Category: Apple Page 6 of 8

Top 10 Phones in the US, December 2008: the Ascent of the Smartphone

There’s new data out on the bestselling handsets, and this time it is not being derived from accessory sales (which may have its flaws as I pointed out here) but from a survey amongst service reps and store managers across the 4 big US mobile networks (Verizon Wireless, AT&T, Sprint Nextel and T-Mobile; these comprise 85% of the total subscriber base). Now, this would arguably reduce the recorded sales for the iPhone since this is also being sold via Apple’s own retail stores as well as Walmart, Best Buy, etc. So again not an entirely accurate yardstick, huh?

It is noteworthy that only one handset is available on more than one carrier (and, yes, it ranks prominently amongst the top 1) and that Nokia, despite all waiting, has still not managed to break the top 10.
It is also noteworthy that most of the handsets would certainly be classified at smartphones (the Samsung Rant might be the exception). And this is certainly good news. The T-610 and RAZR may finally have left the building…
So here we go (number in brackets is the previous month’s rank):
1. (1) Blackberry Curve
2. (2) iPhone
3. (3) Blackberry Storm
4. (6) LG Voyager
5. (4) LG Dare
6. (5) Blackberry Bold
7. (-) Samsung Rant
8. (9) Samsung Behold
9. (10) Samsung Instinct
10. (8) LG Env2
Source: Rankings are by Avian Research LL.C. (via the above link)

Top 10 Smartphone Games & Apps 2008

Smartphone content vendor Handango releases a smartphone “yardstick” every year containing the top sellers from data in their store. Anecdotally, smartphone apps are more often sold via direct stores (rather than operator decks) than “normal” (not smart?) phones, owing of course to the better connectability (not necessarily connectivity) of high-end phones: input mechanisms (Querty, touchscreen, better D-pads), almost always 3G phones, etc make for a more satisfying user experience (try inputting a web URL via a basic phone keypad… painful!).


They had just under 10,000 apps on offer (spread across Blackberry, Windows Mobile [pro and standard], Palm, Symbian and Android). The average price point was a rather healthy $19, and users downloaded 1.12 apps on average.

Handango also says that games rose as part of overall “top category” sales (whatever that is) from 11% in 2007 to 19% in 2008. This is encouraging. Even so, there is no game amongst their overall best-sellers for 2008. Here’s the list (price points at the end of each line):
1. Spb Mobile Shell 2.1.4 (today screen plug-in) – $29.95
2. MobiTV (streaming television) – $9.99/month
3. Ringtone Megaplex (ringtones) – $19.95
4. Spb Backup 2.0.1 (file backup) – $24.95
5. Spb Pocket Plus 4.0.2 (today screen plug-in) – $29.95
6. Pocket Informant 8 (today screen plug-in) – $29.95
7. Spb Phone Suite 1.3 (phone features) – $19.95
8. VoiceControl (voice command) – $6.00
9. Colour Your Trackball (trackball customizer) – $4.95
10. eWallet (Professional Edition) (PIM manager) – $29.95

The top 10 games across platforms for smartphones is this:

1. Spb Brain Evolution 1.2 (puzzle game)
2. Aces Texas Hold’em® – No Limit (card game)
3. TETRIS (puzzle game)
4. Guitar Hero 3 Mobile (music game)
5. Bejeweled (puzzle game)
6. Aces Solitaire Pack (card game)
7. The Sims 2 (strategy game)
8. Jewelrumble 2 (puzzle game)9. Sudoku Puzzle Pack (puzzle game)
10. Solitaire Buddy Gold (card game)

And here’s a chart of the game categories – and, no, still no first-person-shooters in the top 10:

A noteworthy bit in the “Yardstick” is that Android already makes up for 10% of their sales (or so would the below graphic tell us). 

From this, it also occurs that Handango does not consider the iPhone to being very smart. Hm… Well, it’s probably that everyone who buys content on that one will buy not buy it from Handango but through the AppStore. OK then…

iPhone Mobile Entry Gate for Game Developers

Having just spent three incredibly inspiring days at Casual Connect Europe in beautiful Hamburg, there were – in respect of mobile games – two observations to be made: 1) the horror online and PC game developers express when looking at the fragmented space and the resulting “crazy” (quote) business models and 2) the iPhone is different, from a developer perspective this time.

Many, many developers of PC and Mac-based games (be it downloadable, online, browser-based) look at the iPhone as an entry gate to mobile gaming. A lot of the developers I spoke with were interested to work with a specialist mobile games company with a view to bringing their content across to the mobile platform but would not consider including the iPhone in this: “We’ll do iPhone ourselves. It’s a pretty easy platform to work towards and we understand the distribution model.”
This is likely to mean that there will be an ever-growing influx of games from reputable and experienced game companies onto the iPhone, and this might just increase the gap between Apple’s hit phone and the “rest” in content terms even more. Today, there are c. 4,500 games available for the iPhone (or so I hear; and remember that this is a mere 7 months or so after the AppStore launched), and a lot of providers are still missing on there. Whereas “traditional” mobile games have very high barriers to entry because of the complex (and hence expensive) landscape that one needs to address (hundreds of handsets, hundreds of distribution deals all to be struck with very big, often slow-moving “old-school” companies), none of this exists for the iPhone: Apple provides a simple agreement, there is one build to be delivered and one store where it is sold. Easy!
Irrespective of where the remainder of the mobile world will run (and they all seem to run now in order to catch up with the latest “Apple Revolution“), the AppStore is likely to become the first test case where game developers from different backgrounds (PC, online, etc vs. “traditional” mobile) will compete for customers directly. The former have a huge advantage in that they could leverage their online presence to promote the mobile version, too. This is only done by a few of the mobile “pure-plays” and it is tough to compete for eyeballs with an online games company that has 100m+ unique users per month. On the other hand, the mobile specialists have better knowledge about the specific mobile device constraints (which are very different to the ones on a PC).
Another interesting field to watch this year!

Next-Gen iPhone Will Wipe Out DS & PSP

Today, there was a piece analyzing recent reports whereby Apple was well on its way to wipe out DS and PSP from the handheld gaming sphere, and that it would therefore seek to address a number of weaknesses in its next iteration of the iPhone (and iPod Touch) that would add a few currently missing features that should bridge the – already slim – gap to the PSP.

You have of course read it here before but I would like to revisit this again. I had mentioned the huge advantage of having swift and global digital distribution, giving Apple and any developer pondering which platform to choose an easy solution. Accelerometer and multi-touch add new gameplay features. Plus the iPhone is lighter than its rivals (and of course does a number of other things pretty decently, too, namely playing music, making phone calls or surfing the web).
And then there are the numbers. It took Apple less than 3 months to boast 1.5x the number of games of DS and PSP combined (1,500). The digital distribution model keeps on impressing and shows that this is really what consumers want in terms of accessibility, purchase mechanism (download as opposed to physical cartridge) and – yes – perhaps also price (although there is rumour that Apple wants to introduce a premium segment).
So here is what Apple allegedly wants to change:
  • Enhanced graphics (to address its current lack of loading complex textures);
  • improved processing capabilities (through its own ARM chip, which is currently developing; this follows the acquisition of PA Semi last spring);
  • Better camera (minimum 3.5 mega-pixels) and video-recording.
Multi-tasking as demonstrated by the Palm Pre with its WebOS would be something I would like to see. 
No word if cut-and-paste will work as well, it seems… Oh well, I guess they need to leave something to complain about for the old-school geeks to who Apple still is the fruity devil… 😉
Photo Credit: http://www.macblogz.com/Media/2008/6/iphone-flash-nand.jpg

Apple AppStore Rises and Rises: Now Past 500 Million Downloads!

It is quite breathtaking: it took them 3 months to hit 100m. Then, only 5 weeks after they announced that they went past 300 million downloads, Apple announced that they just raced past 500 million. This means 200 million downloads in 5 weeks, 40 million per week, 5.7 million per day or 4,000 per minute! Get that! Whilst numbers don’t equate to happiness, I sincerely hope that Steve Jobs will be taking some comfort from this and recover well.

I will not tire of harping about the (nigh) flawless end-to-end experience that enables that: a gaming experience that challenges “traditional” handheld gaming devices like Nintendo DS and Sony PSP, an interface that promotes games beyond the hardcore crowd, connectivity that allows “social gaming” to evolve (see also here), and a purchase experience that does not force a user through onerous double-digit-click orgies and various ominous warnings.
So despite the fact that we still do not have clearer numbers illuminating the underlying commercials of the average application and game on their, I tip my hat, I take a bow, I applaud…

Best-selling Mobile Phones 2008

There is this Swedish maker of phone pouches and accessories, Krusell, and they deduce from the number of model-specific pouches (or cases) ordered from them the top-selling handsets each year. And the winner is the iPhone. Or is it only that iPhone users buy more pouches than others in order to protect their shiny toy? We don’t know. 

Anyway, here’s the list (via Cellular News):


1.       (-) Apple iPhone

2.       (-) Nokia 3109

3.       (2) Nokia 6300

4.       (-) Nokia E51

5.       (-) HTC Diamond

6.       (-) Nokia N95 8GB

7.       (-) Sony Ericsson K800i

8.       (-) Sony Ericsson C702

9.       (-) Sony Ericsson K850i

10.    (-) Sony Ericsson K530i 

() = last year’s position.

iPod Touch mounts Handheld Gaming Challenge

A recent article discussed the rise and rise of the iPod Touch (that’s the iPhone without the phone). It apparently surged to the top of Amazon‘s sales charts, and mobile ad firm AdMob reports that ads served to the device more than tripled between November and December to 292m. This growth is said to even shadow growth of iPhone ads served and is being called, well, unprecedented. People are said to shun the forced marriage with AT&T’s long-term phone plan that come with the iPhone. Makes you think (if you’re an operator).

That’s all fine and dandy but I thought this was probably a good time to look at the iPod’s role as a handheld gaming device again. This was sparked by a remark from one of the Kleiner Perkins‘ chiefs (they’re the ones who set up the iFund, which invests exclusively into companies active in the iPhone/iPod Touch ecosphere) noting that the iPod Touch was now asserting itself as a more versatile alternative to the Nintendo DS or Sony’s PSP. This has of course been discussed for a while. The sales figures of the iPod Touch now seem to back these early (and initially largely theoretical) thoughts. 
Nintendo has been keenly aware of this even before the recently published app download numbers were out. In the words of the CEO of Nintendo US (from the above WSJ article):

“Whether you chose to play on your DS or listen to music on your iPod, we’re already in the same competitive space for time.”

And whilst one could argue about the pound-for-pound comparison of pure touchscreen vs devices with gamepads for certain types of games, the huge upside Apple has created is the hassle-free and easy distribution model for games: a DS developer needs to buy the cartridges (and pay for them up-front), find retailers, and then sell. This means huge cash outlay and very significant commercial risk over and above the development cost, making for a much less risky business model. And as to the input: some of the accelerometer-powered racing games are significantly better to control than with any game pad.

The DS is and arguably will be for a while a formidable gaming platform (as the father of a 10-year-old girl I can certainly vouch for that) but the sheer number of games available on the AppStore is likely to create a space longer term that may well tilt the balance in favour of the latter: you’ve got a) the arguably best music player in the market, b) higher WiFi usability (the DS doesn’t really allow you to surf the web), c) e-mail, maps, and all those nice little (and often useless) apps, d) much, much more choice of games at lower cost (anywhere from $0.99 to $9.99 as opposed to $30 for, say, Cooking Mama 2) and – to top it all of – e) the coolness factor of the sleek Apple form factor. Tough competitor, that.
For mobile games developers and new iPhone game entrants this constitutes and exciting development as it opens the revenue potential further up, and all that at a comparatively efficient and high-margin market place.

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