With the explosion of mobile apps has been an explosion of mobile app stores. Along with the popular iStore, software developers are being wooed to develop apps for various devices and platforms from companies ranging from silicon chip providers to telecom service providers. In fact, there are many more “opportunities” than are worth exploiting.
On both sides of the spectrum are false expectations of success. Just because an app is created does not mean its creator will become rich and famous. Similarly, just because an app store has been created does not mean the masses will flock to it.
There are a number of things that feed into the popularity of apps. First, the platform has to be desirable. While there are huge markets for users of iOS and Android devices, the same cannot be said about Meego devices.
Apps must work well and look good, whether they’re games or business applications and they need to address an actual user requirment or desire. Apps need to be marketed well by the developer, discoverable in the app store, and publicly advocated by their users. Pricing and many other factors also come into play.
Two years ago at a Plug and Play Technology Center event targeted at venture capitalists, I heard a sobering statistic: Of the apps developed for the Apple iStore, 99 percent are no longer used after the first 30 days and within three months, 99 percent of the one percent are not used. So much for easy fame and fortune.
Apply the one-percent-of-one-percent statistics to the app stores that have little or no traction and the numbers look even worse. Even when an app store is robust, there is no guarantee of success.
At the AnDevCon conference yesterday, Don Kellogg, director of Telecom Research and Insight at Nielsen said the average user of an Android smartphone is engaged with his or her handset for an average of one hour, 25 minutes, 14 seconds per day. For simplicity, we’ll call the average user “Dave”.
This is how Dave spends his time, on average, during a one-week period:
- 40% Facebook
- 28% games
- 12% Internet
- 9% messaging
- 7% pre-loaded apps
- 3% phone (voice calls)
- 1% [e]mail
- 1% third-party apps
Notice the third-party app statistic. Again, the number one comes up. But wait! There’s more…
Analytics firm Canalys estimated that 300 million smartphones shipped in 2010, worldwide. ABI Research stated while Android market share outpaces iOS 44% to 31%, Apple app downloads beat Android 2:1. The firm also estimates global app downloads will grow to 29 billion by the end of 2011, compared to only 9 billion in 2010, fueled by the worldwide adoption of smartphones which is expected to grow 46% in 2011.
Nielsen also stated that Apple app downloads beat Android 2:1 and that Apple users are more willing to pay for their apps. For every two free apps, an iStore customer will pay for one. By comparison, Android Market and Blackberry App World customers download 3.5 free apps for everyone they buy.
It turns out free can be a great strategy depending on what you’re doing. If you have a premium product with rich functionality, offering a free “lite” version can be an effective path to upgrades so long as the free product is good enough for users to want more (not crippleware). Free has also proven to be a good strategy for publishers and brands who want to interact with customers through a new channel. (However, getting customers to pay for a product that was once free is difficult unless the paid version offers more.)
Bottom line, apps are hot and they’re about to get hotter with the proliferation of tablets, smart phones, and wearable devices such as those from WIMM, but only a small percentage will make it to Killer App status.