iPhone Users Far More Likely to Download Games and Apps
ComScore notes that mobile phone gaming has increased 17% over the previous year thanks to the growth of mobile handhelds like the iPhone. Specifically, 32.4% of iPhone users have downloaded a game, compared to a market average of only 3.8% amongst other manufacturers. In all, iPhone users were responsible for 14% of all mobile game downloads last year. While the article doesn't specify, the finding seems even more significant in that the App Store was only in existence for 6 months out of 2008.
This finding, however, is not limited to just games on the iPhone. A Businessweek blog post reported on data from Pelago CEO Jeff Holden. Holden crunched the numbers and found that the current base of 13 million iPhone owners had already downloaded as much software as the equivalent of 1.1 billion other cell phone owners. He summaries his point well:
To a developer, what this means is that if he launches an app for non-iPhones (assuming he has deals with all carriers and has ported to every handset in distribution on which people can download apps), he needs to have a reach 94 times as large as the reach he needs in the iPhone community (which does not require any carrier deals and is via single platform, so no porting) to achieve the same number of downloads. In other words, the 13MM iPhone audience is equivalent to 13MM * 94 = 1.6 *billion* non-iPhones. Of course, we know there are only 250MM non-iPhones in the U.S., so there is no way to achieve the same effective reach inside the U.S.
These findings are, of course, driving ongoing app development for the iPhone platform. The current count of apps has already reached over over 17,000 according to AppShopper.com.Top Rated Comments
(View all)There should be an OSX app store
...why? what would the benefit of that be?
There should be an OSX app store
IMHO it won't happen soon, maybe a centralized DRM service but there are to many osX version to make it simple enough. A widget appstore would be a possibility but who installs extra widgets and pay for them?
It's interesting how successful this concept has been. When Steam was first launched 6 years ago and offered online application (games) purchasing and delivery for the PC, people first frowned at the idea. Now Steam is one of the most successful content delivery services on the 'net. And Apple has taken this same idea and made it work for a smartphone. That's good thinking.
yep apple ripped off valve
I would have expected 80-90% would have downloaded a free game just to test.
Then it is wrong to compare it to the entire smartphone market. Most phones dont care about games att all. For example 0% of Iphone users has edited a word document on the iphone.
It will be interesting to se what the numbers will be in a year when adroid and maby palm pre* has been out for a while started to be stablished
*if palm give full acces to the phones hardwere via the SDK.
32.4 % is shockingly low.
I would have expected 80-90% would have downloaded a free game just to test.
I think 32.4% shows the survey is flawed, given 500 million downloads to at most 50 million or so devices you'd expect it to be far higher than that. Even extreme junkies like me have only downloaded 50-60 apps (including updates).
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