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October 14, 2008

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Ben Frueh

Great analysis Charles.

I believe iPhone application demographics (games, entertainment, social networking, no cost/low cost) are driven heavily by business models available to application developers. Today, those options are limited:

1) Free iPhone apps that drive adoption / market share and complement other revenue streams, e.g. Facebook,
2) Low-cost app that consumers are willing to purchase sight-unseen based only on user feedback, e.g. a sound recorder
3) Higher cost apps that are mobile versions of things users already use in another medium, e.g. a surgical reference

Until Apple provides the mechanism to offer even the venerable 30 day trial, higher priced, higher quality applications offered by small ISVs will struggle. Apple seeks to maximize Apple's revenue. It is in their best interest to offer a business model that sells 50 million $5 apps rather 10 million $20 apps (much to the detriment of the application developer delivering $20 worth of value).

Will Jobs and Apple relax their grip and offer more flexible options? I hope for consumers' sake (and ultimately the iPhone's) the answer is yes.

Charles Teague

I couldn't agree more- the limitations of the store basically reward trivial and casual applications.

I am still trying to sort out if this is 'By Design'? Standard carrier distribution enabled try/buy and subscription style business models for their apps, so I am optimistic that Apple will follow suit with time. Android is likely to support all kinds of models, so that will be yet another input into the whole thing. We can all learn from what works there.

-c

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