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Over 15 billion apps downloaded via Apple App Store

Thu 07 Jul 2011 12:56pm GMT / 8:56am EDT / 5:56am PDT
MobileDevelopment

Apple has paid more than $2.5 billion to developers

Apple

Established in 1976, Apple is a multinational corporation (corporate headquarters based in California)...

apple.com

More than 15 billion apps have been downloaded from Apple's App Store in the three years since launch.

The store boasts over 425,000 apps, 100,000 of which have been specifically designed for the iPad. Apple has paid more than $2.5 billion to app developers.

"iPad provides us with an unparalleled mobile device for creating gorgeous, immersive games," said Mark Rein, vice president and co-founder of Epic Games.

"Infinity Blade has been a runaway hit with customers around the world and we couldn’t be more excited about our success on iOS devices."

Apple claims there are over 200 million iOS devices in use.

11 Comments

James Simpson
Programmer

2 0 0.0
Shouldn't it be developers have paid Apple over $1.07 billion?

Posted:3 years ago

#1

Soeren Lund
Producer

42 1 0.0
Well said, James. Apply may own the distribution channel but it is still the developers and publishers of the apps that pay for the party.

Posted:3 years ago

#2

John Ozimek
Director

6 0 0.0
Soeren - are you saying the App store is a good thing or a bad thing?

Sure, $1.07 billion from devs into Apple's pockets does sound a lot, but then again 30-70 rev share seems pretty fair? It's certainly a lot better than you used to get in the mobile content business before Apple arrived.

I don't agree with everything Apple does with the app store, but without it we wouldn't have the vibrant mobile games industry we have right now. A case of better the devil you know?

Posted:3 years ago

#3

James Simpson
Programmer

2 0 0.0
30-70 is a fair split, and I agree the app stores have helped the industry by leaps and bounds, but you don't hear google, Amazon, or even high street retailers releasing announcements saying they've "paid" developers for selling their products and waiting for the pat on the head by the media.

Posted:3 years ago

#4

Kim Pallister
Director of Content

10 2 0.2
It stuns me that every time Apple boasts these numbers, the press regurgitates it without any analysis. For starters:

Appstore's coming up on it's birthday, turning 3 on July 10. So accounting for back-end loading due to growth, this is probably ~$1.5B in the past year?

Income to Apple from each developer (having to buy a mac to develop on), let's call it $1k/app = ~$0.5B

Average revenue/title = $5800. [what really matters is what the curve looks like, the median, etc, but still..]

Also, I think that avg revenue/title is decreasing (comparing to stats released at event in March, the $ figure has gone up by 25% but the number of apps has tripled), while cost of development, I'm guessing, is increasing.

My point here is just that it's worth applying a little thought to what the numbers mean.

Posted:3 years ago

#5

Kim Pallister
Director of Content

10 2 0.2
@James: Actually, I'm not sure the terminology is that out of line. They collect the money from the end user customer, then they write checks to their suppliers, who are the developers. Somewhere at Apple is a guy saying "I've cut $2.5B worth of checks for devs!"

Posted:3 years ago

#6

Martyn Brown
Managing Director

138 33 0.2
/wonders how many of those 400,000 apps are actually reasonably profitable, even as a percentage. 5%? less? Still, there's nothing wrong whatsoever with the platform Apple provide, even if visibility has become a serious problem for developers/publishers.

Posted:3 years ago

#7

Todd Templeman
President

6 1 0.2


We have been watching and waiting for a long time in this industry to see originality return to prominence. The risk is a glut of poor quality content, the upside is a wave of genres that have been under-supported and nearly ignored for about a decade now, coming back to prove that there is far more to interactive gaming than roughly 2 1/2 styles with an occasional exception.





So, for years we expected something to give, but we expected it somehow to happen within the console or perhaps PC side of things. Mobile was something we avoided. Until iOS.

The way we look at it, someone finally stepped up to the plate. Like so many other developers, we believed there was room for pure creativity and quality to shine, that more than just 2 1/2 genres could be successfully promoted by those who believed in their product, and now somebody has come along and handed us the chance to put our money where our mouths have been, and done so on more than a silver platter. World class development tools, reliable hardware and development platform, straightforward submission and publishing process, testing simplified, instant pricing flexibility, promo codes, gift codes, linkable product sales page, backed by massive global promotions, etc.

The results are stunning, both commercially and creatively. We are seeing apps that we never dreamed or, even had we, still would have doubted the industry could let them shine ... then seeing them get tapped as Games of the Week, or even Year.





Posted:3 years ago

#8
These numbers seem proof to me that the AppStore model fails for commercial console/handheld devices: $2.5bn over 4 (5?) years, and over *all* developers equates to peanuts.

I need to do the real math, but over the period where Apple has paid out $2.5bn to "external" devs, they have pocketed something between $50-$100bn in *profit* (primarily from selling profitable hardware). The software is just a lure to consumers to shell out for the hardware.

I'm not arguing anything is wrong with any of this - just that its a very different business model, and not one in favour of commercial software video game developers. There is money to be made, just not a lot of it.

Posted:3 years ago

#9
Also worth keeping in mind, these numbers apply to all apps, not just games. IMO, iOS has become a games platform because game developers adopted it as one ( largely due to the easy path to market and reasonable revenue split ), not because of any deliberate strategy by Apple....until the percentage of games caught there attention.

Posted:3 years ago

#10

Andrew Ihegbu
Studying Bsc Commercial Music

455 164 0.4
Last time I checked it cost a hell of a lot more than $5800 to make a good commercial game. How can we seriously claim that iOS is a good platform when its basically a poor imitation of Steam on a platform clearly not designed for gaming with lacklustre sorting. Sure the Dev Tools can be applauded for working well but don't get all apple feverish on me and try and tell me that the App Store is any more than hugely mediocre, sacrificing powerful controls for user friendliness and pretty GUI's in a bid to get you to pay for largely overpriced hardware, like all apple products. Trust me I'm writing from a Mac.

Posted:3 years ago

#11

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