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Is the Apple App Store a Casino?

An anonymous reader writes "Fast Company takes a look at the Apple App Store and concludes that it's a casino where most developers are making tragic losses and a tiny few are striking it filthy rich. The article discusses a new book exposing the App Store millionaires, called 'Appillionaires,' which compares the psychological effects of a hit app on a programmer to a gambler's high. One millionaire programmer explains the intense feeling of being in the top-ten: 'The App Store had established some kind of intravenous connection to my body and was pumping me full of Apple-branded heroin.' But, the piece warns, the majority of developers fail to make any return on their app."

51 of 542 comments (clear)

  1. Welcome to real world by SharkLaser · · Score: 5, Insightful

    This is how it works. Tiny few become really rich, most barely make a living. Some better, some worse. It's not a casino, and it's not limited to app store.

    1. Re:Welcome to real world by ArrowBay · · Score: 4, Insightful

      Exactly so. If I remember my economics properly...

      • The average new small business closes shop in two years or less. Most of the rest close up within the first five years. Anything after that is likely to be a success.
      • There are thousands of new products introduced every month in stores across America. Better than 80% of them are failures. Most of the rest might achieve niche success.

      OMG! The free market is a casino!

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    2. Re:Welcome to real world by grub · · Score: 5, Insightful

      If you sell your app for 99 cents, you only need sell ~144 copies in the year to break even on the $99 developers' program cost.

      That's small peanuts. Even moderately cheap webhosting would cost you that much for a year.

      --
      Trolling is a art,
    3. Re:Welcome to real world by xaxa · · Score: 5, Insightful

      Do not compare this to other software distributors. The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit

      If $99 is the difference between profit and loss, was it really worth trying to make any money anyway? That's 0.5-1-2 days work at minimum wage in most developed countries.

      Better to put your time into a free app, and feel good about it, rather than stressing about your $99.

    4. Re:Welcome to real world by PIBM · · Score: 2

      After a week you won't be selling any more copies, BTW, unless you are in the top 50. One of the game I published with some friends even got some awards, which pushed us some more people. We had both a pay for it game, and a trial with an upgrade path release. We made some money over the 99$, but then you have extra fees that are added by apple to move the money out and such, and, in the end, we only lost our time and money. It was only a 1 week project for the fun of it, but still the quality was on par with the other products, and all the feedback we got from our friends and family was overwhelming. Had we decided to pay for advertisement, I guess we would have fared better. I guess that's where the most need to be invested.

    5. Re:Welcome to real world by BasilBrush · · Score: 3, Insightful

      The 99$ tag that you HAVE to pay per year to have your app in the appstore make it extremely hard for anyone to be able to make a profit

      Good grief! The only way that charge would stop you making a profit, is if your profit was going to be less than $99 a year. Which would already be a failure, unless you're a schoolkid wanting to buy the occasional candy bar.

      It amounts to 143 apps at 99c. Per year. If you can't sell that, then you're wasting everyone's time with your shitty app.

      $99 per year isn't any barrier to anyone who is selling an app. It's only a barrier to people that want to do free apps. And of them only the subset who don't have any other financial incentive for the app.

      I make a software, host it on github and publicize it on facebook, I won't be loosing anything other than my time...

      Which apparently is worth less than $99 per annum.

      Meanwhile back in the land of reality, outside school kids bedrooms, real for profit developers consider $99+30% take to be a bargain. Anyone who's actually had any experience of the old ways: credit cards, chargebacks, hosting, programming reg-code systems, issuing reg-codes, reminding people of reg-codes. It's all a bore, and distracts from development. With the App Store, once you've sent it to Apple and got it approved, you just wait for the money to come in. And fix any bugs that come along.

      Final point: If you're taking it seriously, $99 will be far less than you pay for a designer for an icon and other app and website graphic assets.

    6. Re:Welcome to real world by nine-times · · Score: 2

      That's pretty much what I was going to point out. This happens all the time: someone makes some money doing something, a mass of people get the idea that they've discovered a sure-fire way to make a fortune, lots of people try to get into the market, and in the end only a few really succeed. That's the formula for events like the tech bubble, and the housing bubble. What's funny is that the article headline says "It's More Casino Than Gold Mine". Well IIRC the gold rush was about the same deal: lots of hype, a few people got rich, and the rest broke even or lost money.

      It's possible to make a lot of money selling iPhone apps, but that doesn't mean that creating a crappy puzzle game guarantees you millions of dollars. Creating a prosperous and sustainable income requires a good idea, hard work, smart marketing, and luck. Always, not just in the App Store.

    7. Re:Welcome to real world by coinreturn · · Score: 3, Informative

      Perhaps that is true if your app is a flaming piece of shit. My apps continue to have sales after nine months despite never breaking into the top 200 in Games/Word subcategory. $99 is a pittance considering that the development software is FREE. Extra fees to move the money out? Ridiculous. I get my straight 70% auto-deposited every quarter.

    8. Re:Welcome to real world by Archangel+Michael · · Score: 2, Funny

      OMG OWS needs to know about this, and Occupy Apple Store.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    9. Re:Welcome to real world by 0123456 · · Score: 3, Insightful

      So, you are saying one's time has no value, that there is not opportunity cost involved?

      Sigh.

      The earlier poster was whinging about how Apple is just so horrible because they charge developers $99 a year and therefore no-one can make a profit. In response, people have been pointing out that if you can't make $99 a year to pay Apple's fees then you can't make enough to cover your development costs.

      No-one who's paying developers even $5 an hour would be worried about paying Apple $99 a year.

    10. Re:Welcome to real world by Archangel+Michael · · Score: 3, Interesting

      In the gold rush, the merchants got rich, because they had things people actually needed and used, as opposed to some metal ore which has limited use.

      People taking Bit coins for transactions of REAL products and services are going to be the ones that end up rich That is, if bitcoins ever take off.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    11. Re:Welcome to real world by thejaq · · Score: 5, Interesting

      I hear variations on this claim quite frequently.
      Here are several links that dispute your recollection.
      http://smallbiztrends.com/2008/04/startup-failure-rates.html
      http://www.businessweek.com/smallbiz/news/coladvice/ask/sa990930.htm
      http://blog.globalbx.com/2008/10/06/small-business-statistics-and-failure-rates/
      A collection of results that span from your estimation to the inverse, http://www.moyak.com/papers/small-business-statistics.html
      There also seems to be many discussions on the myth of high failure rates. for example, http://www.bnet.com/blog/business-myths/why-the-small-business-failure-rate-is-90-percent-smoke-and-mirrors/117

      This certainly isn't rigorous, but my 3 minute Internet estimation is that you are broadly incorrect. Apparently, the notion of failure is complicated. Failures appear to be inversely proportional to seed capital. It varies substantially with race and industry. And the definition of failure may include businesses that close for reasons other than financial inviability.

    12. Re:Welcome to real world by errandum · · Score: 2

      what % of the apps on the market do you think sells anything near that? Most don't ever come close to that and not everyone works for a company that can spend the 99$ or is even trying to make a living out of the app. I'd say the majority would be students and hobbyists spreading their work and trying not to be on a loosing side...

    13. Re:Welcome to real world by Anonymous Coward · · Score: 2, Funny

      you can take that "30% take" and shove it up your ass. there shouldn't be a walled garden to begin with and all you clowns went along and got in bed with apple anyway. way to ruin computing.

    14. Re:Welcome to real world by Bemopolis · · Score: 5, Insightful

      No, this is *actual* capitalism at work. Now, if these developers were to fail due to their greed and rank incompetence and receive an 800 billion dollar taxpayer-funded bailout...

      --
      "I guess the moral of the story is, don't paint your airship with rocket fuel." -- Addison Bain
    15. Re:Welcome to real world by Dog-Cow · · Score: 2

      You don't know what a "Free Market" is. It's not about telling companies how to support their own products. Apple is not violating some mythical "Free Market Principle" by limiting installation options.

      According to you, it's a Free Market violation when a movie theater charges admission. It's the only way to get in!!!111oneoneoneeleven!

    16. Re:Welcome to real world by UnknowingFool · · Score: 2

      Of course you have a choice, you don't have to be an iOS developer; you can be an Android developer. Free market means you have choices; it does not mean you get to dictate all the circumstances of that choice. To use a car analogy, if you want a car that has traction control and all wheel drive and Toyota doesn't have one, should we force Toyota to make one? Free market says that if enough people wanted that option and Toyota refuses to comply, it's their lost sales.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    17. Re:Welcome to real world by Relayman · · Score: 2

      I don't have time to check your links, but I want to add that many businesses labeled "failures" were actually bought by other companies. Some naive researchers assumed that every startup no longer in business was a failure. They didn't even look for businesses that moved to another state. '

      --
      If I used a sig over again, would anyone notice?
    18. Re:Welcome to real world by Abrisene · · Score: 3

      And being acquired by another business is a legitimate exit. You'd be hard pressed to find any entrepreneur that wouldn't consider an acquisition at least a moderate success.

    19. Re:Welcome to real world by internettoughguy · · Score: 2

      development software is FREE.

      Wow, Apple charges you $99 a year subscription, and then gives you the access to their API's, the free software GCC toolchain and an IDE for free. Then they only take a 30 percent cut of everything you sell on top of that. How generous.

  2. Like everything else by 0racle · · Score: 2

    Sounds like the results of putting an App for sale in the App store is like putting an App for sale anywhere.

    --
    "I use a Mac because I'm just better than you are."
    1. Re:Like everything else by mr1911 · · Score: 3, Interesting

      Yes, it is ridiculous for Apple to charge anything. They are taking care of the distribution system, payment collection system, and maintaining the "store" (that little "walled garden" many on /. bemoan but users seem to be just fine with), and all the little headaches that come from maintaining all these things. That should be something they provide you for free since you are gracing them with your app to sell. Do you think you could provide all these things for yourself for $99?

      If you want visibility, market your product. It isn't Apple's job to give every new app top billing in the store.

      Of course, for the unsuccessful developers the story is clear. They had a technically superior product that the market would have rushed to if somehow Apple hadn't screwed them.

      The idea here isn't to be an Apple fan. The goal is to ask for a bit of honesty. Quit focusing on all that Apple doesn't give you. Your $99 is not without return.

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    2. Re:Like everything else by errandum · · Score: 2

      Why? Because sometimes that 15 year old is a genious and you don't want to keep them out of your store (i'd say).

      Because a very talented google or microsoft emplyee might do a side project that's worth your money?

      Your conclusion that hobbyist = crap is ridiculous.

  3. This is different from any other market how? by MachineShedFred · · Score: 4, Insightful

    If John Q. Wallet invents some must-have widget which is easy to manufacture, cheap, and available everywhere; and suddenly sells millions of them, I'll bet he's feeling pretty good about that too. However, if he invents something that is a piece of crap that no one buys, he's going to have just as much of a loss.

    This phenomenon is hardly new, and certainly not localized to the iTunes App Store.

    --
    Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
  4. Tragic losses? by hansamurai · · Score: 2

    Isn't the developer fee like $100 a year? That seems incredibly removed from tragic. Yes, a developer or team might spend some of their own money to develop an app or advertise it, but that money is going elsewhere, and not Apple (except for buying the required Macs to actually develop). So it doesn't seem like a casino to me, just inexperience or bad reading of the market.

  5. yes/no by astrokid · · Score: 2

    Some people make apps for the same purpose of going to a Casino.
    "Fun" :)

    --

    Chewie does not get a medal. Come on, George. Can a Wookie get a medal?
  6. Yah Huh by MobileTatsu-NJG · · Score: 2

    'The App Store had established some kind of intravenous connection to my body and was pumping me full of Apple-branded heroin.

    Gee, you think this is the sentence that got this story approved for Slashdot?

    --

    "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  7. Re:Tragic losses? by vlm · · Score: 2

    I would assume they are factoring in the usual overhead that non-indie development houses have:
    - Multi-million dollar per year executive compensation team
    - A-grade star voice acting
    - 3-d art department
    - product licenses (the official scooby doo ifart app as opposed to just another ifart app, etc)
    - RIAA licensed music instead of magnatune or none
    - release parties
    - marketing

    --
    "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
  8. It's not a Casino, because it's not about lack. by master_p · · Score: 2

    Success in a Casino is about lack.

    Making a successful application is about ability.

    Make a good and fun game, and you will profit from it.

    Make an exceptional game over an original idea, and win a fortune.

    Make a mediocre ripoff of an idea already implemented a thousand times, have a loss.

    It is nothing like a Casino.

  9. Re:Chance, not merit by phantomfive · · Score: 3, Insightful

    Just because you don't understand why one app succeeds and another fails doesn't mean there is no reason. It is a complicated equation, and usefulness is only one variable.

    --
    "First they came for the slanderers and i said nothing."
  10. Quality is not perfectly correlated to sales. by tepples · · Score: 2

    Make a good and fun game, and you will profit from it.

    Not if next to nobody finds your good and fun game, or even your exceptional game over an original idea, because all the median user is looking for is a specific Rovio product.

    1. Re:Quality is not perfectly correlated to sales. by BasilBrush · · Score: 2

      The people who make quality apps and aren't a success: their mistake is thinking that they don't need to market it. They think word of mouth will market it for them. Word of mouth is great, but it needs a kick start.

      But most apps that fail aren't quality apps. They make the more fundamental mistakes of:
      1) Not realising that UI design is a specialism, and that programmers usually aren't good at it.
      2) Not realising that they have to hire a graphic artist to design icons and other graphic assets.

  11. The depreciation schedule by tepples · · Score: 2

    So if you need a 2007 Mac to run the iOS developer tools, then you need a new Mac every four or five years (to depreciate at $150 per year for a Mac mini or $250 per year for a MacBook Air). Combine this with a new iPod touch every two years (to depreciate at $150 per year), and we can estimate the total cost of hardware plus certificate at $400 to $500 per year.

    1. Re:The depreciation schedule by BasilBrush · · Score: 4, Insightful

      1) 2007 (2006) is about the switch from PowerPC to X86 processor. That's a one off switch, not one that will happen "every 4 or 5 years".

      2) That being said, eventually all developers will want to move on to a new computer because their old one is too slow for recent tools. Whether their development environment is Mac or PC. It's pretty dumb to single Mac out as anything different.

      Combine this with a new iPod touch every two years (to depreciate at $150 per year), and we can estimate the total cost of hardware plus certificate at $400 to $500 per year.

      Whatever mobile development you develop for you're going to have to buy devices to test on. You're going to have to buy more of them if you're developing for Android as there are far more variants, and the turnover of models is more rapid.

  12. Look where others aren't by pablodiazgutierrez · · Score: 4, Interesting

    If you develop yet another puzzle game, you're up to compete with the Zingas of the world, and chances are you'll hit the wall. On the other hand, if you focus on solving real problems and using the advantages of the platform to improve your customer's life, you might be onto something. Case in point, Appfluence (disclaimer: I co-founded it). We make Priority Matrix, a productivity app for a niche market that highly values time savings and clarity of mind. We're nowhere near top 10 (although we've been close at times), but it's consistent income with a lot of potential.

  13. This is what a free market looks like by Eggplant62 · · Score: 2

    I don't know what anyone's crying about. This is how it works. You put your product out there and hope someone sees it and likes it. If it's good enough it will succeed. If not, oh well.

  14. Awful analogy by brusk · · Score: 2

    The reason this is such a bad analogy has nothing to do with whether an app succeeds because of luck, or how much the annual fees are. It has to do with where the money comes from. The money a developer gets comes, ultimately, from customers buying the app. Yes, the middleman takes a lot (but perhaps not more than more middlemen), but that doesn't make it a casino. In a casino, all the money coming in is from the gamblers, and all the money you win is from other gamblers (minus the house's cut). The same is true in a lottery. But an app store is completely different. Sure, it's unpredictable whether you will make big, medium, or no money, but the source of that money is not your fellow developers' entry fees.

    --
    .sig withheld by request
  15. Re:It's not a Casino, because it's not about luck. by aarku · · Score: 2

    I can only speak as a game developer, but I have yet to be pointed to a game on the App Store that didn't make any money but had all the pieces together to be a commercially successful game.

  16. Re:Tragic losses? by Cyberllama · · Score: 2

    Like any other gold rush, the first people in make a ton and everyone who follows them goes broke trying to match it. Unless you just have an amazing idea that hasn't been done before by anyone and doesn't require you to run a server to make the app work--I'd think twice about diving in with both feet this late in the game.

  17. Don't lose a lot by HalAtWork · · Score: 3, Insightful

    the majority of developers fail to make any return on their app

    The majority don't lose a lot even if their app fails, unlike a gambler who must constantly bet a lot. Apps can be coded in your spare time, and if a concept becomes popular enough, you can follow it up with something a little more fleshed out the next time and keep iterating until you reach the point of diminishing returns. Then start putting out concepts again until you find your niche, and start iterating again.

    1. Re:Don't lose a lot by R3d+M3rcury · · Score: 2

      That can depend on what you're trying to do.

      Apps can be coded in your spare time, I agree. But, as I've often said, there's a difference between a "project" and a "product." I have a little app that I wrote for my iPhone that checks the GPS and tells me my approximate address. It was a fun little project. But it's not a product. It's occasionally flaky, the back-end is owned by someone else who might get a bit offended if 100,000 people start banging on his server, and the interface is pretty ugly--I am not an artist.

      Now if I wanted to make this "project" into a "product," I'd have to devote more time to trying to find out where it's flaky. I might have to set up a server with the appropriate GPS to Street Address data. I'd probably have to add advertising in order to pay for the bandwidth that I'm serving out. I'd want to pay an artistic type to clean up my graphics and perhaps rethink the UI. And I need an inexpensive way to let the world know that I've done this. Then I have a "product."

      Yeah, I can code up an iPhone app. But that doesn't mean I'll necessarily get back the money that I spent on the hosting and graphics and marketing that I had to do.

  18. Re:Newsflash: publishing software involves expense by grub · · Score: 2


    You forgot the cost of setting up an actual online shop. SSL certificates aren't free, nor are online card processors which take a percentage.

    But hey, at least he'd be saving $99 and sticking it to The Man... :)

    --
    Trolling is a art,
  19. I'm making money by tylersoze · · Score: 5, Funny

    I'm reliably making money from the App Store, $75000 (on the side, in addition to my day job) in the last year and half actually. How? By writing apps for all those people that think they're going to get rich from App Store. I'd say probably 10% of my clients have made any money from their apps. Personally I don't try to feed their notions, I just produce the best product I can for them, and they can worry about making money from it, I'll take my money upfront for the coding thank you very much. I always turn down the projects where they want to do "profit sharing".

    I do laugh at the guys that make me sign an NDA before they show me their super secret idea. Dude, ideas are a time a dozen, somebody's probably already thought of whatever idea it is you have.

  20. Where can i sell my app? by shadowrat · · Score: 2

    Please point me to the market where i am guaranteed to profit.

    1. Re:Where can i sell my app? by gallondr00nk · · Score: 2

      Please point me to the market where i am guaranteed to profit.

      Running a casino.

  21. Re:...Android Market by tepples · · Score: 4, Insightful
    Android is friendlier to the (admittedly extreme) niche of people who make applications for their own use or for use by only close friends.
    • Android: You pay $0 if you make only applications that you use and do not distribute to the public.
    • iOS: You pay $99 per year, or you lose the right to run programs that you made all by yourself.
  22. Of course not by drb226 · · Score: 2

    It's an app store, idiot. When they describe a "gamble", smart developers will typically not work for shares, they will work for wages. So developers aren't really gambling anything: if you are the one who is dumping money on developers so that they can turn your dumb idea into an app, it is you who is taking the foolish gamble. If you are a lone developer making an app on your own time, then hopefully the time spent making your own app is valuable to you (learning experience, etc), whether or not that app is actually successful. What, you actually thought your one-off app was going to make you filthy rich?

  23. Don't trust anything Fast Company says by tekrat · · Score: 3, Interesting

    These were the same dorks who pushed the "internet boom" in the 90's, claiming that every new startup, no matter how fucked their business plan was, was a "gold mine". We even had a parody called "F*cked Company" which daily documented all the businesses failing in Silicon Alley (NYC) during the bust period of 2000 to 2002.

    They have a lot of nerve to call the App Store a "casino", when they are the lapdogs of the stock market.

    --
    If telephones are outlawed, then only outlaws will have telephones.
  24. Just like in real life? by MikeMo · · Score: 2

    Most application developers don't make any money *outside* the app store, either. Never have. Most fail. The thing with the app store is that many, many more get to try.

  25. I thought it was a gamble for consumers? by i_ate_god · · Score: 2

    I recently bought an ipad2, and I was shocked at the fact that there doesn't really exist a free app for most of the common things one expects to do with a computer or computer-like device.

    And since the majority of these apps don't work, or don't do what they say it will do, with absolutely no possibility of a refund, well...
    the gamble isn't for the developers. it's for the consumers.

    --
    I'm god, but it's a bit of a drag really...
  26. Re:400,000 fart apps by PNutts · · Score: 2

    But that's the point innit. The app store is full of Fart Apps. When The Cloud makes it trivial for anyone to create a Cloud Service, there will be half a million Fart Services.

    You lose money on your Fart App? Great, that's exactly how life should be.

    Or you could receive a windfall.