Apple's App Store Tops 40 Billion Downloads; Generates $7 Billion For Developers
An anonymous reader writes "With the eyes of the tech world fixed on CES this week, Apple this morning conveniently decided to issue a press release announcing that the iTunes App Store has now topped over 40 billion downloads. That's an incredible feat, to be sure, but even more incredible is that nearly half of those downloads occurred in 2012. In December alone, iOS users downloaded over 2 billion applications, setting a monthly record in the process."
Hurr durr. Apple hurts developers.
or all downloads.
by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
2 Billion $ devided by 1000's of developers is not much income per dev. I'd rather see an average breakdown per dev or full breakdown.
by TheSpoom (715771) Uncaring Linux user here. I have nothing to add to this but please continue. *munches popcorn*
So on average one dollar for every six download.
That is an insane level of growth. One of the things that doesn't get discussed a lot here was Verizon, AT&Ts and Sprint's sales numbers for postpay (around 70%) marketshare. I don't know however how large the global cellphone software market is x-USA.
The other data I'd love to know is how much cloud based solutions like Dropbox and Evernote that owe a lot of their revenue to mobile app are getting.
Generates $7 Billion For Developers
and $3 billion for Apple at 30cents out of every dollar. Quite a tidy sum for the gatekeeper, is it any wonder that Microsoft would like to wall their own garden?
Patent litigation: A doctrine of Mutually Assured Destruction... in which everyone seems willing to push the button
Apple's last announcements on these figures were in September and October. In September, they quoted 700,000 total iOS apps, and in October they quoted 275,000 iPad apps. That's an average rate 641 total iOS apps per day, and 427 iPad specific apps per day. (Source: Apple)
The numbers on Android are a little hard to find. Does anyone have a figure for how many Android tablet apps are available?
It seems the Google Play store is growing faster, with 833 apps per day on average between September and October... but based on Google's previous announcements they seem to approve apps in fits and starts, with some periods approving thousands of apps per day, and other periods where the approval rate drops to 1/3 of that. (Source: Google)
On the Windows side, the Windows 8/RT store is growing at the same rate as the iPad app catalog, with an average 584 apps per day (before the Holidays). And the Windows Phone store is growing at about 300 apps per day over the past 6 months. I don't know how to combine these figures to compare to Android or iOS, since it's not clear how iOS counts apps for iPhone and iPad (is that 1 app or 2 apps) (Source: http://metrostore.preweb.sk/ and http://allaboutwindowsphone.com/)
Anyone else have other figures available?
I think this is more just an indicator of mobile device usage. Apple's tooting their own horn, but I'm sure the android numbers are respectable which could mean closer to 65+ billion app downloads and growing at 2 billion+ a/month. The developer number is meaningless but makes Apple look charitable.
Wiki tells me that 250 Million iPhones have been sold.
http://en.wikipedia.org/wiki/IPhone
Apple tells us 40 Billion downloads. (Unique Purchaces)
40B/250M = 160
So the AVERAGE iPhone downloads 160 Applications?
#Fishy
...are Fart noise generators, knockoff WiFi detectors, or sme other useless piece of garbage
Hmmm forgot about the iPad... another 100M there.
http://en.wikipedia.org/wiki/IPad
Still 40B/350M = 114
Still 114 is a pretty big number.
I am of two different minds about the Apple "App Store", so here's my list of Apple's Goods and Bads:
-- "App Store" is a walled garden designed to keep you in
-- "App Store" is well maintained and crapware/spamware does not sneak in that often
-- "App Store" has an opaque process for allowing or denying, whether you are a singleton programmer or a 8-kiloton-Grrrilla like google. You don't get to know why you got stymied or what you need to do to fix it.
-- It provides a good "storefront" for developers to sell their wares at a decent pricepoint with low overhead (30% is low, right?) added on to it
-- It makes it impossible to be an independent software developer and sell software that can be installed by the enduser so you could set up your own infrastructure and sell direct to the customer and keep more profits
-- Their awful awful policy makes it impossible to package and distribute any GPL code through their ecosystem. Das ist verboten.
:>(
That last entry alone is enough to make the sumof(Goods+Bads)=Bad. That's my two centimes!
What's with this? Why not say "Apple this morning issued a press release..."? What is the aim of this editorializing in the summary?
The unknown figure for both platforms is how much developers are making from ad revenue. This could potentially be much higher on Android.
I'd imagine that this is the case because when Android phones first came out, paid applications weren't available on Android Market in all countries. So developers had to price their applications at zero to reach users in those countries.
Let's see 40billion downloads generate $7billion for developers.
So each download puts about 17 cents into the pockets of a developer.
An excellent business model for Apple.
You are welcome on my lawn.
Not on all days.
$7bn is a very tidy sum for developers of paid apps.
That sum doesn't not include iAd revenue, or more significantly, all the money developers make creating custom made applications for businesses. So developers can make decent bank developing on iOS.
Others on here are arguing about the 30% cut Apple are taking.
For that 30%, they are paying for all the infrastructure, credit card transaction fees, iTunes card costs. If a super market charges $20 for a iTunes voucher, at least here in NZ, they would have made some money, plus GST of 15% is included in that price.
So $20 credit probably brakes down to something like:
15% GST = $2.69
SuperMarket cut = $2
Apple = $15.39
Developer payout = $14
Leaves Apple with $1.39
Now not all transactions will cost Apple that much, such as when iTunes credit is purchased via credit card, then GST is still factored within that $20 plus credit card transaction fees would leave Apple with about ~$3.20.
The point is, after you take away POS costs, infrastructure costs (data centres, human phone support etc), they do not make as much money as you think they do from their 30% cut.
There are probably a dozen things I have missed but I am sure /. will point them out to me :P
That is the kind of sales that one Call of Duty game can do.
Now that's fine, I'm not saying everything should (or can) be a massive billion dollar hit but let's have a little perspective. What do developers tend to make?
This would particularly be interesting if you take off the outliers. Remove Angry Birds, and any other really big hit apps and then see what it looks like for the masses of developers.
So on average one dollar for every six download.
iTunes music and video sales must be a freaking goldmine compared to that - 6 app downloads just to make a buck??? If it weren't for ad revenue, this model wouldn't work at all. Might as well not even bother.
Those numbers are hideous. Compare that to a Windows PC, where the average user probably buys $200 or more in software.
I was comparing a phone to a device that costs about half as much - a Windows laptop.
You just said "they just aren't given the option to do it via iTunes". Which means the artists get paid for every download. Which is exactly my point - musicians get paid for every download, app devs get paid for 1-in-6. Big difference there.
Mac and Linux systems. I hear that some folks make a ton of money for Linux stuff they develop. IBM, Red Hat, Oracle, etc etc etc. And I highly doubt they have to have 6 customers download something to make a single dollar.
I wouldn't be surprised if they are losing money hand over fist from the app store. Maybe they are running it as a loss leader to get more sign-ups onto long term contracts with the cell companies.
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