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#1 |
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Kasper's Automated Slave
Join Date: Nov 1997
Posts: 6,153
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App Store downloads led by free apps; one quarter are games
Revealing the bias towards younger users, mobile ad group Medialets has tracked iTunes' App Store and finds that free apps rule the download charts, but that game developers are thriving in the paid world and that some developers should already be successful.
With Apple having pulled actual download counts just hours after the App Store was accessible to the public, the marketing firm uses the number of ratings for each app to estimate the actual demand. Of the top ten most rated apps available for the iPhone and iPod touch as of press time, just one -- Super Monkey Ball -- costs users any money. The rest are a mixture of free entertainment-related software, games, and social networking tools. The chart includes category leaders such as Apple's own Remote software, which leads with 1,320 ratings, as well as AIM and Facebook. A higher average rating for a frequently rated app also provides a clue as to the real popularity of an app, Medialets tells AppleInsider. Apple has also seen the average paid price for a posted app decline in just a matter of days. While a typical paying customer would have spent $6.03 on software from the App Store on Friday, with just 500 apps available, the number has since decreased a valuable 56 cents to $5.47 with many skewing to near-free downloads. The early statistics suggest a heavy, if expected, leaning towards free apps in the store, and particularly for the social networking category, where free apps are the rule and paid apps are often premium versions of free apps. Medialets' breakdown of App Store titles by category, number, and price. The quick decline of the average paid app's price over the weekend. For paid content, however, both customers and developers are skewing towards games. Of the 802 total apps counted in the store by Sunday, 27 percent are games, with just 21 of them available for free but nearly all available for $10 or less. Even for apps well out of contention for the top spot, however, the income is still likely to be worth the effort. For Super Monkey Ball creator Sega, its pioneering iPhone game is estimated to have earned about $4.9 million in its first weekend based on relative data and its $9.99 official price; the $69.99 aviation weather guide ForeFlight Mobile, however, may have generated $3.4 million despite selling far fewer copies. More modest apps are still likely to have generated significant amounts of income, with a game like PopCap's Bejeweled 2 netting about $627,000 based on the predictions. Estimated relative income for major apps over the weekend. |
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#2 |
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Registered User
Join Date: Oct 2005
Location: Edinburgh, Scotland
Posts: 293
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Nice guesswork.
Weren't there meant to be real numbers though? As in I heard there were download statistics in the OTA AppStore app. (I can't verify this as I still don't have one yet!) Anyway, it's easy to tell the store's a great moneymaker for Apple and 3rd parties alike. iPhone / iPod customers have today what the rest of the world (the Mac included) will have to wait for until tomorrow… |
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#3 | |
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Registered User
Join Date: May 2005
Posts: 8,453
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Quote:
But it might eventually be called the iTunes/App/3D Print Store... How about digital files for CAM systems to create clothing, shoes, replacement parts... anything that can be "3D printed"?
"The natural progress of things is for liberty to yield, and government to gain ground."
—Thomas Jefferson Proud AAPL stock owner. |
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#4 |
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Registered User
Join Date: Jul 2008
Posts: 2
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Digg this story.
I think people need to see how much developers can make on these apps. http://digg.com/apple/App_Store_down...es_making_bank |
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#5 |
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Registered User
Join Date: Aug 2007
Posts: 91
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I must say: these numbers make that $99 entry fee seem mighty small…
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#6 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
I wonder how these sales go as the list continues. Is there a sudden drop-off in money made, or does it slowly go down? Will we ever see actual sales numbers from iTunes, or is that too explosive for developers who are not doing well? We, the people, want to know! |
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#7 |
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Registered User
Join Date: Jan 2006
Posts: 502
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That made me laugh. I've always maintained that the Federal Government will one day merge with the NFL.
File Encryption Tools Built Into Your Mac
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#8 |
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Registered User
Join Date: Apr 2007
Posts: 1,567
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So ForeFlight Mobile has sold about 48,500 copys plus?
I don't see how an anti M$ stance can be seen as a bad thing on an Apple forum I really can't!
nagromme - According to Amazon: "SpongBob Typing Tutor" is outselling Windows |
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#9 |
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Registered User
Join Date: Nov 2006
Location: CT
Posts: 207
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revaling a bias twards younger users? because older people don't play games? because why? i don't see it.
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#10 |
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Registered User
Join Date: Jun 2004
Posts: 165
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The low average price demonstrates the overall quality of the apps. There aren't many worth buying at all, most of them are thrown together and don't have much functionality. I think you will see that average price increase when developers have more time to create something respectable.
I'm surprised there are a large amount of games sold. Most are on the level of cell phone games. If publishers want to charge more than 5-10 dollars, they will have to put more effort into their apps. The other thing I notice is the large amount of useless apps priced at 99 cents. Yuck! Also, the number of apps that do the same thing is ridiculous (especially the Light clones that aren't free). Right now we're seeing random, garbage developers trying to take advantage of the iPhone hype, hopefully the outstanding apps will weed them out. |
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#11 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
I can assure you that many, if not most programs on that platform, and from what I've seen on other platforms as well, as pure garbage. At any price. Price does NOT denote quality. These programs are priced low to sell more, which seems to be happening. While many are fluff, that's true everywhere, even for Mac programs. It is true that this is the first round of programs, and all are really ver 1.0, even though some claim otherwise, mostly because they've been available on those other platforms, where they are just as bad, and often cost more (though I suspect that will change, with those prices coming down). Rarely are programs at their best at ver 1. Give them, and us, a break, some are damn good. |
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#12 | |
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Registered User
Join Date: Oct 2005
Location: Southern Paradise
Posts: 4,647
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Quote:
I'm surprised that people expected so much when the devs only had a few months. If anybody here can make better apps, go for it and post 'em.
Teacher: "What state do you live in?"
Calvin: "Denial." |
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#13 | |
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Registered User
Join Date: Jun 2008
Posts: 626
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Quote:
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#14 |
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Registered User
Join Date: Oct 2003
Posts: 20
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It's not entirely clear what these numbers are supposed to represent - sure the article makes statements like 'the amount earned in the first weekend' but the chart shows the much less certain 'estimated relative income'.
In general, these income numbers strike me as wildly exaggerated. $4.9million for $9.99 Super Monkey Ball is basically 500,000 units sold. If there are about 5-6million iPhones (is this about right?) that means about 1 in 10 bought Super Monkey Ball in the first weekend. Given the fact that many users would have to upgrade to 2.0 and work out how to use a completely new process and there were issues in getting the whole thing up ... let alone such a huge percentage deciding to buy that one game ... this seems fairly unlikely to me. |
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#15 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
When people buy a new device like this, the first thing they do is buy something for it. Games are a no brainer category. Since Monkey Ball has gotten so much publicity, it's easy to believe its sold that well. It's one of the first things I'll buy when I get mine. |
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#16 |
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Registered User
Join Date: Oct 2005
Location: Southern Paradise
Posts: 4,647
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Don't forget the people who have an iPod Touch and downloaded the software for it.
Teacher: "What state do you live in?"
Calvin: "Denial." |
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#17 |
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Registered User
Join Date: Oct 2003
Posts: 20
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meigross,
Even so, one in ten is an enormous uptake rate. Most iPhone users are just users - they don't upgrade in the first weekend, and know nothing about Super Monkey Ball - I don't know anyone whose upgraded yet (2 parents and about 5 or 6 friends) let alone bought Monkey Ball. That's hardly representative but a 1 in 10 uptake in the first w/e would be good stats for the 2.0 upgrade let alone some game. delany Last edited by delany; 07-18-2008 at 10:27 AM.. |
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#18 | |
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Registered User
Join Date: Oct 2005
Location: Southern Paradise
Posts: 4,647
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Quote:
http://forums.appleinsider.com/showthread.php?t=88789
Teacher: "What state do you live in?"
Calvin: "Denial." |
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#19 | |
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Registered User
Join Date: Oct 2007
Posts: 44
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Quote:
I picked up on a Google Reader app from John Gruber or TUAW, and went to check it out. The rating was pretty poor, like around 2. As I skimmed through the reviews, it looked like a third of them were giving the app a 1 simply because it costs $9.99. That was the only thing they mentioned in their review. Things like "$10 -- FAIL". So, I pretty sure they didn't buy the program, but are "driving revenues" for purposes of this study. |
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#20 | |
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Registered User
Join Date: Mar 2007
Posts: 728
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Quote:
On the other hand, its the reason that I like the Apple Store approach (albeit with the recognition that it needs to extend its rating/rankings/recommendations system to help weed through the crap.) One-stop-shop and simple installation. Frankly, I've read the reviews (on App Store and elsewhere, such as http://toucharcade.com) and the apps I've downloaded have been great (particularly Dizzy Bee!) |
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#21 | |
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Registered User
Join Date: Dec 2001
Location: Stumptown, with the nation's highest concentration of brewpubs, stripclubs, volcanoes and bookstores!
Posts: 1,316
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Quote:
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The Mother of all flip-flops!!
Support our troops by educating yourself and being a responsible voter. Democracy and Capitalism REQUIRE Intelligence and Wisdom if they are to be worth a damn beyond the next election or quarterly earnings report! And the lessons of the 20th century are that neither the state nor the free market hold a monopoly on Wisdom. |
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#22 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
That makes this believable, if we use the charts provided here. |
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#23 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
One jerk didn't like some books, and stories, that were being offered, and gave each one star, saying that they should have all been included at the one price. I've seen a couple of others. A few have given five stars saying that they don't have the phone yet, but the apps look great, and others have given one star for the opposite reason. Apple should work it so that unless you've actually downloaded the software, whatever it is, you can't write a review. It's not fair to write something without using it, though downloading it isn't actually proving its use. But, it's better than nothing. |
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#24 |
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Registered User
Join Date: Feb 2006
Posts: 657
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I see where your going with this and sort of agree, but. You need to be able to get input from people who didn't buy something because it was missing a certain feature. Like an ebook reader that can't read PDFs. Or another ebook reader that will only read only one particular file format. Both are important reasons that impact your buying decision. -- And what about the "Pst, over there is another product that I think is better".
What goes online stays online. What is online will become public.
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#25 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
Perhaps Apple should break it into two parts, reviews, and feature requests. Would that do it? |
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#26 | |
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Registered User
Join Date: Feb 2006
Posts: 657
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Quote:
I've been wanting an ebook reader and was thrilled to see these two apps. But neither app had the file limitations listed in their descriptions and it wasn't until I read about the inability to display PDFs that I even though of this as a potential problem. So these review from other non-purchasers were helpful. -- I did see those other reviews that you referred to. Yes, they were a waste of bandwidth and not helpful. (To be fair the file compatibilities were listed on both of their web sites.)
What goes online stays online. What is online will become public.
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#27 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
Anyone could just as easily have gone to the developers site, most have them at the push of the mouse button, and seen for themselves, as they obviously did. Listing a couple of features that aren't there can't be construed as a review.. |
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#28 | |
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Registered User
Join Date: Feb 2006
Posts: 657
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Quote:
What goes online stays online. What is online will become public.
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#29 | |
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Global Moderator
Join Date: Sep 2004
Location: NYC
Posts: 19,612
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Quote:
What you are talking about is a preview, or possibly an overview, or a "first look", or a listing of the feature set, with comments. There are numerous terms that would fit. But as is commonly understood, an actual "review" is something that is done with the product in hand, and is commentary on its use. You are trying to force a common use for a word into a different category. You can really confuse people to say you've "reviewed" something, when you've done no such thing, and have only read the specs. |
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#30 |
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Administrator
Join Date: Dec 2001
Location: GA
Posts: 3,729
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Anybody sent in their $99 and got nothing for it? I got a serial # but it just takes me to the same page you get without it (the iPhone Developer Program page).
--Johnny
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