from consumers
purchasing applications and revenue made from advertising on the applications themselves (Yang,
2013). Mobile applications stores provide many benefits that result in increased revenue for mobile
application entrepreneurs.
The increasing number of application downloads may exert more pricing competition pressures for
entrepreneurs (Erman, Inan, Nagarajan, & Uzunalioglu, 2011). Entrepreneurs are taking advantage
of the new mobile application opportunities, and they can still develop their mobile application
software at a low price (Erman et al., 2011). Mobile application business owners tend to underprice
their applications, which may result in a profit loss (Hsee & Zhang, 2010). It is essential, therefore,
that mobile application businesses set their prices higher for unique applications than they would for
general applications (Hsee & Zhang, 2010). The pricing of each mobile application can influence
whether or not a mobile application business is successful.
Mobile Games
Mobile games have become a high commodity in the United States. During the 1980s, consumers
who were early adopters used first-generation (1G) mobile phone to make telephone calls (Hyung-
Min, 2013), but these early adopters were unable to play games on their mobile phones. During the
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International Journal of Applied Management and Technology 5
1990s, customers were able to use mobile games and text with the launch of the next-generation (2G)
mobile phones (Hyung-Min, 2013). Ting-Peng and Yi-Hsuan (2011) defined a mobile game as a video
game that users play on a smartphone, mobile phone, or a handheld computer. Initially, the games
available on 2G mobile phones were basic (e.g., Tetris). Nokia, a communications company, launched
the first mobile game, referred to as the “Snake,” in late 1998 (Rajala, Rossi, Tuunainen, & Vihinen,
2007). The number and features of mobile games increased with the introduction of third-generation
(3G) mobile phones in 2000 (Hyung-Min, 2013). Today, there is a vast variety of mobile games to
choose from.
Marketing Strategies
Marketing is a vital step for mobile entrepreneurs to consider as they develop context identification
(Benou, Vassilakis, & Vrechopoulos, 2012). Marketing research techniques tend to be essential for
mobile business owners when analyzing consumer behavior to help determine ways to improve their
mobile application efficiency (Munnukka & Jarvi, 2012). Mobile entrepreneurs seek marketing
activities such as buying and promoting mobile marketing to advance their businesses (Rudaina,
2012). Mobile marketing offers new opportunities for entrepreneurs to connect and establish
relationships with their target audiences (Mojica et al., 2014: Rudaina, 2012). In-app marketing
allows the mobile application business to market the other application in their portfolio.
Dincer (2011) stated that mobile application marketing and advertising is a vital way to develop
brand awareness, particularly for targeting different audiences. Technology, individual market
characteristics, socioculture factors, and government regulations can increase the national mobile
marketing value contributions (Seal, 2010). The flexibility and increase of consumer usage of mobile
devices to market and advertise applications has inspired more technology developers to enter the
mobile application industry.
Research Question
The primary research question for this study was the following: What are the marketing strategies
that entrepreneurs use to market their mobile game applications successfully?
Methodology
A qualitative research method was appropriate for this research study because using this method
facilitates the exploration of detailed expressions of the participants’ business experiences (Bernard,
2013). Bernard contended that interviewers use qualitative methods to solicit responses to open-
ended questions and to capture detailed data. Moreover, because it is difficult to explore the essence
of entrepreneurs’ marketing strategies using quantitative self-reports, we deemed a qualitative
research method as the best choice for this research study.
Researchers chose a phenomenological design for this research study. Phenomenology is the study of
human experiences that have affected the lives of individuals (Reiter, Stewart, & Bruce, 2011).
Phenomenological researchers focus on capturing and reflecting the lived experiences of participants
(Finlay, 2012; Moustakas, 1994; Reiter et al., 2011). The phenomenon we studied was the unknown
strategies that entrepreneurs use to market their mobile game applications successfully.
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International Journal of Applied Management and Technology 6
Population and Sampling
The sample consisted of twenty mobile game application entrepreneurs located in northern
California. A snowball sampling method, by which initial participants recommend someone else who
has the key characteristics required by the research design, was vital to the research study (Trotter,
2012). The purposive sampling required a review of the participants identified by the snowball
method to confirm their qualification for the study. Each participant met the following criteria: (a)
entrepreneur of a mobile game application, (b) whose development business was located in northern
California, (c) whose mobile development business had created a profit, (d) who was currently in
business, and (e) who was 18 years old or older.
Data Collection
The interview protocol for this study contains a standard list of semistructured, open-ended
qualitative research questions addressing each participant’s experience of marketing their mobile
game applications. O’Donnell (2011) concluded semistructured interviews to be an effective method
when gathering information from small-business owners. The interview process included a pilot
prior to the actual interview to ensure that the interview questions were clear and appropriate
(Bazeley, 2013). The interviews took place by using WebEx, an online program that enables the user
to conduct video interviews.
Reliability and Validity
Reliability and validity are essential components for qualitative studies (Babbie, 2012). Reliability
refers to the dependability of the data collection and validity refers to the accuracy of the study
(Babbie, 2012). The interview questions used in the study were clear and concise to increase the
assurance of the reliability of responses from the participants (Ishak & Baker, 2012; White & Drew,
2011). See Table 1 for a list of the interview protocol questions. Participants had the opportunity to
review, correct, and comment on whether or not their interview summaries are accurate to increase
the creditability and conformability of the study’s validity (Carlson, 2010; Harper & Cole, 2012). To
confirm that the transcript data was accurate, we recorded and replayed the responses of the
participants’ online interviews.
Table 1: Interview Protocol Questions
Order
Questions
1
What are some marketing challenges that you experienced when launching your mobile
application?
2
How do you market your mobile application business?
3
How have social networks influenced how you market your mobile game application start-
up?
4
How have financing opportunities, or the lack of financing opportunities, affected how you
market your mobile game application business?
5
What marketing approaches have been the most successful for your mobile game
application?
6
How do you determine the success of your marketing strategy?
7
What else would you like to share about your mobile game application marketing strategies
that may be helpful to other entrepreneurs?
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International Journal of Applied Management and Technology 7
The researcher used Moustakas’ (1994) transcendental approach to phenomenology to analyze the
perspective of entrepreneurs’ marketing strategies. We analyzed the data with NVivo 10, a software
program capable of detecting subtle similarities, themes, and patterns within the data from the
participants to develop the research findings (Bergin, 2011). The process included reading the
transcribed interviews before categorizing and noting discovered concepts. NVivo 10 then enabled us
to assess the transcribed interviews to search for common themes embedded in the answers from the
study participants. The examination and decoding of frequent or recurring ideas, phrases or
expression of participants is vital to the data gathering process. The next steps include categorizing
and grouping the datum with its corresponding research questions.
Results
The interpretation and explanation of the consistent themes provided an extensive amount of
information addressing the research question. A summary of findings reflects the phenomena of the
participants’ strategies for marketing their mobile application development businesses successfully.
We kept entrepreneurs’ names confidential by assigning participants with codes (i.e., P1P20). The
data gathering process included transcribing and categorizing data into thematic codes. Seven
factors influenced the marketing strategies that entrepreneurs used when they started their mobile
game application development business. We divided the seven factors into four primary themes and
three secondary themes. Primary themes were those that the majority of the participants observed,
and secondary themes were those commented on by three to seven participants. The primary themes
that emerged from the research results are (a) marketing challenges, (b) social networks, (c)
financing opportunities, and (d) marketing strategies. The secondary themes are (a) word of mouth,
(b) number of downloads as a measure of success, and (c) consumer awareness.
Entrepreneurs who introduce new mobile games that are unknown and untested may experience
competitive marketing challenges. In this study, the participants provided their lived experiences
and suggestions based on how they market their mobile game applications. This study found that the
majority of mobile application entrepreneurs are using a marketing strategy that results in an
increased number of application downloads. Entrepreneurs who are able to implement marketing
strategies that increase consumer awareness are more successful at increasing the number of
downloads. Procuring financing opportunities are imperative for increasing consumer awareness due
to the cost of marketing. The majority of entrepreneurs found it vital to use some form of social
media to market their mobile games and increase their consumer network.
Discussion
Theme 1: Marketing Challenges
Eighty percent of the entrepreneurs noted that mobile game marketing was a major business
problem. Entrepreneurs shared that distinguishing their application from a crowd of over 1 million
applications is a marketing challenge. Seventy-five percent of the entrepreneurs interviewed shared
that they market their mobile game applications by advertising on Google, Facebook, and other
social media advertising. In addition to creating a good game, it is essential that entrepreneurs have
creative, innovative ideas and budgets. A major challenge for an entrepreneur is determining their
target audience. Entrepreneurs should also know what demographic group they plan to focus on
when marketing their mobile games.
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International Journal of Applied Management and Technology 8
Theme 2: Social Networks
Fifty percent of the entrepreneurs noted that social media and networks were their most beneficial
approach during their mobile application marketing process. Several entrepreneurs said that they
used these tools. Some entrepreneurs shared that Google, Facebook, and other social media were
useful tools that they use to advertise and market their mobile games. Social media offers marketing
opportunities for entrepreneurs to reach more consumers with less money.
Theme 3: Financing Opportunities
Seven entrepreneurs contended that entrepreneurs who have funds to spend on their business might
have an increased chance of business survival. Financing is an important element of the planning
and implementation of mobile game development. Entrepreneurs should remember that without
financing, they might run a risk of the business failure due to the competitive marketing of other
entrepreneurs. One way that they obtain funding is by getting other businesses to invest in their
mobile game businesses. Entrepreneurs should plan and manage their finances wisely to increase
their chance of business success.
Theme 4: Marketing Strategies
Sixty percent of the entrepreneurs determine the success of their business marketing strategies by
the number of consumers who downloaded their mobile games. Fifty percent of the entrepreneurs
noted that a combination of social media strategies and word of mouth is effective for mobile
entrepreneurs to use in marketing. Entrepreneurs said that they used marketing strategies via
Facebook, YouTube, Twitter, LinkedIn, and other websites to market their mobile game applications.
Entrepreneurs used banner ads with Facebook and press releases so that their games will show up
on popular websites.
Secondary Theme 1: Word of Mouth
Some mobile game entrepreneurs believe that the use of word of mouth is the most effective
marketing tool for mobile game entrepreneurs. Fifty percent of the entrepreneurs indicated that
mobile game application businesses should use both social media and word of mouth to advertise and
increase their mobile game usage. Six entrepreneurs shared that word of mouth can increase the
number of consumers, which could increase the mobile game entrepreneurs’ rate of success.
Secondary Theme 2: Number of Downloads as a Measure of Success
Entrepreneurs measure the success of their mobile game business by the number of consumer
downloads and mobile game usage. The number of downloads and usage of mobile games help mobile
game entrepreneurs determine business success. Mobile game entrepreneurs use analytics to
determine the number of downloads after the implementation of their marketing strategy to
determine success.
Secondary Theme 3: Consumer Awareness
Fifty percent of the entrepreneurs noted that consumer awareness is a vital challenge for mobile
game entrepreneurs. The increased consumer interest may increase the number of mobile games
purchased. The sharing of information from one consumer to another could increase the number of
mobile games users and increase the possibility of business success.
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International Journal of Applied Management and Technology 9
Practical Application
The research findings from this study might provide valuable information mobile game application
entrepreneurs who are seeking additional ways to market their mobile games. Entrepreneurs can
use the findings to determine their marketing budget before developing their application. Mobile
application entrepreneurs can use the results from the study to consider their options and determine
how they can use current mobile game application trends to develop their mobile application
marketing strategy.
Assumptions, Limitations, and Delimitations
A phenomenological researcher’s goal is to explore and capture the participants' experiences from
their point of view (Marshall & Rossman, 2011). The quality and usefulness of our research findings
hinged on our participants being truthful. It was also essential that participants provided detailed
descriptions of their work experiences.
Assumptions
Assumptions are thoughts that researchers accept as true prior to obtaining the actual evidence
(Leedy & Ormrod, 2013). In carrying out this qualitative phenomenological study, we made two
assumptions: Entrepreneurs of mobile game applications businesses share similar marketing
experiences for business, and the entrepreneurs would respond honestly to the interview questions.
Limitations
Limitations are circumstances that may affect the research method and analysis that researchers
are unable to control (Leedy & Ormrod, 2013). During interviews, participants may provide socially
desirable responses instead of honest ones that they perceive as socially undesirable. Participants
may affect the veracity of study findings if they are unable to remember the business strategies that
they used and honestly explain their processes. We required participants to consent orally to the
recorded interviews; our doing so may have caused some participants to withhold information for
privacy reasons.
Delimitations
Delimitations denote the boundaries that researchers set for their studies (Leedy & Ormrod, 2013).
Because we sought to explore the strategies that entrepreneurs use to market their mobile
application development business, we selected participants who worked as mobile game application
entrepreneurs. We further restricted our selection of participants to those who lived in northern
California. Participation in the study was small due to the competitive nature of the mobile
application industry.
Recommendations for Future Study
Additional research studies may be useful to future entrepreneurs, scholars, researchers, small
businesses, startups, employment, and the economic growth of the United States. Future researchers
could seek additional data from a variety of mobile application entrepreneurs to complete a
comparison research study of their business marketing strategies. In addition, future researchers
might generate new interview questions related to how entrepreneurs market their mobile
applications successfully by including other areas of the United States.
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International Journal of Applied Management and Technology 10
A quantitative study may offer additional data in support of entrepreneur’s small business success
by increasing the number of participants and increasing the chance of gathering additional data.
Questions that are not open ended may reduce the limitation of the participants responding to the
questions in a socially accepted way instead of their lived experiences. Future researchers could use
a quantitative or mixed-method research study to confirm the findings from this qualitative research
study. The use of quantitative surveys could element the need to record the participants and reduce
the need to withhold information for privacy reasons. Future researchers could use a combination of
the qualitative and quantitative research methods to reflect statistical data and survey information
when noting the experiences of the participants.
Conclusion
The purpose of this qualitative phenomenological study was to explore the strategies mobile game
entrepreneurs use to market their mobile applications successfully. As the U.S. economy continues to
grow, the innovative proficiency and job creation power of technologically focused entrepreneurs may
become increasing essential for continued economic growth. It may be essential for entrepreneurs to
find opportunities within new technology markets to be successful in the mobile application markets
(Johansson et al., 2012). The growth of the mobile application market brings opportunities for new
entrepreneurs to become a part of the growing mobile application market that requires minimal
capital to launch (Tiarawut, 2013). Evidence from this research suggests that mobile game
application businesses created with marketing strategies using innovation, economic efficiency,
social equity, and consumer accountability tend to be more resilient. Entrepreneurs of mobile game
applications need to develop marketing strategies that consist of innovative social media and
traditional marketing efforts to ensure consumers’ interest and business success.
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