Posts Tagged ‘Analytics’

57% of apps are free – a key to Android’s growing market share?

Tuesday, July 6th, 2010

Late last week, App store analytics firm Distimo released their June report, finding that over half of the apps available to Android OS phone owners are available for free.

distimo-free-apps

Culling numbers from a variety of App Stores, i.e. not just Apple, Distimo found that 50% or more of the apps available in the Android Market, Apple App Store (iPhone and iPad), the Nokia Ovi Store and Palm App catalog cost $2 or less. The two odd men out are the RIM BlackBerry App World, where app prices start at $2.99 (and no less), and the Windows Marketplace for Mobile.

And while Android’s market seems to have to largest assortment of free offerings, in contrast, Microsoft’s Marketplace for Mobile offers up only 22% of their available apps for free. Also noteworthy, 5 out of the 10 most popular apps for Windows phones are developed by Microsoft themselves. In other words…there’s interest, but clearly, nowhere even close to the Apple and Google levels.

Again, Android offers up the most in the way of free, bucking the average app store cost which stands at around 25% free and 75% paid. The only other store with free app offerings topping 25% is Palm’s App Catalog.

The Android Market is available in 46 countries around the world, however…only 13 of them are set up to download paid apps, with an even fewer amount, 9 countries, that can distribute developed apps in the Android Marketplace. Ultimately, if Android can’t handle the billing, they’re left with no choice but to allow for free apps. Which, at the end of the day, may just be part of a much bigger plan to grow market share, and then throw the ‘billing on’ switch sometime down the road.

Grab the complete report from Distimo here.

 

Christmas Day: huge surge in iPhone and iPod Touch app downloads

Monday, December 28th, 2009

In case there was any concern whether or not Apple’s iPhone and iPod Touch were to be a seller this holiday season, new data from app analytics firm Flurry shows Apple still clearly dominating the app download market.

The data released shows that the App store saw a 51 percent increase in activity between the 26th of November and the 26th of December. In comparison, the Android Market showed only a 22 percent growth rate over the same time period. According to Flurry, the App Store delivers a whopping thirteen times as many downloads as their nearest competitor, Google’s Android Market.

iPhone App Store vs

In terms of usage, Christmas Day saw an increase 10x of Apple app downloads when compared to the previous Fridays in December. Interestingly, it wasn’t just the iPhone that was driving activity. The big winner this holiday season might just be the iPod Touch. According to Flurry, Christmas Day saw a 10x increase in iPod touch activity, including present and past generation models. Flurry attributes the jump in activity to iTunes gift cards ranking high on shoppers’ lists. However, this spike in iPod Touch activity indicates the first time ever that the Touch has overtaken the iPhone in downloads. And not only did the iPod Touch beat the iPhone, it blew it away, with the iPod Touch seeing 3x the activity that the iPhone saw.

While this increase in iPod Touch activity overshadows iPhone app downloads, it’s most probably a fluke, as excited new iPod Touch users were eager to being playing with their shiny new toys. However, this activity does fall nicely in line with Apple’s commitment to taking a foothold in the hand held gaming market. Apple did sell a lot of ‘handheld gaming devices’ this Christmas season, and the question remains: can they capitalize on it (in time) in 2010?

 

Guide to Total Economic Return from Virtual Worlds Applications

Wednesday, August 6th, 2008

Strategy Analytics recently released a new study titled, “Defining the Total Economic Return from Virtual Worlds Applications”.  This guide is mean to serve as a better informed roadmap for companies planning their virtual world investments in order to receive larger returns.

“Virtual Worlds have witnessed considerable growth among consumers, but companies have lacked the economic justification, metrics, and process to guide investments,” said Harvey Cohen, President of Strategy Analytics and chief architect of the study, while adding, “Virtual worlds can serve as a strategic catalyst for penetrating youthful markets as well as a checkpoint for demonstrating a company’s focus on innovation.”

Strategy Analytics estimates that there were 46m virtual world users in 2006, 90m in 2007, and projects 137m this year.  Keeping this growth rate in mind, that would place over 1 Billion virtual world users in 10 years time.  Granted, 10 year out projections can be a bit tricky, the general industry wide consensus shows now sign of hindering this explosive growth.  With the average consumer website engagement lasting only a few minutes, the average virtual world experience tend to be 45-50 minutes in duration.

“Companies will require more specific measurement tools in order to continue their investments in virtual worlds,” commented Barry Gilbert, Vice President and Research Director of the Strategy Analytics Virtual World Strategies program. “Multi-billion dollar global brand companies looking to target the global youth market should be investing a minimum of one percent of their advertising and promotional budget in virtual worlds.”

The downside of the report finds:

This report finds that many companies have found that investments in virtual worlds have not met expectations. Their problems begin with poorly implemented media strategies that do not include virtual worlds as part of an integrated PR and promotional effort, and end with a lack of understanding of the appropriate metrics for assessing economic impact. [...]

While companies can access virtual worlds with a small development investment, they often find that building and sustaining consumer momentum requires an on-going budget of at least 60% of their initial investment.

Strategy Analytics is quick to point out that the traditional ‘build it and they will come’ approach has been many top brands downfall.  Unfortunately, the virtual world landscape is littered with grandiose building (marketing) projects that have simply been set up, with little to no engagement and/or follow through from these brands.