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November 29, 2008

10,000 iPhone Apps

148Apps, which tracks and reviews iPhone Apps, says 10,000 applications have now been released on the iPhone App store (the site is named after the fact that you can add up to 148 applications to an iPhone or iPod touch).

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A tribute page shows a mini icon for every application. And it also gives some interesting data. About 24% of apps are free; 35% cost $.99. The average cost is $3.12, including free apps. About 34% are games or entertainment, and there are 49 weather related apps for the iPhone despite the fact that a weather app is built in.

If you’re an iPhone user, tell us the apps you can’t live without in the comments. The ones I use every day: Aqua Hoops, Recorder, SearchMe, iGolf, Google, Zombie (its cathartic), iThread (CrunchBase on the iPhone), and the social networks (Loopt, Facebook, MySpace).

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November 18, 2008

iPhone App Store: Business Case Analysis

Since its launch last June, the iPhone App Store has had phenomenal success. Steve Jobs himself, apparently surprised, carefully mentions a business of one billion dollars.

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If the scope of this success was not really foreseeable, Apple purposely managed every element that could lead to it.

Let's first briefly explain the iPhone App Store. Software developers are invited to develop applications that iPhone owners can download via iTunes. The developer sets the price for its application, which can even be free.

The business model is quite simple. Developers, after paying Apple a sign-up fee, receive 70% of the revenue generated by their applications. iPhone owners pay for each download (buy and download).

How does Apple protect this business? First, the developer signs a legal agreement. This is not just a confidentiality agreement: by signing it, he releases the Cupertino firm from any liability related to the service provided, he accepts cancellation at will and without motive, and finally gives away the right to develop and exploit competing applications. On top of the legal protection lays the technology: from the developer's kit to the iPhone, everything is proprietary! Finally, and more subtly, Apple controls the relevance of applications with the $99 sign-up fee. This prevents the emergence of sterile applications like the ones proliferating on Facebook. And if this not enough, there is always censorship.

Let's try to isolate the key success factors. Firstly, it did not come out of the blue. Apple reused the iPod + iTunes model and adapted it to the iPhone: instead of buying songs, the user buys applications. In addition, it backed it up with a VC firm which invested one hundred million dollars.

Moreover, Apple remarkably identified stakeholders' needs and created a network of shared interests. It leverages the iPhone owners' passion for their multipurpose handset, as well as the programmers longing to be widely distributed, paid and recognized.

These ties are then cleverly reinforced. This is where the firm's mastery of ergonomics plays a key role. The iPhone owner has many ways to access an application for which the purchase is just a click away. Its price, mostly between 0.99 and a few dollars, promotes spur-of-the-moment purchase. On the other hand, the developer focuses solely on the product development, for which a kit is available, as well as resources and a test bench, and its price: Apple takes care of the two other elements of the marketing mix, promotion and distribution. Ease of use builds up usage.

The other element is the smart business model. The purpose of free (as for the MP3s with the iPod) is well defined: develop turnout and usage, for both the store and the iPhone. This gives meaning, on the developers' side, to the brand policy. Attempts to work around this policy are sanctioned by a $299 sign-up fee for those refusing to be distributed in the App Store.

Obviously there are dark shadows such as the opaque selection and « exclusion » policies, the lack of consistency of applications' ergonomy or the recent security issues. These, however, do not seem to slow down the business success.

Mogees Launches Android Billing Platform


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Mogees is launching an SDK for Android that will allow developers to charge for applications on the Android Market using its mobile billing platform. In doing so, it’s beating Google (NSDQ: GOOG) to the punch by at least a few months. Currently, Google doesn’t have a system that allows developers to charge for applications, but it plans to fix that by early next year. The Mountain View, Calif.-based startup thinks it hit a unique window of opportunity that prompted it to launch its payments SDK on the Android platform. Handango and MobiHand also sell Android apps, but users must visit their sites to buy them.

CEO and co-founder David Li: “We believe there are many developers who would be interested in getting paid for their applications today, and not wait until next year sometime. Lots of Android phones have been purchased and lots more will be bought through the holiday season. We want to help developers to monetize now.” In response to questions via email, he also pointed out that Google’s Android team hasn’t provided much detail about their billing service other than the fact that developers will get to keep 70 percent and 30 percent will go to the carrier. In contrast, Mogees will charge 10 percent and a 30-cent fee per transaction. As incentive to use the platform, Mogees will give the first thousand developers that sign up free payment processing for the rest of the year, up to $1 million. The company expects to launch additional SDKs for BlackBerry and iPhone by the end of 2009.

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November 10, 2008

The iPhone Is Now the Best Selling Phone In the U.S.

When the economy takes a hit, so do cell phone sales. Last quarter, mobile phone sales in the U.S. dropped 15 percent to 32 million units, according to market research firm NPD Group. But in hard times, the strongest brands also take share. And that is exactly what Apple did.

The 6.9 million iPhones it sold last quarter catapulted the $200 device into the top spot among all cell phones, even beating out the much cheaper and still-popular Motorola Razr. (Yes, they still sell that thing. They just don’t make any money off of it.)

Here are the top five phones sold last quarter, according to the NPD Group:

1. Apple iPhone 3G
2. Motorola RAZR V3 (all models)
3. RIM Blackberry Curve (all models)
4. LG Rumor
5. LG enV2

Note that the BlackBerry Curve is No.3. Who says expensive smart phones are only for geeks? Everybody is getting one.

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Billing Revolution Brings One-Click Payments To iPhone, BlackBerry, and Android Apps

When it comes to charging for mobile apps, payments usually have to go through either the carriers or one of the emerging mobile app platforms such as Apple or Google’s Android. The problem with charging for an iPhone app through iTunes is that Apple takes 30 percent.

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A startup called Billing Revolution wants to charge about one tenth as much for a seamless, mobile one-click shopping experience. Already available on other phones, Billing Revolution is announcing availability today for iPhone, BlackBerry, and Android apps.

Once a consumer signs up to pay for things through Billing Revolution, he is presented with an Amazon-like one-click payment option no matter what app is using it. (Didn’t Amazon patent that?). Billing Revolution charges a 3.5 percent transaction fee plus 50 cents per transaction.

That pretty much kills any app developer using it for micro-transactions. Nobody is going to sell a digital song for $1.00 if they need to pay Billing Revolution 53.5 cents. But it could become an option for larger purchases, and as a way to charge for premium subscriptions for apps that build adoption with a lighter-weight free version.

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