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A Comparison of iPhone And iPhone 3G

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A Comparison of iPhone And iPhone 3G
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iPhone4 For Only $200. Only 17 In Stock! Get Yours Now!
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Over stock iPhone 4 for Only $200. 17 Left In Stock! Get Yours Now!

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Earlier this year, Apple released its list of top iPhone apps at the one billion download mark.

Downloads just hit two billion, making Apple's "All-Time" Top Apps label even sillier than it was at

the time -- but that aside, it's a very interesting list and there are a lot of good lessons to be

learned from it.



We know that developers of some top apps have earned from $350,000 (Pocket God) to $800,000

(iShoot). Some have probably earned much more. It's difficult to estimate income even if the

number of downloads is known, because app pricing bounces around a lot. Koi Pond has been

downloaded about 900,000 times and Enigmo over 800,000. Even at, say, a dollar a time, that's

very good money.



How to get access to this giant cash cow? Here are some tips, based on our analysis of Apple's

twenty top paid apps:



Get in early



The iPhone 3G came out in July 2008. Almost half of the top apps had been released by August.

The rest were all out by the end of 2008, except one that came out in January 2009.



Timing is everything. Of course, some of this is just a matter of physical reality -- if you sell 5,000

apps a day for 100 days, that's 500,000 sales; if you only have 5 days, you can only reach 25,000.

But there's more to it than that. There are simply so many apps now (over 50,000) that it's very

difficult to be seen. Apps that came out early, and gained traction, had a huge advantage over

competitors, and that kind of advantage is often maintained long-term.



Entertain the masses



If you want to save the planet, enlighten humanity or improve people's health, you'll get your

reward in heaven, but you won't have a winning iPhone app. Every one of the top paid apps is a

toy of some kind. Fourteen are in the Games category, 4 Entertainment and 2 Music.



Interestingly, this entertainment is generally not mindless. Most of the games are complex,

requiring skill and concentration, and quite a few have many permutations or constant updates

(Pocket God). Complex games include Pocket God, Fieldrunners, Texas Hold'em Poker and

Monopoly. The simpler games, like the memory matching game Bejeweled 2 or the skateboard

app Touchgrind, still require skill and concentration.



Only a few, like Koi Pond, require little mental effort, but even this one has many options and

constant movement. Nearly all the apps have great graphics and plenty of movement.

There were only 2 entirely silly and pointless apps, namely the simulated beer app, iBeer, and the

self-explanatory iFart Mobile.



There's a surprise in every package



Ocarina, the ancient flute simulation, is a real surprise. Who would have thought an obscure

musical instrument would have ranked so high? The app developers are just as interesting -- a

high-flying crowd of musicians and computer scientists from places like Stanford and Princeton.

Could it be that there is still a place for real quality and innovation on the Internet? Happy thought.



Develop for the device



Using the accelerometer seems to increase an app's chances of success. Most of the top paid

apps are accelerometer-intensive, or use other novel or unique iPhone features.



The message here is that successful app developers take advantage of the device's novel or

unique functionality. The iPhone is mobile, it has a touchscreen, it has an accelerometer. Develop

for the device! Apps that act as though they're on a regular desktop computer are likely to be less

successful.



Have the right background



It really helps to be an experienced software developer, preferably with a background in Internet

games. Most of the companies and individuals who distinguished themselves have a long track

record in this market. In some cases, it was just a matter of taking an existing business model and

making the logical leap to iPhone apps. In others, the app was the start of the business and in

some cases it could also be the end of the road.



Don't be a one-hit wonder



Four of the top paid apps were orphans or close, with only 1 to 2 apps per developer. Far more

common, though, were developers with stables of 3 to 10 apps. Only 1 developer had more than

10 apps. Successful developers leveraged existing products and apps, building on one to create

others - but adapting an app to make very similar spin-offs (iBeer, iMilk, iSoda, Magic Wallet),

while smart, seems a little too opportunistic. The app developers that have developed several

unique, compelling games are far more likely to have multiple successes.



In fact, 3 companies (Freeverse, Pangea Software, Electronic Arts) each had 2 top-twenty apps.

All 3 are big or biggish companies, implying that it takes significant resources to product a winning

app.



Don't be too hung up on price



The de facto standard iPhone app price is $0.99. This level was quickly established in the App

Store as the place where most buyers seemed happy. Possibly it's due to the standard cost of

iTunes music.

In any case, most of the winning apps command better prices, with 13 of the 20 priced from $1.99

up, and 4 of them commanding the majestic (for iPhone apps) price of $4.99 on the day we did the

analysis.



You don't need Lite or Free teaser apps



Here's a very interesting factoid. Only 2 of the top twenty apps (iHunt and iShoot) have a free or

lite version, at least at the time of writing. Both developers are individuals rather than companies,

and it's interesting that the bigger outfits don't see the need for teasers. The implication is that if

it's worth buying, people will pay for it.



The freebie iShoot Lite had 2.4 million downloads in January, and there were 320,000 paid

downloads. So it's quite possible that the free app drove sales of the paid app -- but it's also

possible that there might have been more paid downloads had the free app not been available.



You don't have to be a huge company (although it helps)



Could it be that success in iPhone apps depends on having massive, sophisticated, expensive

marketing strategies? Not necessarily.



There's no question that it helps to be Internet savvy and have deep pockets, but the winning app

developers were an encouraging mix of sizes and types.



Four of the 17 developers are big multinational companies -- Apple itself (Texas Hold'em),

Electronic Arts (TETRIS, Monopoly), Activision (Crash Bandicoot) and SEGA (Super Monkey Ball).

Then there are a bunch of mid-sized companies and, happily, also 7 small groups and 4

individuals.



iFart Mobile is an interesting story. It was developed by an Internet marketing guru who

understood how to work the system and get incredible publicity by producing a pointless app that

he must have known would easily generate controversy, laughter and interest.



The Internet mythology of smart guys working evenings or weekends, or out of the garage, and

hitting the jackpot, lives on. The little guys in this group are John Moffett (iHunt), Ethan Nicholas

(iShoot) and, so far as we can tell, Shinya Kasatani (Pocket Guitar). These guys might not be the

next Steve Jobs, but they have been successful to the tune of hundreds of thousands of dollars,

just a dollar or two at a time. Pretty impressive.



Controversy is useful, but by no means essential



iFart Mobile in particular, and to a lesser extent iBeer and iHunt, are quite controversial and almost

certainly gained a lot of publicity because of this. You can almost view the controversy in the

ratings -- while most of the 20 top apps have a dominant rating of 5 stars, gradually dropping

down, these 3 controversial apps had large numbers of ratings for both 5 stars and 1 star. So this

distribution of rating might not hurt an app, and might show a developer that the app has a lot of

potential to create buzz.



The other top apps did not seem designed to attract controversy and this obviously didn't hurt

them.



Five-star ratings are neither essential nor possible for top apps



You can't please all of the people all of the time -- so the more ratings there are, the lower the

odds of a 5 or even 4.5 star average. None of the top apps had 5 stars and most had 3 to 4 stars.

iHunt had only 2.5 stars, because a lot of people hated it.



It takes a LOT of downloads to develop a lot of ratings



Although probably millions of people collectively downloaded the 20 top apps, the highest number

of ratings (Fieldrunners) was 1,479 and the lowest (Pocket God) was 226. Most users don't

provide ratings, and even fewer write reviews.



Given that people like to be part of a happy herd, it's almost certain that savvy developers actively

promote positive ratings and reviews.



The theme doesn't have to be classic or familiar



Classics like Texas Hold'em, Monopoly and TETRIS (all developed by public companies) did

feature in the 20 top apps. The other apps were sometimes familiar, sometimes not, but none of

them really adapted a big-name, well-known game. Pocket Guitar, of course, used a well-loved

instrument with great success. But to balance that, Ocarina catapulted an obscure ancient flute to

fame.



Quality counts



There are many, many, many iPhone games with themes not dissimilar to the top games. There

are dozens of guitar simulations. There are 5 other iFart apps. So just having a good idea isn't

enough.



The iFart apps are an interesting illustration. Almost uniformly, they have not developed a

following, and the comments are mainly negative -- not because they're vulgar and silly, but

because they're not very well executed and users don't like them.



Now you know some of the secrets. Happy programming!



Findanapp is a simple, searchable database of all the iPhone apps we can lay our hands on. Our

site has details of over 59,690 apps, and counting.









Findanapp is a simple, searchable database of all the iPhone apps, with search tools to allow

viewers to find the best iPhone apps [http://findanapp.com] for them.

Article Source:

http://EzineArticles.com/?expert=Linda_Jacobson_Ph.D.









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Over stock iPhone 4 for Only $200. 17 Left In Stock! Get Yours Now!

http://tinyurl.com/7u2zuwl



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