Surveying the Mobile App Store Landscape - MOBILE

Page created by Ellen Castro
 
CONTINUE READING
Surveying the Mobile App Store Landscape - MOBILE
MOBILE

Surveying the Mobile
App Store Landscape

By Colin Gibbs
Surveying the Mobile App Store Landscape - MOBILE
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  GigaOM Pro: Democratizing Market
  Research
  GigaOM Pro is a revolutionary approach to market research, created to give expert
  insights and analysis – minus the high price tag.

  All too often, insider analyst research and commentary is costly and inaccessible for
  the innovators who need it most. We’re changing that.

  Whether you’re learning about a new market or are an industry insider looking to stay
  informed, GigaOM Pro will give you essential information about emerging tech trends.
  Join the exclusive analyst network now!

  Learn More About Our Content

  Research Briefings: Identify emerging opportunities and stay ahead of the curve
  with in-depth reports our analyst network.

  Long Views: In-depth articles from GigaOM Network contributors help you spot the
  biggest tech business opportunities.

  Market Dashboard: Our curators highlight ground breaking news, emerging trends
  and critical issues within each technology sector.

  Subscribe Today

  Exclusive $79 Intro Price! We’re offering great value for a full year of insider
  research and analysis as we grow our community.

  http://pro.gigaom.com/sign-up/

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009   -2-
Surveying the Mobile App Store Landscape - MOBILE
MOBILE

                                                         Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Table of Contents

  GIGAOM PRO: DEMOCRATIZING MARKET RESEARCH...................................2

  MOBILE..................................................................................................................2
     Learn More About Our Content                                                                                        2
     Subscribe Today                                                                                                     2
     Table of Contents                                                                                                   3

  EXECUTIVE SUMMARY.........................................................................................6

  EARLY MOBILE-APPLICATION DISTRIBUTION MODELS..................................7

  Apple.................................... .............................................10
     Competitive Advantages                                                                                            12
     Disadvantages                                                                                                     12

  Google......................................................................... .......12
     Competitive Advantages                                                                                            15
     Disadvantages                                                                                                     15

  THE MANUFACTURERS.....................................................................................15

  Nokia .......................................................................... .......16
     Competitive Advantages                                                                                            17
     Disadvantages                                                                                                     17

  Research In Motion .......................................... ...................18
     Competitive Advantages                                                                                            19
     Disadvantages                                                                                                     19

  Palm............................................................................ .......19
     Competitive Advantages                                                                                            20

Surveying the Mobile App Store Landscape                                         © Giga Omni Media | August 2009         -3-
MOBILE

                                                    Prepared for Fritz Schrichte (fritz@bustedloop.com)

    Disadvantages                                                                                            20

  Sony Ericsson.............................................................. ........21
    Competitive Advantages                                                                                    21
    Disadvantages                                                                                             21

  Samsung................................ ............................................21
    Competitive Advantages                                                                                   22
    Disadvantages                                                                                            22

  NEW ENTRANTS.................................................................................................22

  Microsoft ........................................ ...................................23
    Competitive Advantages                                                                                   23
    Disadvantages                                                                                            23

  Verizon Wireless ..................................................... ............24
    Competitive Advantages                                                                                   24
    Disadvantages                                                                                            24

  PRIMARY CHALLENGES IN THE APP-STORE SPACE.....................................24

  Discoverability of Applications ..................................... ........24
    Potential Solutions for App Retailers                                                                    25
    Potential Solutions for Developers                                                                       25

  Discoverability of the App Store Itself ..................................26
    Potential Solutions for App Retailers                                                                    26

  Payment Mechanisms .........................................................26
    Possible Solutions for App Vendors                                                                       27

  Application Quality and Availability ....................... ...............28
    Potential Solutions for App Stores                                                                       28

Surveying the Mobile App Store Landscape                                   © Giga Omni Media | August 2009      -4-
MOBILE

                                                        Prepared for Fritz Schrichte (fritz@bustedloop.com)

  SUMMARY TABLE...............................................................................................30

  MOBILE................................................................................................................30

  CONCLUSION......................................................................................................32

  MOBILE................................................................................................................32

  ABOUT COLIN GIBBS.........................................................................................34

  ABOUT GIGAOM PRO.........................................................................................34

Surveying the Mobile App Store Landscape                                         © Giga Omni Media | August 2009        -5-
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Executive Summary
  The distribution of mobile content is in the midst of dramatic evolutionary step. Until
  recently, offerings ranging from ringtones to enterprise/productivity applications
  generally were distributed via one of two channels: the carrier deck, which is accessible
  from feature phones and typically focuses on games and other consumer-targeted
  products; and online, third-party distributors such as Jamba (a longtime provider of
  content subscriptions) and smartphone-focused storefronts such as Handango and
  Handmark.

  But the industry began to undergo a seismic shift last year with the launch of Apple’s
  App Store. The channel, which is integrated with the company’s popular iTunes store,
  found an immediate audience with both iPhone and iPod touch users and developers
  of mobile applications. Apple earlier this year announced its 1 billionth download –
  within nine months of the App Store’s launch – and currently boasts a library of nearly
  40,000 offerings.

  A host of competitors from across the mobile spectrum are in various stages of
  following Apple’s lead. Google was first with Android Market, which is built on an
  open-source platform backed by a consortium of dozens of key players in wireless.
  Research In Motion jumped on the bandwagon in recent weeks with its BlackBerry
  App World, and Microsoft, Nokia and Palm – among others — are set to launch
  offerings this year.

  The motivation to build an application-distribution channel varies from segment to
  segment, of course. Apple has long relied on iTunes to help it sell hardware at high
  margins, and the company is duplicating that strategy in mobile but also pocketing
  revenue on paid downloads. But Nokia – another phone manufacturer – is hoping to
  morph into a mobile Internet-services company, using free offerings such as wireless
  e-mail to create stickiness with users. Carriers such as T-Mobile USA and Verizon
  Wireless are experimenting with new kinds of application stores in an effort to grow
  their subscriber bases and, in some instances, to sell devices. Google, interestingly, is

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009   -6-
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  taking a longer view and forgoing a piece of each transaction in the hopes of boosting
  mobile Internet traffic and cashing in on increased advertising revenues.

  This report identifies the major players in the application-distribution model and looks
  at how the trend will affect carriers, handset manufacturers, developers, content
  owners and end users. It also examines key factors that will contribute to the success
  or failure of specific app stores including:

     •   Reach (The addressable base of users/handsets)
     •   Business models and marketing strategies
     •   Partnerships/alliances
     •   Developer ecosystems
     •   Potential pain points, including push-back from operators

  The report also identifies potential newcomers to the mobile space – a segment that is
  sure to grow. Wrapping up, we examine general shortcomings in the new app-store
  model, what solutions are already needed and how the space will evolve over the next
  several years.

  Early Mobile-Application Distribution Models
  The history of mobile content and applications includes many more fits than starts.
  Ringtones – the first non-messaging, downloadable mobile data offering to find an
  audience – exploded upon their introduction in the late 1990s, generating $4 billion in
  worldwide revenues by 2004. Profits ramped up as ringtones evolved from a series of
  monophonic beeps to “truetones,” clips of real singles from original artists, before the
  worldwide market began to slide in the last few years.

  But no other type of non-messaging application has enjoyed anywhere near the
  success of ringtones. In fact, uptake of most apps has fallen far short of expectations,
  leaving industry forecasters perplexed and producing armies of confused and
  frustrated consumers. Some examples of mobile-app genres that have had historically

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009   -7-
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  disappointing performance include:

     •   Games
     •   The mobile Internet
     •   Full-track music downloads
     •   Video/television
     •   Location-based services (LBS)
     •   Enterprise/productivity

  There is no shortage of factors that can be blamed for such shortcomings. Twelve-key
  handsets with tiny screens and limited processing power, overpriced offerings that fail
  to live up to consumer expectations, sluggish networks that sometimes require
  minutes to deliver even simple downloads – all have contributed to disappointing
  mobile-data revenues. But it is becoming increasingly clear that one hurdle has held
  the space back more than any other factor: the lack of a viable distribution model
  supported by a thriving developer ecosystem.

  Mobile applications and services for years were largely limited to two primary
  distribution models: The carrier deck — an operator’s branded home page on the
  wireless web — where most mobile data users shopped for ringtones and other content
  for feature phones; and third-party online retailers that usually leveraged operator-
  billing agreements to sell their wares to users of both feature phones and smartphones.
  Each of those two models suffers from substantial flaws, however. Carrier decks are
  notoriously crowded spaces that often require dozens of clicks for users to find their
  desired content, and typically offer no recommendations or other ways to navigate the
  library quickly. Just as importantly, carriers have proven incapable of effectively
  managing their content offerings: operator-funded marketing of mobile applications
  has been weak, and the carriers have failed to woo developers with attractive
  ecosystems that provide easy-to-use tools and simple, affordable certification
  processes.

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009   -8-
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Third-party vendors such as Handango and Handmark have found an audience in the
  space selling applications to smartphone users but failed to move beyond early
  adopters and gain traction among mainstream consumers. GetJar, a 5-year-old U.K.-
  based vendor of apps for both smartphones and feature phones, claims to be the
  world’s largest distributor of mobile apps, delivering more than 14 million downloads a
  month. Meanwhile, providers such as Jamba and Buongiorno Ltd. have seen modest
  success in marketing ringtones to younger users. But that traction has come at a cost
  for the industry as a whole. Both companies have been the subject of lawsuits from
  consumers and watchdog groups who claim the retailers have fraudulently marketed
  their wares to underage consumers and deceptively sold content subscriptions to
  minors; the end result has been to create an atmosphere of distrust among consumers.
  Finally – and perhaps most importantly — while the carrier deck is easily found on
  through almost any phone and service provider, third-party retailers face the
  substantial hurdle of drawing traffic to their sites.

  Meanwhile, developers have long struggled to bring their applications to market for a
  variety of reasons. The feature-phone space is dominated by two platforms: Java ME
  (Micro Edition) from Sun Microsystems and BREW, a platform built by Qualcomm.
  While both enjoy a large footprint (Java ME has especially broad support), each has its
  drawbacks. The tightly controlled environment of BREW, which is well-suited for
  CDMA networks, allows developers to port their wares across devices fairly easily but
  Qualcomm has drawn criticism for the platform’s rigorous and costly requirements for
  developers. The open source Java ME, on the other hand, offers free development
  tools but is notoriously difficult to deploy across the wide swath of addressable
  handsets – often a carrier mandate for certification — leading to sometimes onerous
  porting costs.

  Developers for smartphone platforms have also faced difficulties. Symbian – which
  was owned by a consortium of mobile players until Nokia took it over last year –
  boasts the widest footprint of any mobile OS but has developed a reputation for having
  a steep learning curve. RIM’s BlackBerry (which leverages a specialized Java
  Development Environment) has drawn praise as an ecosystem for developers but,

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009   -9-
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  until recently, failed to spur innovative, non-business applications. And Windows
  Mobile has struggled with fragmentation issues, requiring developers to target specific
  devices within the platform itself.

  Apple
  Apple began to move the needle in mobile data in the summer of 2007 with the release
  of the first iPhone. The gadget featured a breakthrough UI (user interface) that proved
  an attractive alternative to QWERTY keyboards and traditional 12-key layouts, and
  included an innovative, intuitive mobile browser in Safari. Just as importantly, Apple
  backed the handset with a media blitz that demonstrated the device’s impressive
  capabilities.

  But Apple’s truly revolutionary move came a few months later when CEO Steve Jobs
  reversed course and said the company would support applications from third-party
  developers. The company made good on its promise the following summer with the
  launch of its App Store, a branch of its popular iTunes offering dedicated to downloads
  for the iPhone and iPod touch. The online and mobile storefront launched with more
  than 500 applications, more than double the number Apple expected. And unlike
  carrier decks, which rarely offered even free trials, App Store downloads were available
  at a variety of price points -- from free to $70.00 -- from brand heavyweights such as
  Facebook, MySpace, Major League Baseball and Bank of America.

  The App Store was an instant success, delivering more than 60 million downloads and
  netting an estimated $1 billion in its first month. By April 2009 – just nine months
  after its launch – the App Store delivered 1 billion downloads, with a reach of 77
  countries and a library of 50,000 applications.

  The success of Apple’s model can be traced to several key factors, including:
     •   A broad base of addressable handsets and no unnecessary porting
         costs. Apple sold as many as 500,000 iPhones during its opening weekend in
         the summer of 2007, and the device continues to gain momentum, with iPhone
         and iPod touch sales recently topping the 40 million mark. And while carrier

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 10 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

         mandates often require developers to support a wide variety of handsets in
         order to gain space on the deck, they can build titles directly for the iPhone
         (and the iPod touch, which shares the iPhone platform and general form factor)
         without having to create alternative versions for other handsets.

     •   A low-cost path to market for developers and an attractive revenue-
         share model. The iPhone SDK (software development kit) is available free
         and the cost of enrollment in the iPhone development program is $99, which is
         far more affordable than most carrier-certification costs. Apple keeps 30
         percent of download revenues and allows developers to pocket the remaining
         70 percent, creating a far more alluring model than traditional carrier
         programs.

     •   A simple, familiar payment system and a cross-platform shopping
         experience. Apple’s App Store is integrated with iTunes, which many
         consumers view as a trusted storefront through which to consummate digital
         transactions. And the App Store allows users to browse the shelves and make
         purchases on a computer – providing a superior shopping experience thanks to
         the large screen and full keyboard – or on the handset itself.

     •   Apple’s Safari browser, a touch-screen interface and the
         accelerometer. All of which made the device far more user-friendly than
         other handsets on the market, and spurred uptake of mobile applications on
         the device. The iPhone consistently ranks among the top devices in usage of
         both the mobile web and downloadable applications.

     •   Big-budget marketing campaigns. Apple – in stark contrast to network
         operators, who typically spend vast sums to promote network coverage --
         continues to invest heavily to promote its mobile devices, illustrating the
         iPhone’s capabilities and ease of use. Apple aired television commercials
         demonstrating the web browser and App Store, citing a litany of use cases and
         nothing, “There’s an app for that.”

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 11 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

     •   The iFund. The $100 million capital fund was established by Kleiner Perkins
         Caufield & Byers to seed third-party development of iPhone apps.

  The App Store is not without its detractors, however. Some developers have bristled at
  what they claim to be arbitrary approval policies that, for instance, have barred some
  applications of questionable taste while approving a host of flatulence-imitation wares.
  And the App Store’s vast library can lead to discovery nightmares for consumers, who
  – just like on the carrier deck – might have to scroll through endless lists of offerings
  to find the desired app.

  Competitive Advantages

  A drastic head start over its competitors has given Apple time to build a large
  developer community that can address a large number of handsets with a single build.
  Just as importantly, consumers know and trust iTunes, which offers tens of thousands
  of applications and – unlike most App Store competitors -- serves as the sole
  distribution channel for the iPhone and iPod touch. Apple’s proprietary iPhone OS
  allows the company to control the platform, minimizing fragmentation issues. And
  Apple not only takes a healthy 30 percent of download revenues, its App Store
  business drives revenues for its lucrative hardware business.

  Disadvantages

  Apple has drawn criticism from developers for a seemingly arbitrary approval policy
  for App Store offerings, and exclusive partnerships have resulted in the iPhone
  typically being offered through a single carrier per territory (such as AT&T in the U.S.),
  limiting the reach of the handset and the App Store that serves it.

  Google
  Google followed Apple onto the app-store field in the fall of 2008 with Android and
  Android Market, , a platform and supporting app store that while very similar

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 12 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  conceptually differed from the iPhone in several crucial ways. True to form, Apple has
  maintained a go-it-alone strategy in mobile, partnering only when necessary. Google,
  on the other hand, assembled the Open Handset Alliance, a consortium of dozens of
  companies across the mobile spectrum including carriers, handset manufacturers,
  chip vendors and software developers. The OHA is centered on Android, a Linux-
  based software stack that consists of an operating system, middleware, a user interface
  and applications. It is supported by Android Market, an application store that
  leverages a user rating system and is currently available in eight markets.

  T-Mobile USA was the first carrier to introduce a device built on the Android platform.
  The G1 (also marketed as the Dream), an HTC-built phone with a slide-out keyboard
  and touchscreen, was introduced [DATE]. The carrier shipped its 1 millionth G1 in
  April 2009, underperforming the debut of the iPhone, which sold roughly 1.4 million
  units in its first four months. (Apple sold 21.4 million iPhones through March 2009.)
  But Android is poised to expand aggressively in the coming months: a second HTC
  handset, the Magic, has launched in six markets so far this year and reportedly is
  slated for a U.S. debut through T-Mobile by the end of the year. (In fact, T-Mobile USA
  has vowed to release “multiple” Android handsets from three vendors in 2009.) OHA
  member Samsung’s Galaxy will be released in France and Germany in mid-2009
  before hitting other regions, and other manufacturers with Android devices in the
  works include Motorola, Huawei, Lenovo and Kogan Technologies.

  Other differences that underscore the contrasting strategies between Apple and Google
  in mobile -- and further sets the playing field for today’s app-store space – include:
     •   Unlike Apple’s proprietary iPhone OS, Android is an open source
         platform based on the Linux OS. While that allows all the players in the
         value chain great flexibility in customizing the platform for their own interests
         – modifying the user interface, for instance, or tailoring the platform to specific
         devices – it risks creating a fragmented environment where some applications
         run on some devices (or sub-platforms) but not on others. That danger is only
         magnified by the vast number of important players in the Open Handset
         Alliance, and could result in a segmented Android Market where a user must

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 13 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

         set parameters for supported applications based on the handsets and/or
         carrier.

     •   Android Market appears to be a surprisingly attractive marketplace
         for carriers, while still distributing 70 percent of download
         revenues to developers. Google claims the remaining 30 percent goes to
         unspecified “operating costs” which presumably include a stake for its carrier
         partners. Apple, on the other hand, employs a straight revenue-share model,
         keeping 30 percent of the revenues itself, granting developers 70 percent and
         leaving carriers out of the loop. So while Android Market has more appeal for
         carriers in terms of revenue, developers take the same percentage from both
         outlets.

     •   Google has shown almost no interest in regulating Android Market
         applications. Apple closely monitors its App Store, regularly weeding out
         applications that users may find offensive or otherwise controversial. Google,
         on the other hand, allows developers to upload their wares directly, and
         generally has stepped in only to block apps that tethered devices to laptops.
         (Google restored tethering apps in most cases, but continues the ban for
         customers of T-Mobile USA.) Each strategy has distinct advantages: Apple’s
         approval policies sometimes appear inconsistent or even arbitrary, drawing the
         ire of developers whose apps are rejected and who have no other avenue of
         reaching iPhone users. But Google’s anything-goes stance surely has ruffled the
         feathers of some network operators, who often must deal with the costly
         proposition of irate customers when an application disappoints or a download
         isn’t completed.

  Apple enjoys the luxury of leveraging its popular iTunes application as a billing
  mechanism, allowing users to establish a single account to pay for mobile downloads,
  songs, videos and other content across a host of devices. Android Market faces a
  steeper challenge, however, in consummating all transactions through Google
  Checkout, which some users are surely unfamiliar with. Google would surely boost

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 14 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  uptake by employing carrier billing but then would forfeit the 30 percent transaction
  fee – its sole revenue play in Android Market.

  Competitive Advantages

  The platform has secured support from a broad range of players across the mobile
  spectrum, including key operators and handset manufacturers. Developers appreciate
  the laissez faire environment of Android Market, which allows them to upload apps
  and sell them unencumbered (in contrast to Apple’s App Store). Android Market has
  grown to house more than 6,000 apps, and Google Checkout provides a revenue
  stream for Google and also allows carriers to share the wealth with developers. While
  the overall number of Android handsets on the market is still relatively small, multiple
  ODMs and carriers are planning to launch – or expand – Android offerings in coming
  months.

  Disadvantages

  Android’s initial handset – the G1 from T-Mobile USA – received tepid reviews, and
  other handset deployments began occurring only a few months ago. And while
  Android has widely been praised as a mobile OS, some onlookers have expressed
  concern that an open-source platform that isn’t tightly controlled could become
  fragmented, resulting in a host of Android versions with different brands and user
  interfaces.

  The Manufacturers
  Handset manufacturers appear to be the strongest players in these early days of mobile
  application stores. And while most app stores take a cut of download revenues, the
  primary business case for handset makers is slightly more sophisticated than just
  shared revenue: By attracting developers and offering compelling applications,
  manufacturers hope to gain market share and generate revenues from hardware –
  which is a far more lucrative business. The strategy builds on Apple’s iTunes, which
  generates modest margins but fuels sales of high-margin iPods, iPhones and other
  devices. (Apple isn’t technically an ODM – original device manufacturer – as iPhones

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 15 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  are assembled by third-party companies. We categorize Apple as a manufacturer in
  this report, however, for business-model purposes.) The primary players in this space
  include:

  Nokia
  The Finnish company boasts an enormous base of handsets, claiming a 39 percent
  worldwide market share of handsets overall in 2008 and a 41 percent share of the
  smartphone space in the fourth quarter of last year. But the company’s dominance in
  smartphones – the high-powered devices that are driving mobile application usage – is
  fading, with market share eroding by 10 percent in the fourth quarter of 2008. That
  trend is likely to continue as new platforms (Android) and handsets (the Palm Pre and
  RIM BlackBerry models) gain traction. And while Nokia is the overwhelming
  manufacturer of choice in emerging markets – where fixed-line Internet connections
  can be scarce – it is losing ground in the Western markets that are fueling app store
  growth.

  Nokia’s app store play is a component of Ovi, an umbrella brand of mobile Internet
  services that includes a host of offerings, from wireless e-mail to music, navigation
  applications and social networking features. The Ovi Store launched recently in eight
  worldwide markets (a U.S. debut is slated for later this year) with 20,000 items
  including free and paid apps, wallpapers, ringtones and podcasts. The store is
  supported by an estimated 50 million handsets, and Nokia has struck carrier-billing
  deals in some markets. Like Apple, Nokia takes 30 percent of download revenues and
  passes the remaining 70 percent to developers, although operators that provide billing
  services will generally keep 40 percent off the top before the revenue split kicks in.
  As impressive as the Ovi Store is in scope, however, Nokia may have been overly
  ambitious in rolling out the service. While the company appears to have addressed the
  traffic issues that plagued the launch, users continue to complain of applications that
  disappear from menus, user-interface challenges and performance inconsistencies
  from market to market. Also, Nokia’s biggest competitive advantage — a huge base of
  devices in the hands of consumers — may prove to be a liability if developers fail to
  address many models, leading to a potentially splintered app store and a confusing,

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 16 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  frustrating shopping experience. Meanwhile, Symbian – a 10-year-old smartphone OS
  that accounts for 50 percent of the market and was acquired by Nokia last year – has
  yet to offer a dedicated app store despite months of widespread rumors.

  The biggest hurdle for Nokia in the U.S., however, may prove to be a lack of
  cooperation from carriers, who may view Ovi as a threat to mobile-data revenues. Such
  deals are critical in the U.S., where prominent on-device placement and hardware
  subsidies are necessities for mobile data usage. But Nokia has a history of provoking
  carriers with on-device entertainment portals, and has yet to reach a billing agreement
  with a stateside operator, potentially forcing would-be buyers to type in credit card
  information for every purchase. U.S. carriers are warming to the idea of partnering
  (sometimes exclusively) with other players in the space, as demonstrated by tie-ups
  such as AT&T/Apple, Sprint/Palm’s Pre and T-Mobile USA/Android. But network
  operators are unlikely to forge many such alliances, fearing brand dilution and the risk
  of confusing customers. The clock is ticking on Ovi Store’s prospects in the U.S., and
  the service may have to gain critical mass in Europe and elsewhere to encourage
  American operators to support it. And that’s a very tall order.

  Competitive Advantages

  Nokia boasts a massive base of addressable handsets, both among smartphones and
  feature phones. (Ovi offers apps for both Symbian- and Java-based Nokia handsets.)
  The company has a formidable presence in Europe as well as emerging markets, and
  its brand is recognized worldwide. Interestingly, a key differentiator for Ovi is the
  scope of its offerings – Nokia seeks to become not just an app retailer but a social
  networking provider and a cloud-based service provider, among other things.

  Disadvantages

  Nokia has failed to gain much traction in North America, and its global dominance is
  slipping even as the overall smartphone market gains ground. The company’s vision
  for Ovi, while impressive, may be overly ambitious in a market where so many players
  are rushing simply to get a mobile app store online, and Ovi faces a formidable task in

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 17 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  creating an app store to address a wide variety of handset models. (That ambition may
  have been a factor in Ovi’s inauspicious debut.) While Symbian remains the most
  popular smartphone OS on the planet, it has yet to develop the kind of simple, intuitive
  user interface that some of Nokia’s competitors have built.

  Research In Motion
  RIM doesn’t enjoy the smartphone marketshare Nokia claims, but the BlackBerry
  maker is closing the gap on the dominant Finnish company in a major way –
  particularly among U.S. consumers. RIM’s share of the American market expanded to
  19.5 percent in fourth quarter 2008, according to Gartner Research, and BlackBerry
  models accounted for three of the top-five selling smartphones in first quarter 2009.
  (The BlackBerry Curve claimed the No. 1 spot, ousting several consecutive first-place
  performances by the iPhone, thanks largely to an aggressive sales promotion from
  Verizon Wireless.)

  RIM launched its App World earlier this year and is gradually rolling out the service
  worldwide. Developers are charged a $200 registration fee but keep 80 percent of
  download revenues, with RIM pocketing the remaining 20 percent; carriers receive
  nothing. App World’s library is impressive, with hundreds of applications available for
  free or for $3 and up. (Interestingly, App World doesn’t support premium apps priced
  less than $3.) Users have complained that App World is heavy on more expensive
  applications, however, which seemingly contrasts with Apple’s strategy of offering
  thousands of bargain-basement offerings. While the strategy may be an effort to
  leverage RIM’s user base of road warriors and high-powered executives with deeper
  pockets, it doesn’t appear to be a path to the kind of hockey-stick uptake Apple has
  enjoyed.

  And the BlackBerry ecosystem has drawn complaints from the developer community.
  Five versions of the BlackBerry SDK exist – due to RIM’s relatively long history in the
  space – leading to a lowest-common-denominator environment that requires
  developers to choose between offering more sophisticated applications or addressing
  the widest swath of handsets. (Similarly, developers have complained that earlier

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 18 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  BlackBerry models suffer from severe memory limitations.) And RIM’s widespread
  deployment across operators and networks has led to a host of different network
  transports, each of which is implemented as an isolated transport.

  Competitive Advantages

  RIM’s reputation among enterprise users is iron-clad, and the company is successfully
  expanding its audience to include lower-end business users, prosumers and even
  consumers without a business need for a smartphone. App World surpassed the
  2,000-application mark less than three months after its launch by pent-up demand
  from an already-installed user base and developers looking to tap that base. Also, the
  company’s phones are offered by a wide variety of carriers with a strong presence in
  North America – which is a leading market for mobile apps.

  Disadvantages

  RIM’s longstanding presence in the space has produced five BlackBerry SDKs, which
  in turn has led to a somewhat fragmented environment in which developers must
  choose between building simpler apps that are supported by a wide swath of
  BlackBerry handsets or more sophisticated offerings that run on fewer models. And
  because App World cuts operators out of the revenue chain entirely – eschewing
  carrier billing for a PayPal-powered service and sharing download revenues with
  developers only – it risks being ignored by wireless service providers such as Verizon,
  which has said it won’t sell handsets that have App World embedded on them.

  Palm
  The venerable manufacturer seems to have regained its relevance with Pre, a
  smartphone using Palm’s new Linux-based webOS that was released by Sprint in June
  2009. But while the device and platform have garnered positive reviews – and webOS
  has been deemed Palm’s most valuable asset – Pre sales have been tepid, due in part to
  inventory shortages (that may have been planned in an effort to drum up publicity).
  Interestingly, a study found that the Pres sold at launch were purchased by existing
  Sprint customers, failing to lure users from other carriers.

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 19 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Palm, too, is struggling with developers in the infancy of webOS. The company has yet
  to build a substantial app library, with roughly 30 apps available two weeks after the
  Pre’s launch. (Pre owners have shown a remarkable hunger for applications, however,
  with the phone generating an estimated 1 million downloads in its first two weeks.)
  And the portfolio isn’t expected to grow substantially for quite a while: although select
  developers have had access to Palm’s new SDK, dubbed Mojo, it won’t be available to
  most developers until late this summer at the earliest.

  The new device and OS may have suffered due to Palm’s exclusive deal with Sprint,
  which has lost substantial ground as AT&T and Verizon Wireless have gained market
  share. Sprint has seemingly stanched the bleeding with bargain-basement, all-you-
  can-eat data plans, but thus far has declined to back the Pre with an aggressive
  marketing campaign. So Palm’s best hope for the Pre likely hinges on support from
  competing carriers. Both Palm and Sprint have declined to discuss terms of the
  exclusivity, but Verizon has hinted it will carry the Pre beginning early next year. That
  move could be a huge boost for the Pre, especially considering Verizon’s proven
  success in promoting high-end handsets.

  Competitive Advantages

  The Pre has drawn very positive reviews from analysts and users, and webOS is an
  undeniably attractive platform for both developers and consumers. Just as
  importantly, Verizon is set to offer the Pre beginning early next year, which should
  drastically expand Palm’s reach.

  Disadvantages

  Neither Sprint nor Palm has backed the Pre with the kind of big-budget marketing
  campaigns that have fueled iPhone sales, and Pre shipments have failed to impress
  most analysts. Palm has been slow to release its webOS SDK, which has prevented the
  Pre app store from growing its library in the early days of the device.

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 20 -
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Sony Ericsson
  The manufacturing joint venture between Ericsson and Sony Corp. is aggressively
  expanding PlayNow arena, an app store with roots in the ringtone business. PlayNow
  arena currently offers more complex content, including full-track downloads and
  movies, and is soliciting apps supported by SE devices running Java and Symbian. The
  app store will support 38 handset models at launch – with more expected in short
  order – with distribution spanning nearly six dozen markets. SE promises multiple
  billing mechanisms, including carrier billing, and developers will keep 70 percent of
  net revenues – presumably after carriers take their share – of downloads. While the
  store has yet to launch, it appears developers will be able to distribute their wares free
  – with no submission, certification or annual charges. The store will also offer content
  from GetJar, an independent, UK-based retailer of mobile content.

  Competitive Advantages

  An impressive worldwide footprint and base of addressable handsets shows promise,
  and an apparent lack of any developer fees may lure new apps. The company’s
  willingness to employ multiple payment mechanisms provides flexibility in serving
  consumers and partnering with others in the value chain, and may help secure carrier-
  billing relationships that could prove crucial to its success.

  Disadvantages

  SE is sure to have trouble supporting such a broad range of handsets in so many
  markets, and the storefront may not receive support from network operators unless it
  secures carrier-billing agreements. Also, Sony Ericsson has lost market-share in the
  overall handset market recently due to its focus on mid-range phones – a costly
  mistake at a time when the markets for both high-end smartphones and low-end
  models have thrived.

  Samsung
  The Korean ODM has already launched a beta version of its branded app store,

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009 - 21 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  focusing primarily on the UK and Germany and supporting a modest 13 handsets – up
  from 11 at its January debut – running Symbian and Windows Mobile. The store has
  yet to offer carrier billing, requiring users to supply credit-card information or use a
  PayPal account, and is accessible only via computer – not from the handset itself. The
  relatively small library of apps leans heavily to high-end offerings, with many offerings
  priced between $10 and $40. The portfolio will surely expand to include Android
  devices in coming months as Samsung begins to offer phones supporting the OS.

  Competitive Advantages

  Samsung may be wise to dip its toes into the app-store waters by supporting only
  several handsets rather than ambitiously targeting dozens of models. Like Sony
  Ericsson, Samsung charges no initial costs for app submissions, and developers take
  70 percent of download revenues.

  Disadvantages

  Although it’s been on the market for more than six months – a respectable period in a
  space where new storefronts come online every few weeks – Samsung’s app store still
  has an experimental feel to it, as if the ODM is hoping only to fill a temporary need
  while other app vendors (such as Windows Marketplace and Android Market) gain
  traction . Also, until carrier-billing agreements are struck and a mobile storefront
  comes online, uptake is sure to be minimal.

  New Entrants
  While it may seem the app-store space is already crowded, the segment will see a
  substantial number of new players before much consolidation occurs. We expect to see
  ambitious carrier deployments in the next one to two years, most of which are likely to
  be powered by white-label app-store operators such as Qualcomm’s Plaza Retail and
  Handango, a longtime smartphone-application vendor that several months ago
  announced a white-label solution. A few of the key players expected to launch app
  stores in coming months include:

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 22 -
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Microsoft
  The software behemoth recently began accepting submissions for Windows
  Marketplace for Mobile in support of Windows Mobile, which claims a 12.4 percent
  share of the worldwide smartphone market. While Microsoft has yet to divulge details,
  it has said it will support both credit-card and operator billing, and the storefront will
  be supported by an impressive 30 million devices. The company will wisely try to tap
  its enterprise-heavy base with Windows Marketplace Business Center, which will
  include apps from business-focused developers – presumably separating the silly,
  iFart-type apps from more productive, and lucrative, offerings. And Microsoft hopes to
  differentiate its store from Apple’s with a progressive, user-friendly shopping
  experience that stresses improved discoverability, multiple platforms and payment
  options, and a simple money-back guarantee. Whether the company can actually
  deliver on some of those promises has yet to be determined, however.

  Competitive Advantages

  While the platform remains a primarily business-oriented mobile OS, it maintains a
  respectable market share in the smartphone space and Microsoft’s high profile should
  not be discounted. Microsoft’s focus on high-end executives is underscored by its fee
  structure: $99 buys developers five submissions a year, with additional apps charged
  at $99 each. The strategy could serve as a filter, minimizing the number of frivolous
  entertainment offerings and maximizing opportunities for more expensive,
  productivity apps.

  Disadvantages

  While some of its competitors gain traction courting more mainstream users,
  Microsoft may paint itself into a corner with more enterprise-focused apps. More
  importantly, Marketplace for Mobile is tied to the success of Microsoft’s OS, which is
  in dire need of an overhaul if it hopes to expand beyond hardcore business types. And
  Windows Mobile 7.0 isn’t expected until next year, which will give competitors such as
  Android and Palm’s webOS plenty of time to gain market share.

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009 - 23 -
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Verizon Wireless
  The nation’s No. 1 carrier will launch its V Cast application store in the fourth quarter
  of 2009, promising developers a 14-day time-to-market and, like many competitors,
  70 percent of download revenues. The store will support free apps in an effort to
  encourage new users to consume mobile offerings, and Verizon vowed to include APIs
  (application programming interfaces) to help developers leverage assets including
  location, messaging, presence and billing information.

  Competitive Advantages

  Network-specific information such as location and messaging could give Verizon a
  huge edge in helping developers build compelling applications, and the ability to
  embed an app store on handsets before the point of sale cannot be overstated –
  especially for the nation’s largest carrier. Also, Verizon has developed an impressive
  ability to market its wares in the era of the smartphone, as evidenced by its role in
  helping the BlackBerry Curve outsell the iPhone in the U.S. in the first quarter of 2009.

  Disadvantages

  Verizon is taking a substantial risk in forcing consumers to actively download
  competing app stores such as Android Market and RIM’s App World onto their
  handsets, rather than allowing them to come pre-installed. Verizon also has a
  decidedly unimpressive record when it comes to retailing its own mobile data services,
  as evidenced by disappointing uptake of entertainment offerings such as full-track
  download offerings and V Cast Video.

  Primary Challenges in the App-Store Space
  Discoverability of Applications
  While the cross-platform nature of most app stores has made searching for
  applications easier than traditional carrier decks, finding a specific app or genre can be
  still be difficult – especially in Apple’s App Store, which boasts 65,000 titles. User-
  rating systems such as those employed by Android and Apple’s App Store can be

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009 - 24 -
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

  helpful but also tend to serve as self-fulfilling prophecies where offerings remain
  popular for popularity’s sake. So a disconnect remains between developers – who find
  it increasingly difficult to draw attention to their app – and users.

  Potential Solutions for App Retailers

     •   A combination of user reviews and recommendation engines that can
         lead users to applications they are particularly inclined to appreciate. Such
         systems have boosted the popularity of online vendors and services like
         Amazon.com and Netflix.
     •   Promotion of specific apps through traditional media (such as Apple’s
         “There’s an App for That” television commercial) and social networking sites.
     •   Better user interfaces and cleanly organized stores. Genres should
         expand beyond simply “entertainment,” “productivity” and “lifestyle” to include
         a host of possibilities such as music, video, location and exercise. And vendors
         should tailor mobile storefronts for the constraints of the device, providing a
         cleaner and simpler user interface than their computer-centric counterparts.

  Potential Solutions for Developers

     •   Brand your apps wisely and market them effectively. Fund an ad
         campaign, if possible, specifically targeting users who are most likely to be
         interested in your app. Use social networks such as LinkedIn and Facebook to
         promote the offering and encourage (and possibility incent) users to
         recommend the app to friends. Post a video on YouTube to demonstrate the
         software, and try to work with app stores to optimize product placement.
     •   Offer free, stripped-down versions to introduce users to premium
         apps. iShoot, a $3 tank game for the iPhone, gained tepid uptake when it was
         released last fall but sales soared after a free “Lite” version was released a few
         months later.
     •   Make sure bloggers and key media people get a chance to play with
         and write about your app, especially at launch time or soon thereafter.
     •   Move quickly to fix bugs or other hang-ups. Engage with users online,

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009 - 25 -
MOBILE

                                            Prepared for Fritz Schrichte (fritz@bustedloop.com)

         through message boards, and install in-app “tell-a-friend” features.
     •   Consider building franchises of successful apps by creating sequels under
         the same brand.

  Discoverability of the App Store Itself
  This has yet to be a substantial problem, as the few app stores that have been on the
  market for any considerable period of time (Apple’s App Store and Android Market,
  most notably) have enjoyed both substantial marketing campaigns and the luxury of
  being embedded on handsets at the point of sale. As other outlets come to market,
  though, drawing users will become more of a challenge.

  Potential Solutions for App Retailers

     •   Carrier relationships. Nothing can draw eyes like having prominent
         placement on the handset itself.
     •   Cross-platform promotion and marketing. Team with handset
         manufacturers, media companies and other high-profile players to lure users to
         your storefront. More specifically, identify and target your audience: RIM
         might do well to advertise App World on mobile sites from Bloomberg and
         CNN, for instance, while Android could leverage its relationship with Google to
         deliver search ads related to mobile entertainment.

  Payment Mechanisms
  Apple effectively addressed the issue by making its App Store a component of iTunes,
  which has a broad user base and has earned a reputation as a reputable mechanism for
  digital transactions, but other vendors have several factors to consider. Carrier billing
  provides the path of least resistance for consumers but can be prohibitively costly for
  developers. However, customers are often hesitant to enter credit card information via
  a mobile device for both security and practical reasons – especially if the input is
  required for every purchase.

Surveying the Mobile App Store Landscape                         © Giga Omni Media | August 2009 - 26 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

  Possible Solutions for App Vendors

     •   Carrier billing. Partnerships wherein the network operator bills for
         application are ideal for the consumer, eliminating issues of trust and
         impracticality. And – perhaps most importantly – operators still determine
         whether app stores are embedded on handsets before the point of sale or,
         alternatively, must be downloaded by consumers post-purchase. Verizon
         Wireless, for instance, recently drew considerable flak for announcing it will
         not embed Android Market or RIM’s App World on its smartphones, opting to
         package handsets only with its own branded app store. The stance is sure to
         negatively affect downloads from the two stores, as some Verizon subscribers –
         particularly less tech-savvy users – will choose to buy from the embedded
         storefront instead of downloading a retail offering the may not even know
         exists.

     •   While companies such as Bango have gained traction serving as a transaction
         middleman between content providers and operators, carrier billing systems
         continue to suffer from “leakage” – lost revenue due to charge-backs,
         improperly delivered downloads, etc. Further, operators – who are likely to
         remain the primary customer-service contact for disgruntled users – typically
         demand some control over app-store management in an effort to reduce
         customer-care costs. More importantly, carriers generally charge 30 percent or
         more of download revenues for billing services.

     •   Third-party transaction providers. PayPal (which handles billing for
         RIM’s App World) has earned its reputation as a trustworthy third-party
         digital-transaction company, but it has yet to truly gain mass-market
         acceptance: the company manages 183 million accounts, but only 73 million of
         those are active. So while many consumers are aware of PayPal, app stores
         looking to employ the service will be asking many customers to establish
         accounts through the company – which may prove difficult.

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 27 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

     •   Single-entry, stored credit card accounts. Apple has built its iTunes
         business on users’ existing credit cards, requiring them to use credit accounts
         to purchase digital goods. But consumer confidence is still difficult to win for
         newcomers to the app-store space. There are distinct advantages to creating a
         single-entry, stored credit card system similar to those employed by Amazon,
         Apple and PayPal, among many others. But building a storefront that makes it
         easy and comfortable for consumers to share their credit card information is
         still a major hurdle.

  Application Quality and Availability
  The very brief history of app stores teems with success stories from developers who
  have struck gold with novelty apps that replicate the sound of flatulence or cover an
  iPhone’s screen in virtual steam. Such offerings are often available for a dollar or two
  and sell in impressive numbers to consumers who use them for a few days before they
  are forgotten. But their success has also served to crowd stores with imitators, making
  it that much harder for more practical apps to find an audience and resulting in lower
  ROI for developers of practical apps.

  Potential Solutions for App Stores

     •   Create specific genres of useful apps that are likely to be accessed time and time
         again. Possibilities include navigation offerings, financial apps (both personal
         and professional) and personalized news feeds.
     •   Work with developers to build and market practical applications that fill
         specific needs.
     •   Establish subscription models for applications that are particularly well-suited
         for consistent, repeated use. Apple has generated substantial revenues with
         one-off sales, but app stores that couple subscription models with compelling
         apps that demand repeated use on a regular basis – an enterprise-focused
         package-tracking app, for instance, as opposed to a fart simulator -- could

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 28 -
MOBILE

                                           Prepared for Fritz Schrichte (fritz@bustedloop.com)

         create a strong new stream of recurring revenues.

Surveying the Mobile App Store Landscape                        © Giga Omni Media | August 2009 - 29 -
MOBILE

  Summary Table
                        Android             BlackBerry                     iPhone                       Symbian           webOS      Windows Mobile
                                                                                                        Nokia, via the
                        Google (supported
                                                                                                        nonprofit
  Company               by the Open         Research In Motion             Apple                                          Palm       Microsoft
                                                                                                        Symbian
                        Handset Alliance)
                                                                                                        Foundation
                        Expected to reach
  Addressable
                        5-8M by end of      20M                            21M                          50M               500,000    30M
  handsets
                        2009
  Developers page
                        LINK                LINK                           LINK                         LINK              LINK       LINK
  URL
  Store available on                                                                                                      Yes/TB
                        Yes/No              Yes/Yes                        Yes/Yes                      Yes/No                       Yes/TBD
  phone/desktop?                                                                                                          D
  Exclusive app                             No. (Handango,                                                                           No. (Handango,
                        No. (Handango
  store? (Other                             Handmark, Verizon              Yes/Yes                      No. (Handango)    TBD        Handmark, MobiHand,
                        and OnlyAndroid)
  vendors)                                  Wireless)                                                                                Pocketland)
  Storefront
  URL/download          LINK                LINK                           iTunes                       LINK              N/A        LINK
  page
                                                                           $99 standard reg. fee;                                    $99 per app; fee is
  Submission                                $200 for reg. and app          $299 for companies with                                   waived for first 5
                        $25 reg. fee                                                                    $0-200 annually   N/A
  requirements                              submission (refundable).       > 499 employees creating                                  apps/developer before
                                                                           proprietary, in-house apps                                Jan 1., 2010
                                                                           10 apps; $200 buys 10
  Submission limits     Unlimited           Unlimited                                                   Unlimited         N/A        Unlimited
                                                                           more
                                            Must be approved by            Must be approved by
                                            RIM, which can reject          Apple, which can reject
                                                                                                        Must be                      Extensive, and detailed
  Approval policies     None                apps based on                  apps based on                                  N/A
                                                                                                        Symbian signed               here
                                            controversial content or       controversial content or
                                            other issues.                  other issues.
  Payment                                                                                                                             Credit card; carrier
                        Google Checkout     PayPal                         Credit card                  No                N/A
  mechanism                                                                                                                           billing
                                                                                                                                 Continued on following page

Surveying the Mobile App Store Landscape                               © Giga Omni Media | August 2009 - 30 -
You can also read