Wednesday, April 29, 2009
Flight Control Sales Numbers
When we launched Flight Control on 6 March 2009, we made a committment to share our sales numbers with the game development community. At the time we had no idea that Flight Control would reach the #1 paid app position in so many different countries, and just how interesting these numbers would be! We've decided to go into more detail than we originally envisioned, and have put together a report detailing Flight Control sales between 24 March and 25 April 2009. This covers the period for which Flight Control held the #1 position in the USA.
Included in the 16 page report:
Sales during the report period: 587,485
Sales to date (6 March to 27 April): over 700,000
Graph of global sales per day
Total sales per country (57% of sales in USA)
Peak sales days (over 35,000 sold on best day) and sales trends over time
Highest daily sales per country (19,164 in the USA)
Chart performance: sales per day per country at #1
Appendix with 8 pages of raw sales data: units per day per country
Download the report here:
firemint.com/files/FlightControl-SalesNumbers.pdf
We hope that this information is useful to you. For interviews or media enquiries, please contact media@firemint.com.
When we launched Flight Control on 6 March 2009, we made a committment to share our sales numbers with the game development community. At the time we had no idea that Flight Control would reach the #1 paid app position in so many different countries, and just how interesting these numbers would be! We've decided to go into more detail than we originally envisioned, and have put together a report detailing Flight Control sales between 24 March and 25 April 2009. This covers the period for which Flight Control held the #1 position in the USA.
Included in the 16 page report:
Download the report here:
firemint.com/files/FlightControl-SalesNumbers.pdf
We hope that this information is useful to you. For interviews or media enquiries, please contact media@firemint.com.
When we launched Flight Control on 6 March 2009, we made a committment to share our sales numbers with the game development community. At the time we had no idea that Flight Control would reach the #1 paid app position in so many different countries, and just how interesting these numbers would be! We've decided to go into more detail than we originally envisioned, and have put together a report detailing Flight Control sales between 24 March and 25 April 2009. This covers the period for which Flight Control held the #1 position in the USA.
Included in the 16 page report:
Download the report here:
firemint.com/files/FlightControl-SalesNumbers.pdf
We hope that this information is useful to you. For interviews or media enquiries, please contact media@firemint.com.
by Dan Grigsby on April 27, 2009 · 2 comments
There’s a lot to be learned about marketing an iPhone game from the story of Dapple as told by its creator Owen Goss (Profile) of Streaming Colour Studios. In March, Owen made headlines with “The Numbers Post” in his blog; summary: Dapple cost $32K to build;$535 first month’s revenues.
In this podcast interview, Owen talks about what he’s learned since then, his challenges adapting his initial idea to match existing game genres, the risks trying to build one game to appeal to two distinct gamer-audiences, the importance of concentrating your buzz around an app’s launch day, the critical “pick up and play” requirement for iPhone games and more.
Almost everything we talk about applies to creating success in non-game categories to.
To accompany this podcast, Owen has published a follow up Number Post: Part 2.
You can listen using the Flash player below, download the MP3, or subscribe to the iPhone Developer Podcast using the instructions at the bottom of this post.
For easy scanning of the interview, here is what was covered and when:
Subscribe to our iPhone Development Podcast in one of two great ways:
We hope you enjoy the podcast, and if you have any suggestions of who we should interview (or want to be interviewed yourself), use our Contact page or leave a comment against this post. Thanks for listening!
by Dan Grigsby on April 27, 2009 · 2 comments
There’s a lot to be learned about marketing an iPhone game from the story of Dapple as told by its creator Owen Goss (Profile) of Streaming Colour Studios. In March, Owen made headlines with “The Numbers Post” in his blog; summary: Dapple cost $32K to build;$535 first month’s revenues.
In this podcast interview, Owen talks about what he’s learned since then, his challenges adapting his initial idea to match existing game genres, the risks trying to build one game to appeal to two distinct gamer-audiences, the importance of concentrating your buzz around an app’s launch day, the critical “pick up and play” requirement for iPhone games and more.
Almost everything we talk about applies to creating success in non-game categories to.
To accompany this podcast, Owen has published a follow up Number Post: Part 2.
You can listen using the Flash player below, download the MP3, or subscribe to the iPhone Developer Podcast using the instructions at the bottom of this post.
For easy scanning of the interview, here is what was covered and when:
Subscribe to our iPhone Development Podcast in one of two great ways:
We hope you enjoy the podcast, and if you have any suggestions of who we should interview (or want to be interviewed yourself), use our Contact page or leave a comment against this post. Thanks for listening!
Earlier this year Pinch Media released a report on the state of the App Store, describing some of the trends it had seen as developers tried to monetize their apps. The verdict: advertising on free applications simply can’t match the payoff from even the least expensive ‘paid’ applications, and would require an unobtainable $8.75 CPM to reach the same income per install.
AdWhirl, the iPhone advertising platform formerly known as Adrollo, begs to differ. Since launching last month, the company has signed on over 10% of the top 50 applications in the App Store and is serving 250 million ad impressions per month. And their data tells a different tale.
According to co-founder Sam Yam, one of the fundamental flaws in the Pinch Media report is that it assumes that applications only show a single ad impression per user interaction (in other words, every time you open a free app, you only see one ad). Yam says that applications actually tend to serve 3-5 impressions each time a customer interacts with them, with even higher figures for some especially engaging applications. And when you divide that $8.75 CPM by 5, things become much more reasonable.
The AdWhirl report, embedded below, says that applications that crack the top 100 in the Free Apps list make $400-$5000 a day - a wide range to be sure, but even at the low end that works out to around $12,000 a month. Among these top apps, AdWhirl is reporting an impressive $1.90 eCPM and 2.6% CTR. And while applications that do reach the peak position in the App Store eventually lose steam, revenue tends to remain consistent over time after the initial dip (see the graph below). Of course, making it to the top of the Free Apps list is easier said than done, and most developers make far less than $400 a day. But the same is true of the vast majority of paid applications too - in fact, there’s actually less competition on the Free side of the store.
As for AdWhirl, it seems like the startup is off to a great start. The company allows developers to tap into multiple iPhone ad networks at once, allowing them to compensate when one network doesn’t have enough ad inventory (something that AdWhirl says happens as much as 40% of the time). Finally, it’s important to note that it’s obviously in AdWhirl’s interest to promote iPhone advertising, since that’s their business. But it’s clear that there are definitely quite a few free applications making good money,.
Earlier this year Pinch Media released a report on the state of the App Store, describing some of the trends it had seen as developers tried to monetize their apps. The verdict: advertising on free applications simply can’t match the payoff from even the least expensive ‘paid’ applications, and would require an unobtainable $8.75 CPM to reach the same income per install.
AdWhirl, the iPhone advertising platform formerly known as Adrollo, begs to differ. Since launching last month, the company has signed on over 10% of the top 50 applications in the App Store and is serving 250 million ad impressions per month. And their data tells a different tale.
According to co-founder Sam Yam, one of the fundamental flaws in the Pinch Media report is that it assumes that applications only show a single ad impression per user interaction (in other words, every time you open a free app, you only see one ad). Yam says that applications actually tend to serve 3-5 impressions each time a customer interacts with them, with even higher figures for some especially engaging applications. And when you divide that $8.75 CPM by 5, things become much more reasonable.
The AdWhirl report, embedded below, says that applications that crack the top 100 in the Free Apps list make $400-$5000 a day - a wide range to be sure, but even at the low end that works out to around $12,000 a month. Among these top apps, AdWhirl is reporting an impressive $1.90 eCPM and 2.6% CTR. And while applications that do reach the peak position in the App Store eventually lose steam, revenue tends to remain consistent over time after the initial dip (see the graph below). Of course, making it to the top of the Free Apps list is easier said than done, and most developers make far less than $400 a day. But the same is true of the vast majority of paid applications too - in fact, there’s actually less competition on the Free side of the store.
As for AdWhirl, it seems like the startup is off to a great start. The company allows developers to tap into multiple iPhone ad networks at once, allowing them to compensate when one network doesn’t have enough ad inventory (something that AdWhirl says happens as much as 40% of the time). Finally, it’s important to note that it’s obviously in AdWhirl’s interest to promote iPhone advertising, since that’s their business. But it’s clear that there are definitely quite a few free applications making good money,.
Introduction
A week ago I was asked to give a presentation to a local meet-up mobile group called Mobile Portland about my 12 years in mobile and how that relates to the iPhone App Store. I decided to focus this on some conclusions I came to regarding building an iPhone business instead of being specific to Infinity Softworks.
I then gave the same presentation earlier this week at OTBC, a local tech incubator that I’ve been involved with the past few years, for a Lunch-and-Learn. In total over 100 saw my presentation in person or streamed across the web.
I’ve included both the slides and video here for your review. I think I’m taking a very realistic look at the challenges. Most of the popular press and blogs have been so overwhelmingly positive about the App Store and its impact for developers. But the make-up of the App Store is far more complicated than that for the vast majority of us, and the opportunities have morphed substantially over the last nine months.
I hope this helps you with your business decisions, giving you a little more insight into the opportunities and challenges with Apple’s App Store itself. My goal was to analyze this from a business perspective. Obviously my own experiences influence the slides but feel that the presentation is broader than any one company’s experience
Slides
If you’d prefer to peruse the slides instead, please keep in mind that the video tells a much fuller story than the slides do:
Possibly related posts: (automatically generated)
Though it may not seem like it at first glance, Australians are making a serious dent in the iPhone App Store. From games to utilities, Aussie iPhone developers are making immensely popular iPhone apps. Wayne Whatford and his iPhone development company, Collect3 Web site, are proving that great app ideas and close attention to detail can yield rewards.
Offering one of the most popular privacy apps for the iPhone, Picture Safe, Collect3 has garnered recognition both locally and abroad. GoodGearGuide.com.au had a chat with Wayne and coworker Dave Fumberger about Collect3, its sister company Revolutionary Concepts, and the state of the Australian iPhone developer community.
We'll start with Collect3 first. How did the company come about and how does it interact with Revolutionary Concepts? How does your small employee base have an impact on the frequency and quality of your iPhone apps and subsequent support?
Wayne: Collect3 is headquartered in Melbourne, Australia, and was founded nine months ago after becoming really excited by the potential of the iPhone / iPod Touch platform.
Like many people, we realised early on that more than just a fantastic phone, the iPhone was a next-generation computing platform. Our simple goal was just to make useful software that people would enjoy.
We have been fortunate to have experienced more than our expected share of critical acclaim and commercial success in a very short space of time, and this has enabled us to increase the number and diversity of our apps, while gradually adding to our team. Current team members include myself, the founder of Revolutionary Concepts; Dave Fumberger, the founder of Collect3 (both based in Melbourne); Matt Grimes, who works across the pond in Portland, Oregon; as well as a forever changing number of independent programmers, developers, project managers, designers and testers, working in the four corners of the world.
At the same time as we have grown we have come into contact with a lot of developers who despite obvious talent struggle to make a go of things in the App Store. As we started out as just two guys (now eight) the challenges they and many others face really resonated and so we felt there ought to be a way to empower others while in some way putting something back into the community, and from there Revolutionary Concepts was formed.
Essentially it is an iPhone-specific studio and publishing house, formed specifically as a vehicle for talented designers, coders, artists and musicians to leverage each others skills and benefit from the marketing muscle and financial support of a highly visible brand that screams quality.
We know first-hand that while there's great freedom in going it alone, one person can’t do everything well end to end. The increasingly competitive nature of the App Store means that to really make a go of developing as a means to real, sustainable commercial success and to compete with the EAs, the Gamelofts, Freeverses and NGMocos of the world there is a need for a co-operative of talented independent developers from around the world. They can work together, sharing ideas and resources and in that way dramatically improve their chances for not just one-off hits but long term success, and the lifestyle we all deserve.
The focus is on the provision of resources to get our partners' ideas built, supplemented by a steady stream of paid commercial work for those who want to go that route.
So if Collect3 is our in-house development arm, then Revolutionary Concepts could best be described as the public-face of our commercial business. A 'house of brands' whose purpose in life is to assist independent developers achieve their goals. We take good ideas — wherever they come from — and manage all aspects of the tasks that make for a successful launch and ensure each app achieves its potential over its lifetime:
1) Through a network of associates worldwide ensure that the idea is sound and add ideas that build value.
2) Collaborate to provide strong execution across all disciplines — UI, art direction, music and sound, as well copywriting and promotion.
3) Ensure a successful launch and more importantly that the app is managed over time! Carefully scrutinise performance and intervene with marketing campaigns and upgrades as needed.
The name 'Revolutionary Concepts' is meant to imply three things, which, if we were being all corporate-like, are kind of like the mission statement or reason for being:
1) We are all about creating revolutionary products.
2) Being a revolutionary (recognising that there's an opportunity for people to cast off the shackles of 9 to 5 and reinvent themselves).
3) Joining the revolution (benefit from a relationship with a publisher that is about shaking up the status quo. Creating an environment where individuals' talent is recognised, they are not part of a faceless company and can get the lion's share.)
Though it may not seem like it at first glance, Australians are making a serious dent in the iPhone App Store. From games to utilities, Aussie iPhone developers are making immensely popular iPhone apps. Wayne Whatford and his iPhone development company, Collect3 Web site, are proving that great app ideas and close attention to detail can yield rewards.
Offering one of the most popular privacy apps for the iPhone, Picture Safe, Collect3 has garnered recognition both locally and abroad. GoodGearGuide.com.au had a chat with Wayne and coworker Dave Fumberger about Collect3, its sister company Revolutionary Concepts, and the state of the Australian iPhone developer community.
We'll start with Collect3 first. How did the company come about and how does it interact with Revolutionary Concepts? How does your small employee base have an impact on the frequency and quality of your iPhone apps and subsequent support?
Wayne: Collect3 is headquartered in Melbourne, Australia, and was founded nine months ago after becoming really excited by the potential of the iPhone / iPod Touch platform.
Like many people, we realised early on that more than just a fantastic phone, the iPhone was a next-generation computing platform. Our simple goal was just to make useful software that people would enjoy.
We have been fortunate to have experienced more than our expected share of critical acclaim and commercial success in a very short space of time, and this has enabled us to increase the number and diversity of our apps, while gradually adding to our team. Current team members include myself, the founder of Revolutionary Concepts; Dave Fumberger, the founder of Collect3 (both based in Melbourne); Matt Grimes, who works across the pond in Portland, Oregon; as well as a forever changing number of independent programmers, developers, project managers, designers and testers, working in the four corners of the world.
At the same time as we have grown we have come into contact with a lot of developers who despite obvious talent struggle to make a go of things in the App Store. As we started out as just two guys (now eight) the challenges they and many others face really resonated and so we felt there ought to be a way to empower others while in some way putting something back into the community, and from there Revolutionary Concepts was formed.
Essentially it is an iPhone-specific studio and publishing house, formed specifically as a vehicle for talented designers, coders, artists and musicians to leverage each others skills and benefit from the marketing muscle and financial support of a highly visible brand that screams quality.
We know first-hand that while there's great freedom in going it alone, one person can’t do everything well end to end. The increasingly competitive nature of the App Store means that to really make a go of developing as a means to real, sustainable commercial success and to compete with the EAs, the Gamelofts, Freeverses and NGMocos of the world there is a need for a co-operative of talented independent developers from around the world. They can work together, sharing ideas and resources and in that way dramatically improve their chances for not just one-off hits but long term success, and the lifestyle we all deserve.
The focus is on the provision of resources to get our partners' ideas built, supplemented by a steady stream of paid commercial work for those who want to go that route.
So if Collect3 is our in-house development arm, then Revolutionary Concepts could best be described as the public-face of our commercial business. A 'house of brands' whose purpose in life is to assist independent developers achieve their goals. We take good ideas — wherever they come from — and manage all aspects of the tasks that make for a successful launch and ensure each app achieves its potential over its lifetime:
1) Through a network of associates worldwide ensure that the idea is sound and add ideas that build value.
2) Collaborate to provide strong execution across all disciplines — UI, art direction, music and sound, as well copywriting and promotion.
3) Ensure a successful launch and more importantly that the app is managed over time! Carefully scrutinise performance and intervene with marketing campaigns and upgrades as needed.
The name 'Revolutionary Concepts' is meant to imply three things, which, if we were being all corporate-like, are kind of like the mission statement or reason for being:
1) We are all about creating revolutionary products.
2) Being a revolutionary (recognising that there's an opportunity for people to cast off the shackles of 9 to 5 and reinvent themselves).
3) Joining the revolution (benefit from a relationship with a publisher that is about shaking up the status quo. Creating an environment where individuals' talent is recognised, they are not part of a faceless company and can get the lion's share.)
collect3 are a software development company based in Melbourne, Australia specialising in iPhone Development.
collect3 are a software development company based in Melbourne, Australia specialising in iPhone Development.
The contents of your mobile phone can offer a snapshot of your life, giving a thief access to all your SMS messages and candid photos. The Picture Safe iPhone app from Australian company collect3 helps address this issue by blocking unauthorised access to all your saucy (or merely private) photos.
During initial set up users are asked to choose and verify a PIN, which then becomes the password to access the photos you choose to protect. Photos can be imported through the iPhone's photo album or by taking photos from within the app itself. Importing photos can take some time and the app doesn't automatically delete photos from the core iPhone photo album, so you will have to manually delete them after importing.
If you forget your PIN you will be unable to access your photos, though collect3 has said it will alter this in a future update.
The Picture Safe interface is uncluttered and resembles the iPhone's normal Photos interface. Photos can be placed into different albums and can be displayed as a slideshow.
Apart from the PIN, there are two other security measures. Snoop Stopper will redirect a user to an alternative album of stock photos if the PIN code is entered incorrectly three times. Quick Hide lets you hide the photo you're currently viewing by double tapping the screen; the app will then display a graph.
Minds will inevitably jump to the obvious use for the app — porn — but Picture Safe has other potential uses, such securing photos of loved ones or confidential material. The low cost and simplicity of Picture Safe make it an enticing iPhone app.
The contents of your mobile phone can offer a snapshot of your life, giving a thief access to all your SMS messages and candid photos. The Picture Safe iPhone app from Australian company collect3 helps address this issue by blocking unauthorised access to all your saucy (or merely private) photos.
During initial set up users are asked to choose and verify a PIN, which then becomes the password to access the photos you choose to protect. Photos can be imported through the iPhone's photo album or by taking photos from within the app itself. Importing photos can take some time and the app doesn't automatically delete photos from the core iPhone photo album, so you will have to manually delete them after importing.
If you forget your PIN you will be unable to access your photos, though collect3 has said it will alter this in a future update.
The Picture Safe interface is uncluttered and resembles the iPhone's normal Photos interface. Photos can be placed into different albums and can be displayed as a slideshow.
Apart from the PIN, there are two other security measures. Snoop Stopper will redirect a user to an alternative album of stock photos if the PIN code is entered incorrectly three times. Quick Hide lets you hide the photo you're currently viewing by double tapping the screen; the app will then display a graph.
Minds will inevitably jump to the obvious use for the app — porn — but Picture Safe has other potential uses, such securing photos of loved ones or confidential material. The low cost and simplicity of Picture Safe make it an enticing iPhone app.
Microsoft today opened up its Windows Marketplace for Mobile to developers. The move, which brings Windows mobile up to date with Apple's App Store and the Android Market, provides developers yet another way to generate revenue from their applications.
According to Microsoft, the process is simple. You'll need a Live ID and $99 to sign up; to get paid, you'll need to provide bank account and tax identification details.
The Marketplace is designed for Windows phones running Windows Mobile 6.5, which are expected to go on sale sometime in September 2009, and as pointed out by Microsoft last month, developers will receive 70 percent of the revenue from the sales of each application. Developers will also have the ability to set the pricing for their apps.
Important to note, however, is the annual registration fee of $99 only allows you to put forward up to five submissions per registered year; additional submissions will cost $99. If you're a student developer, the registration fee will be waived if you enroll in Microsoft's DreamSpark program.
Although Windows Mobile only has a 5.98 per cent market share, Microsoft claims that more than 20 million smartphones were sold in 2008 that had its software on board. Given the Marketplace will be placed on every Windows phone, this is not an insignificant number, and one that may provide developers with the opportunity to earn a considerable amount of money.
More information can be found here.
Microsoft today opened up its Windows Marketplace for Mobile to developers. The move, which brings Windows mobile up to date with Apple's App Store and the Android Market, provides developers yet another way to generate revenue from their applications.
According to Microsoft, the process is simple. You'll need a Live ID and $99 to sign up; to get paid, you'll need to provide bank account and tax identification details.
The Marketplace is designed for Windows phones running Windows Mobile 6.5, which are expected to go on sale sometime in September 2009, and as pointed out by Microsoft last month, developers will receive 70 percent of the revenue from the sales of each application. Developers will also have the ability to set the pricing for their apps.
Important to note, however, is the annual registration fee of $99 only allows you to put forward up to five submissions per registered year; additional submissions will cost $99. If you're a student developer, the registration fee will be waived if you enroll in Microsoft's DreamSpark program.
Although Windows Mobile only has a 5.98 per cent market share, Microsoft claims that more than 20 million smartphones were sold in 2008 that had its software on board. Given the Marketplace will be placed on every Windows phone, this is not an insignificant number, and one that may provide developers with the opportunity to earn a considerable amount of money.
More information can be found here.
Essa é para os que acham que aquelas pequenas propagandas colocadas em apps gratuitos não são efetivas: de acordo com dados liberados (PDF, 268KB) pela AdWhirl (antes conhecida como Adrollo), os 100 títulos gratuitos mais populares da iPhone App Store geram de US$400 a US$5.000 por dia com publicidade, com uma média de CPM (Custo Por Mil impressões) de aproximadamente US$2.
A AdWhirl é uma companhia especializada em soluções de propaganda e representa cerca de 10% dos títulos Top 50 da App Store. Para muitos (os desconhecidos, principalmente) essa solução pode não parecer eficaz, mas diante de tais números comprova-se que o modelo pode ser muito bom, desvinculando-se dos pagamentos e divisão de lucros estabelecidos pela Apple.
A firma disse que serve hoje 250 milhões de anúncios por mês para aplicativos de iPhones/iPods touch.
[Via: TechCrunch.]
Essa é para os que acham que aquelas pequenas propagandas colocadas em apps gratuitos não são efetivas: de acordo com dados liberados (PDF, 268KB) pela AdWhirl (antes conhecida como Adrollo), os 100 títulos gratuitos mais populares da iPhone App Store geram de US$400 a US$5.000 por dia com publicidade, com uma média de CPM (Custo Por Mil impressões) de aproximadamente US$2.
A AdWhirl é uma companhia especializada em soluções de propaganda e representa cerca de 10% dos títulos Top 50 da App Store. Para muitos (os desconhecidos, principalmente) essa solução pode não parecer eficaz, mas diante de tais números comprova-se que o modelo pode ser muito bom, desvinculando-se dos pagamentos e divisão de lucros estabelecidos pela Apple.
A firma disse que serve hoje 250 milhões de anúncios por mês para aplicativos de iPhones/iPods touch.
[Via: TechCrunch.]
Thought provoking article from The Bottom Feeder, indie game developer blog “Why I’m missing The iPhone Gold Rush” The author has given deep thought to the choice of games to develop and platforms to use, the ROI and whether it’s worth it. Good read.
The author also has a Pair of Posts Titled “So, Here’s How Many Games I Sell” and How Many Games I sell Part 2. He has been in the industry since the early 90’s and gives an honest and humorous dose of reality about independent game development.
Thought provoking article from The Bottom Feeder, indie game developer blog “Why I’m missing The iPhone Gold Rush” The author has given deep thought to the choice of games to develop and platforms to use, the ROI and whether it’s worth it. Good read.
The author also has a Pair of Posts Titled “So, Here’s How Many Games I Sell” and How Many Games I sell Part 2. He has been in the industry since the early 90’s and gives an honest and humorous dose of reality about independent game development.
I read a very interesting report recently on how user reviews act as a tipping point. (link is here) The long and short of it is that 20 reviews seemed to be the tipping point. When you get to around 20 reviews, it makes a big difference in people’s opinions.
We hit 20 reviews in the U.S. iPhone AppStore last week and have seen our sales go up every day since. (Thanks to all of you who reviewed it. Here’s a press release on the topic.)
Watching sales of FastFigures Mobile has been a roller coaster. We started off strong but of course faded as we left the “What’s New” section and all of our faithful customers purchased. Then it was a matter of watching for bottom. It just kept getting a little worse every day. It was killing me!
The biggest saving grace during that time was the wonderful things people were saying about FastFigures. I still can’t believe it. (This is version 1 folks! If you think it’s good, wait to see what I have in mind next!)
As of this morning, we have 27 reviews, 26 of which are 4 or 5 stars! We had one 2 star rating and to be honest, I’m quite thankful for it. It was starting to look like I paid people to say nice things about us! (If you are someone who has tried it and don’t like it, it’s okay if you don’t review it at the AppStore, though. I’d rather you email me and tell me what you don’t like so I can fix it.)
It took a week but we found bottom. I spent a bunch of time trying to figure out how people would find us and played with language to learn about the AppStore’s search mechanism. We made strategic decisions to change the way we were delivering the application, changing the name from FastFigures Mobile to FastFigures Finance Calculator in the process.
And then these changes started to take affect. And sales steadied out. And it became clear that we had found a nice, steady bottom (and one I could live with). And — the best part — the anxiety subsided and I slept again.
But then a funny thing happened. We hit 20 reviews in the U.S. version of the AppStore. Since then our sales have gone up EVERY DAY! And visions of actually making a living wage have returned! Let’s hope it isn’t just more bumps on this roller coaster. I could use a nice, steady uphill climb.
by Dan Grigsby on April 28, 2009 · 2 comments
What can a sampling of 100 applications and 8-million consumers on four platforms tell us about the smartphone application market?
The mobile analytics firm Flurry crunched the numbers; we’ll highlight the results:
There are three numbers that matter for smartphone application platforms: (1) number of developer on a platform, (2) number of applications for a platform, (3) the platform’s market-share.
A pair of observations:
1. Android developer- and application-numbers are disproportionally high compared to its market-share. Hypothesis: In a way, because of its openness, Android is the hacker’s (positive connotation) platform. This attracts developers. Unfortunately, the market-share number isn’t significant enough to move Apple to be less restrictive.
2. Blackberry app usage doesn’t commandeer a pixel-wide swath in the graph; I’ll be keeping this chart at the ready to dissuade prospective contract customers interested in supporting both iPhone and Blackberry.
If you want to correlate usage and downloads, you could try to pair this data with the downloads survey-data from by Compete, reported here earlier.
Flurry didn’t attempt a full market analysis on the game segment. Instead, they provided sales and lifecycle data on on a pair of paid puzzle games whose whose free/lite counterparts reached the #1 overall app ranking.
Neither of the apps are $0.99 games: Game 1 sells for $2.99, Game 2 for $5.99. The former made over $450,000 in eight weeks; the latter topped $1,050,000 in eight weeks.
Finally, they provide some additional evidence to the common wisdom that a game’s lifetime is about three months:
by Dan Grigsby on April 28, 2009 · 2 comments
What can a sampling of 100 applications and 8-million consumers on four platforms tell us about the smartphone application market?
The mobile analytics firm Flurry crunched the numbers; we’ll highlight the results:
There are three numbers that matter for smartphone application platforms: (1) number of developer on a platform, (2) number of applications for a platform, (3) the platform’s market-share.
A pair of observations:
1. Android developer- and application-numbers are disproportionally high compared to its market-share. Hypothesis: In a way, because of its openness, Android is the hacker’s (positive connotation) platform. This attracts developers. Unfortunately, the market-share number isn’t significant enough to move Apple to be less restrictive.
2. Blackberry app usage doesn’t commandeer a pixel-wide swath in the graph; I’ll be keeping this chart at the ready to dissuade prospective contract customers interested in supporting both iPhone and Blackberry.
If you want to correlate usage and downloads, you could try to pair this data with the downloads survey-data from by Compete, reported here earlier.
Flurry didn’t attempt a full market analysis on the game segment. Instead, they provided sales and lifecycle data on on a pair of paid puzzle games whose whose free/lite counterparts reached the #1 overall app ranking.
Neither of the apps are $0.99 games: Game 1 sells for $2.99, Game 2 for $5.99. The former made over $450,000 in eight weeks; the latter topped $1,050,000 in eight weeks.
Finally, they provide some additional evidence to the common wisdom that a game’s lifetime is about three months:
Major League Baseball's At Bat iPhone app is a hit -- and a money maker.
The league tells us it's sold 130,000 copies of the $10 app so far this year. That translates to about $1.3 million in gross revenue. After Apple's 30% cut, MLB's take is about $910,000 so far -- with five months left in the season. (iPhone and iPod touch owners have also downloaded about 220,000 copies of the free At Bat Lite.)
That's pretty good: While MLB has to invest some resources to develop the app, it's also repurposing a lot of products and content that it's already making for its Web and mobile sites, such as in-game video highlights, live game audio, and its Gameday in-game updates. Later this year, the league may include live video streaming in the app.
Meanwhile, the rest of MLB's mobile business is growing nicely, too: MLB says it's served up 382 million pageviews to phones so far this season, up 254% from the same period last year.
And its streaming services are selling well despite the crappy economy: MLB says more than 400,000 have signed up for its live game products, including MLB.TV ($80-110/year) or Gameday Audio ($15/year), through Sunday. That's up 46% over the same period last year.
Major League Baseball's At Bat iPhone app is a hit -- and a money maker.
The league tells us it's sold 130,000 copies of the $10 app so far this year. That translates to about $1.3 million in gross revenue. After Apple's 30% cut, MLB's take is about $910,000 so far -- with five months left in the season. (iPhone and iPod touch owners have also downloaded about 220,000 copies of the free At Bat Lite.)
That's pretty good: While MLB has to invest some resources to develop the app, it's also repurposing a lot of products and content that it's already making for its Web and mobile sites, such as in-game video highlights, live game audio, and its Gameday in-game updates. Later this year, the league may include live video streaming in the app.
Meanwhile, the rest of MLB's mobile business is growing nicely, too: MLB says it's served up 382 million pageviews to phones so far this season, up 254% from the same period last year.
And its streaming services are selling well despite the crappy economy: MLB says more than 400,000 have signed up for its live game products, including MLB.TV ($80-110/year) or Gameday Audio ($15/year), through Sunday. That's up 46% over the same period last year.