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January 13, 2009

Netlog releases GPS-enabled iPhone app for its 33 million users

European Myspace competitor Netlog, which has over 33 million users, has released its native iPhone app. Users can get a feed of friends updates, see pictures, upload content and add pictures. Unusually, it is also GPS-enabled, something Facebook has so far steered clear of. It’s TechCrunch’s general view that if Facebook added true, location-based mobile social networking to its iPhone app, it would probably kill off a lot of the startups in that arena fairly swiftly. But it has yet to do so, leaving the way open for sites like Netlog.

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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.

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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July 26, 2008

I Am Rich iPhone app costs $1,000

This application for the iPhone (and iPod touch) costs $1,000 and does nothing but put a rotating red gem on the screen.

The name of the app is I Am Rich, and it’s developed by Armin Heinrich.

It's all about distinction!

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July 10, 2008

iPhone App Store Has Launched

Apple’s iPhone App Store is now live. To access it, download iTunes 7.7. Once iTunes has upgraded, you can access the App Store.

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You can “get apps” on iTunes now, but you’ll need the iPhone 2.0 software to actually use them on the iPhone, which isn’t yet available.

There are 27 pages of applications currently available. At first glance, there are very few non-English applications. Another interesting trend - a lot of books are listed as applications, most for $0.99.

According to Pinch Media, the App Store had 552 applications at launch. 135 of these apps are free, while the remaining 417 range in price from $0.99 to $69.99, with the vast majority ranging between $0.99 and $9.99.

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January 14, 2008

Apple Sells One Million 3G iPhones First Weekend. Ten Million iPhone Apps Downloaded.

Despite a few hiccups and stores running out of inventory, Apple was able to sell one million 3G iPhones worldwide across 21 countries its first three days on sale. During that same time, owners of both the new and old iPhone were able to download 10 million apps from the newly launched App Store on iTunes, despite major problems with the iPhone 2.0 software update disabling many people’s phones temporarily on Friday.

That brings the total number of iPhones sold since the launch of the first generation phone to more than 7 million. Apple’s goal of reaching 10 million iPhones sold by the end of the year seems well within reach. In contrast, it took the first iPhone 74 days to reach one million sales, but it wasn’t sold in 21 countries. Apple watchers will be looking for clues about what portion of sales are in the U.S., versus in international markets.

The startup community will be more interested in the download numbers. The 10-million download figure includes both paid and free apps. Apple did not offer a breakdown, but it stands to reason that the free apps made up the vast majority of downloads.

But even if 10 percent were paid downloads, though, and assuming an average price of 4.99, that would be a $5 million weekend. Not a bad start. And it could have been more than that. Seven of the top ten paid apps, including Super Monkey Ball, Cro-Mag Rally, Tetris, and Band, are $9.99. (Coming in at No. 12 is another $9.99 game, Electronic Arts’ official Scrabble, which is also coming to Facebook).

Some of the apps seem to have been rushed out too early, with reports of some of them crashing. So the launch wasn’t perfect. But the demand for the new iPhone and all the apps made for it indicated by these early numbers support the notion that people desperately want the Web and better computing experiences on their phones. Of course, we knew that already.

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