Tag: iphone Page 8 of 16

Top 10 Mobile Phones in June 2009

Here’s our monthly update on the best-selling phones as derived from accessory sales by Swedish company Krusell. They seem to be having a new product line: the iPhone shows up now (and as a “new entry” no less). It is arguably to show the limited value of this table in terms of overall sales.

It is noteworthy that June’s #1 phone (Nokia 6300) is a handset that was introduced to the market more than 2 years ago. Now it is a very solid performer (as my wife will tell you) and has been used as a very good-value phone (£0.00 when bought on a pay-as-you-go) by a lot of carrier. Or is it that the phone is now so shabby it needs to be covered by a plush holster? :p

I thought it is also noteworthy that Nokia’s new flagship the N97 (or any other N-series Nokia) is not featuring at all… It might be early days for the N97 but the others?

Well, make of it what you will, here’s the top 10 list (oh, wait, it’s a top 11 this month; woah):

1. (3) Nokia 6300
2. (-) Apple iphone 3G
3. (-) HTC Touch Diamond 2
4. (2) Nokia 3109
5. (-) Nokia E51
6. (1) Nokia 5800
7. (5) Nokia E71
8. (6) HTC Touch HD
9. (-) HTC Magic
10. (-)HTC Touch Pro2
11. (4) Samsung SGH-i900/i910 Omnia
() = Last month’s position.

AR: the next acronym to watch out for?

AR GameAR stands for Augmented Reality and it is one of the dreams of game developers: merge the virtual and real worlds in a game and explore new horizons. This has been a pretty futuristic feature until recently: shown off at trade shows but never really seeing the (commercial) limelight. And even in the brave new world of the iPhone, it doesn’t fly – yet.

A dozen or so AR game developers have now launched an initiative to make Apple allow them to manipulate live video feeds (which they need to in order to run their games). The respective API is currently missing (developers are not allowed to use private APIs under Apple’s publishing guidelines). They threaten to otherwise go to Android. Hmm…

So far, AR games are few and far between and they haven’t really left the scholarly confines of Georgia Tech and other ivory towers, simply because there is no market for them as yet. Many people place their faith for the next big thing in mobile gaming on AR but because the necessary parameters (video feeds eat lots of bandwidth) have not been met, they cannot really capitalize on their wares. Go here for a good overview of the status quo (featuring the Georgia Tech apps and others).

So, is it there yet? I’d like it to but I doubt it: it is not only Apple but – possibly more importantly – the carriers: what do they have to gain if a few people consume a disproportionately high amount of bandwidth to play their games? Very little under the current costing framework of the industry. Little short-term chances I would therefore say… A pity that!

iPhone App Store once again: how much?

It is early July and we have not been reading analysts’ estimates on how much Apple may or may not make from application downloads through its app store for at least, what, 2 weeks (here’s a piece from a while ago). High time for another round then… This time, the number is “a few hundred million at best”, per quarter that is. And to be perfectly fair, the number was tagged as a guestimate. With another guestimate putting Apple’s iPhone revenue to $1.5 bn, the revenue per iPhone to Apple is thought to be around $600. Compare this to c. $27 in apps revenue per device (total number of apps divided by total number of devices). It’s 5%.

It is, I think rightly, pointed out that Apple uses applications as a lever for its hardware sales (“there’s an app for that”), and it is undeniable that a device gains more value the more you can do with it. So if you have a device that cannot only make phone calls, take photos (and now video), moonlight as a music player and a sat nav, etc but also finds restaurants, taxis, flight times and undertakers (yes, it does!), allows you to play all sorts of games and do other silly or enlightening things, the perceived value of the device increases and – relative to that – the perceived fair price for it decreases, which means that every little app increases the value of the iPhone a tiny bit, which in turn contributes to another little piece of profit to Apple in addition to its revenue share from the app itself (lowered price sensitivity due to higher perceived value arguably should result in higher sales).

Now this is largely known and acknowledged that Apple is – at least to an extent – replicating the iPod/iTunes model (though Apple also happened to provide the first commercially successful “cure” to free music downloads; hence a slightly different proposition here). But is this all bad?

Let’s have a look at the thing from an app provider’s perspective: if we take the above numbers (“a few hundred million” per quarter), the annual total would be, say $1 bn for Apple, which in return means that the app store “ecosystem” would generate c. $3.3 bn p.a. across the value chain (Apple takes 30% revenue share). That’s not too shabby for a device with such a small market share.

Also: iTunes (which is the world’s largest music retailer) took longer than the app store to generate the downloads it does today, and it is still early days, is it not?

Carnival of the Mobilists # 178

venice_carnival_2009Welcome to the Carnival of the Mobilists, which has finally arrived on this blog, and how timely, too!

Last week marked not only the launch of the long-awaited Palm Pre but also featured Apple’s Worldwide Developer Conference (without Steve Jobs threatening to quit this time), so the theme would appear to being set: it is all about smarter phones, is it not?

And, lo and behold, this is exactly what this week’s worthy posts focused on, and from a variety of angles. It apparently energized some of the best and brightest to set pen to paper (or thumb to keyboard; can somewhat come up with an updated simile, please?). So off we go:

We are first and foremost being treated (!) to another of Tomi Ahonen’s epic posts, this time a journey through the times of the smartphone, from Nokia’s first Communicator (oh, how I loved my “brick”) to the iPhone, N97. Specifically, he looks at how differently the concept developed in the US vs the rest of the world. He also tells us where he thinks the real future lies (hint: not in apps apparently…). It is an absolute must-read even if a) you’ll need a good cup of coffee and a bit of time to read it and b) Tomi’s Finnish heritage does shine through on more than one occasion… 😉

Ajit Jaokar’s Open Gardens Blog follows on this theme: he argues that the Web just moved and that this will impact the balance of power with the web winning (hint: this is coming closer to where Tomi thinks we’re going, too).

Peggy Anne Salz’s MSearchGroove blog lends its space to Ben Jacobsen, the former Director of Global Marketing for Opera, who has some numbers to put against predictions that apps won’t really matter by looking at the real value of the app industry (it’s apparently $3.2bn in 2009 growing to $7bn in 2013) and the opportunities for app stores (hint: it is not Apple that rules). He also – rightly – points out however that the fact that Opera’s Mini browser is the top downloaded Java application of all time provides a good outlook on where the real opportunity lies.

Judy Breck suggests that smartphones have become a defining tool to ensure social equality in education: she urges to give smartphones to Washington DC school kids to make sure access to information is the same irrespective of class and income.

If you want more proof on how the web enhances your mobile experience, here you go: Aaron Chua shows us some intriguing examples of mobile applications that combine mobile device functionality with the information available online. Geoff Ballinger throws in his comparison of the price plans competing in the UK with the new iPhone 3GS’s tethering option (just in case you were wondering if it made sense).

And then, here is a voice reminding us that there is not only the web to connect to but the real world, too: Andrew Grill gives us a heads-up on Unilever’s thoughts on mobile coupons. They realized that they might be able to reach youngsters who might not be so keen on cutting out paper coupons anymore…

Before I go, here are two very noteworthy posts on events you should try not to miss:

Caroline Lewko’s WIP Jam Sessions stage events on various mobile open source topics in Amsterdam, Berlin and Marseille.

And then of course Rudy de Waele opens Mobile 2.0 on 18/19 June 2009 in beautiful Barcelona.

And Rudy has a special goodie for Carnival readers: he is giving away 2 FREE TICKETS to both the developer day (otherwise sold out!) AND the conference. Here’s how to win the ticket: send your definition of what is Mobile 2.0 in a tweet tagged #cotm to @mobile20 before this coming Tuesday 14h (CET). Rudy will choose the best and announce the winners on the day.

Post of the week goes to Tomi Ahonen’s tour de force of the smartphone world (but he also receives a caution for being maybe a little too rose-tinted over Nokia – I am referring to their recent innovative forces rather than their early revolutions…).

Now go, click those links and dive into what will hopefully bring you (even more) insight and inspiration. Have a great week!

Image credit: http://tinyurl.com/mg2lto

iPhone Usage

Here’s a report about an interesting piece of research into the elusive animal that is the iPhone and Android user, or more precisely that animal’s usage of apps (“… there’s an app for that…”).

The researchers from Gravity Tank chose Android (well, the G1) next to the iPhone because Android Market and Apple’s App Store both allow “unlike older smartphones [sic!] easy access to a range of free or low-cost applications”. Now this is what the (mobile) world has become in the last 12 months…

Anyway, the survey finds that the average (!) user has 23.6 applications on his/her phone and uses 6.8 of them every day. 48 percent report shopping for apps more than once a week. About the same number (49 percent) report using apps on their phone for more than 30 minutes a day. Woah, nice!

But it goes on: 32% said they used portable gaming devices less because of their app-enabled phones. This reminds me of one of my predictions on how the iPhone would eat into the handheld gaming market (see here, here, here and here).

And it shows, more importantly maybe, that these owners of the “newer” smartphones use them as true multimedia devices rather than only phones: 31% read newspapers less, 28% use GPS devices less, 28% use MP3 players less (well, they have one of the better ones if they use an iPhone), and 24% are watching less TV. Media going mobile then, finally…

And then – another indication on how far we have gone – the NY Times starts to whine: it notes that “despite Apple’s relentless advertising of its App Store, it seems that the availability of applications is not the primary driver of phone-buying behavior.” Doh. Now, here’s a finding. 74% of the respondents said the device “allowed” them to check their e-mail and calendar, and it allowed them to consolidate multiple devices into a single device whereas “only” 67% cited the availability of new games and applications. Only 67%, huh? Brave new world!

App-sharing coming to iPhone and Android?

iphone-3-0The breath of fresh air that Apple has been bringing to the mobile content industry does not seem to end. However, this time, it is not so much fresh air by Apple but rather a borrowed deodorant from Microsoft (more specifically the iPod killer called Zune) and that is app-sharing. Whilst this might be largely superfluous for the Zune (how often will you find a group where more than one person has one? – as the good folks from the Apple Blog mention), it would be upping the usability game again and, for iPhone and iPod users as well as for the quickly growing Android device-base, it would arguably impact the market a little more. This also since the iPhone has become so much of the benchmark every OEM tries to emulate.

So what is it? According to Business Week who have been speaking to someone “familiar with the technology”, the iPhone 3.0 software kit provides for a functionality that could “if activated by Apple” allow users to share apps between them (note to self: ask my contacts familiar with the technology if they came across this, too).

Technically, it’s compelling and simple, well, the latter at least in Apple’s case: It was a nightmare for an engineer (as much as a dream for every “guerilla” marketeer) in the face of a gazillion different handsets with a gazillion different screen sizes, heap sizes, soft key allocations, etc, etc. In Apple’s case: 1 device, 1 screen size… off to the races…

Now, the same thing is supposed to happen with Android devices, too. And there, this might actually be a little harder to achieve; different devices, etc – well you get the gist.

From a user perspective it is of course fantastic: you can try things out before you have to commit to buy (rather than relying on the voluntary “lite” versions). So rather than buying an app that a friend likes (which increases the likelihood you might to but does not necessarily give you certainty to part with your precious cash). So: try it out. You like it, you buy it… It also (as mentioned above) is a big one on the marketing side: the strongest sales people will be happy users. So if a happy user recommends it to their peers, it is so much more likely that they will give it a go. All good stuff.

Would someone from Apple please confirm this? 😉

Warner Brothers push into mobile!

They’re coming… The big entertainment players are increasingly gearing up to take charge of their mobile destinies. Whereas previously a lot of the big movie studios would simply license out the rights to mobile applications and games to independent game companies (Gameloft and Glu having been particularly active), they seem to increasingly embrace the medium themselves. Sony, Disney, Paramount – they have all recently been self-publishing on the – erm – iPhone. Other mobile platforms? The 98% non-iPhone handsets? Erm, maybe later…

Going a little further, Warner Brothers digital arm plans to release no fewer than 40 iPhone apps in 2009. And besides Warner properties like “Terminator Salvation”, it looks to doing on this platform what it has proven to be quite capable of in others, namely production and distribution. It therefore plans not only to publish Warner-related apps but wants to assert itself as a leading distributor of mobile apps full stop.

It banks on its might and star power claiming that developers would struggle to find Apple’s ear. And there is certainly truth in this as a major studio (with all the marketing muscle that comes with it, may well be of more appeal to Apple when it comes to accentuate the wild growth of its 30,000+ apps on the app store. The return of the old publishing model then?!

But, well, they all do it not on just any mobile but on the iPhone only (I hear you sigh…). So why only the iPhone? 1.x% market share and all? Well, it’s simple and it’s powerful: Warner mentioned that “it doesn’t cost a lot to launch an app”. And that is probably true for the iPhone (at least when you are used to movie budgets). However, it could not be less inaccurate for “classic” mobile: one needs all the carrier distribution agreements, battle handset fragmentation and ends up with a product that is inferior (apps and games on J2ME devices will often fail on the “smallest-common-denominator” rule and lack polish when compared to the iPhone) and much more expensive to produce. Hey, carriers and OEM: another call to simplify and unify your platforms!

Page 8 of 16

Powered by WordPress & Theme by Anders Norén