Apple dominating Android with 84 percent of mobile gaming revenue
venturebeat.com
venturebeat.com
Freemium is king. Unfortunately this model usually incentivizes the wrong kind of game design. The top ten tends to be dominated by Skinner boxes selling virtual tchotchkes.
Not to mention, android appeals to power users who probably have a xbox or gaming PC anyway. If I'm going to be stuck in a skinner box for hours, I'd prefer the one with the big screen and the slick graphics.
Apps don't make anything near what an actual purchase does. Plus, nobody looks at ads when he plays a game...
[1]http://techcrunch.com/2010/12/03/angry-birds-android-1-milli...
1. He often made more money from the ad-supported free versions of his games rather than the paid versions.
2. The Play Store is not the only place to download/pay for Android games. According to him, there are hundreds of alternative markets (such as Amazon's), some of which are much more prevalent outside the U.S.
Therefore any measurements should count revenues based on ads too, at least on Android where the freemium model is often preferred.
Also, point #2 is very valid. Besides alternative app stores, developers on Android can also self-publish on their own website and experiment with various kinds of payment. See for instance The Humble Bundle, which allows people to pay how much they want (much like donations) and which had a nice return until now ...
Besides being just one account, that might as well be because, well, his paid versions didn't sell that well at all?
So at least for a few years, Apple could just keep increasing profits, by demanding the carriers buy 30% (or whatever) more units each time, and ride that business model for a long time, until the iPhone is not a popular item anymore.
If the other manufacturers want to make some decent profit, besides making great products, obviously, they also need to be more forceful towards carriers, and also demand full retail price for their phones, rather than a heavily discounted price for "volume" or whatever reasoning carriers have when dealing with the other manufacturers. Those $600-$700 Android smartphones you see in store at carriers, they pay only $400-$450 for them. Manufacturers need to stop this practice if they want higher profits.
On the other hand counting the total revenue of Android games is very difficult, because some games make money from ads and some publishers are going selling through alternative app stores or are self-publishing.
For instance I'm willing to bet that The Humble Bundle packs that were self-published were not added to this count ... http://www.humblebundle.com/ ... although the developers did make quite the revenue.
Look at "top free apps". It's not filled with useful, smart and new applications by a wide variety of developers. Instead you see Facebook, Google's services, and Flash Player. Then look at "top new free apps". You see very poor quality games from organisations like "Free games Play - Games Team".
Now look at iTunes's iOS App Store. There is far more quality and variety in the "Top Free Apps" section. And games you've actually heard of.
Edit: I'm not saying this to bash Android, I love the platform. But I am irritated by its app selection. It's probably why I have very few apps on my Android phone, but had far more on my iPod touch when I had it.
But you're right, it's very interesting to look at top grossing. There are some non-Zynga-style apps there which just have huge sales volume. At least, I assume that.
If you're trying to generate revenue, going Android usually isn't the way to to do it. This is just my non-scientific random sampling though.
The PC users are the silent majority now as they were 10 years ago.
http://en.wikipedia.org/wiki/File:Wikimedia_OS_share_pie_cha...