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Do you feel that Android applications are profitable? I don't.

I've considered learning the specifics of Android development, but the more I have thought about it the more discouraged I've become (not even including the possible income tax complications in this thread).

The most popular applications sold on the market are games. The games section also happens to be overloaded with completely free games. Many of the games available in the market aren't crappily made either; for example, all three Angry Birds titles are available for free (having ads in a game doesn't make it not free, just slightly more obtrusive) on the market. These free games aren't something you would throw together in a couple weekends, I'd imagine a game like Angry Birds (artwork, sounds, level design, programming, etc.) would amount to more than a few months worth of dedicated work for a single entrepreneurial minded developer.

Now what if you do something other than a game? Other app categories are flooded with free applications as well. For anything that has a mainstream use, which is where the money is, there is likely to be a comparable application on the market for free already. If you make an app that does something out of the ordinary, you may be able to sell some, but you aren't going to make any real money unless you're targeting a pretty big group of consumers.

I haven't looked long enough to find profitability reports of current apps, but this is from last year: STATS: The ten best money-making Android apps of 2010 so far Eurodroid
While it seems like there have been numerous stories of people becoming millionaires from successful iPhone applications, the best Android had to offer last year was 24,000 downloads at $2.99 a piece. If that number of downloads was the same every two months for a year, then that would be about $430,560 a year (in the US that will end up being more like $200,000 when you've paid Uncle Sam). However, Robo Defense was number #1. As of last year, that amount was the best case scenario.

There are surely countless examples of apps that are made that get a handful and downloads and then are buried by the giant wave of free apps. How many hours will someone spend to make a game like Robo Defense with no guarantee that anyone will download it, or let alone see it in the market? In some cases, you might have just been better off going with the minimum wage fast food job for the number of hours you spent on a given app.
Even more, who are you to try and compete with the likes of large corporations with money to burn? They could easily make your competing app free for a few months just to make sure you didn't get any money from it.

I feel that a large issue is that Android users just don't seem willing to buy that much. If there is something that solves a major issue inherent in the OS (say for example the onscreen keyboard barely works) then someone may pay a couple dollars for a third party solution. For anything else though, I don't feel like most users buy apps that often. I've had an Android phone for many months and I don't think I've spent more than $5 total (one application was definitely worth it though: a math problem alarm clock). The first reason is that I don't want to be tied to a particular platform and the second reason is that there is already so much for free I have had no reason to.

If anyone has anything to say that would make the situation a little more hopeful then please speak up. I don't own anything Apple related so it isn't even possible to write anything for the iPhone (they make you use Xcode) and if I felt like the Android market had some potential I wouldn't mind trying it out.

This is a little off-topic, but if you made an app could you price it at 50 cents, or have the mobile stores set the lowest monetary price at 99 cents?
 
Well, if Wikipedia can be trusted, Rovio is making US $1 million every month off ads alone on Android.

So perhaps free app + add is the way to go instead of the other way around?

Also, a lot of successful apps on Apple makes money by making in apps purchase - things like purchasing extra coins and weapon for games, which I make is just cheap and plain dirty. I am perfectly willing to purchase an app, but I am not going to purchase in game credits that is perishable.
 
I think if you are a "nobody" starting out, it is probably a huge pie in the sky dream to think that you are going to make much money off this. I think most (not all) developers started doing it for the fun of it and things just sort of took off. Unless you have a really unique idea, it's pretty hard to make a polished product that thousands of people are willing to use frequently and/or pay for.

In short, develope because you have a good idea, not because you are looking for a pile of cash, unless you are working for a company that has a pretty good track record of putting out successful product.
 
Well if you do an average job of executing a generic idea, then yea you've got no hope.

This is where innovation comes in, but that alone doesn't guarantee success - nothing does.

Keep in mind that in this day and age, design often trumps functionality. I read a phrase a while back "If you can't afford to hire a good designer, drop features and hire a good designer."

In the 'How much have you spent on apps' thread, someone pointed out that many devs make more money from ads in their 'free' versions than they do from the paid versions.

Food for thought.
 
yeah...like the others have said... there are different ways to make money on android..

1. sell the app..

2. ads in the app..

3. sell add-ons or upgrades or special items to the app.

i think ads in the app.. will net you most $. but of course you have to have an app that keeps them using the app. or have a bunch of small simple apps with ads.

i am sure they are making money... because if they did not... it would not be growing as fast as it is.
 
I've seen proof to the contrary but since I'm not a developer, I've never saved those articles or even spent very long thinking about it. I'll just have to tell u what I remember.

Luckily I was able to pull up just a couple of references so I can cancel out the rambling mess I was planning on typing.


Basically, like everyone has said, Quality free game with Ad's seems to be the way to success. Now that I've shared this bit of valuable info with you, I would expect to see my check 3% of all profits mailed to me quarterly. Plz & thank you

:)

Developer: Android More Profitable than iOS

Android making bank
 
I've seen proof to the contrary but since I'm not a developer,

:)

Developer: Android More Profitable than iOS

Android making bank

Your example is flawed. The two links you provide are for ONE developer, spacetime studios. He is a one-case scenario.

His product on iOS has to compete with a whole lot more titles.
He has less competition on the Android platform.

In fact, I've never even heard of this outfit until now.


One isolated example does not make it the rule. For every 1 Android developer making it big time and for every link like the one you provided above, there are more examples on iOS that is contrary.
 
If the premise were correct we'd have no apps at all.
Clearly, it is not.

I paid $18 for a reliable, working mail app.
I do not buy nor download any games. I have a PSP for that.

The assumption works from a younger point of view.
 
Do you feel that half-assed developers must profit? I don't. This is really where innovation must kick-in. This is where creativity and imagination comes in - how you can convince the users to buy, or how you can make money by giving it for free. (this is good because it keeps the quality of Android apps high and the market competitive) Doesn't it sound good to you? You get equal access as those large corporations to the mass of people.

Android is just a platform, it's up to the developers how they could find a way to shine on that platform.
 
As with any art, the desire to develop an app must come from a desire to create and improve people's lives, not from monetary ambitions.

Make an app because you want to. If it's good and popular and sells, you can make a few bucks on the side. These are the best apps IMO (not counting the mega-corporation apps, like google or amazon)
 
As with any art, the desire to develop an app must come from a desire to create and improve people's lives, not from monetary ambitions.

Make an app because you want to. If it's good and popular and sells, you can make a few bucks on the side. These are the best apps IMO (not counting the mega-corporation apps, like google or amazon)
+1

If you're out to make an app mainly because of the profits, your app will probably suck and fail.

If you make an app that actually is something unique and interesting, regardless of money, it might actually succeed. It's like anything else in life - do what you're passionate about, and if you're good at it, money will come.

If you do something solely for money, and you're not passionate about it, money may come by much harder, or not at all.
 
Do you feel that Android applications are profitable?
That's an extremely vague question that's difficult to discuss. I feel that good apps (regardless of the OS) are profitable. Mediocre to poor apps are not. Consumers need to be given reasons to buy a given app. If an app isn't profitable then it isn't providing something that consumers find to be of any value. Quite often that means standing out from the rest of the similar apps whether those other apps are pay or free.
 
Wow, there really is this generalization regarding Android users that they don't pay for apps. I don't understand where that comes from. There are free apps on iOS, no? Even if Android was unique in its offering of free apps, that doesn't mean that Android users don't purchase apps. I do regularly - I'd say about $10-$15/month.

I agree with what was stated several times above, that you shouldn't get into app development to make millions. Do it because you have a passion for it. If you make money, so much the better.
 
One of the two reports referenced in this thread are flawed, and I'd like to see if someone could answer that.

One person said that the top grossing game had 240,000 downloads in 2010, which is about 20,000 downloads per month, or 666 downloads per day, on average. The second report said that one developer got 9,000 downloads per day for one of their games. Annualized, that's over 3 million apps per year. But the first report said that the leading app got 240,000 downloads per year. Which one do we believe?

Then, the second thing is that one report said there are about 350,000 iPhone apps in the iPhone app store, and about 280,000 in the Android marketplace. A report I read recently said that the number for Android was way lower - 28,000 (not 280,000). So how many Android apps are there?

Anybody have any insight into these two questions?
 
One of the two reports referenced in this thread are flawed, and I'd like to see if someone could answer that.

One person said that the top grossing game had 240,000 downloads in 2010, which is about 20,000 downloads per month, or 666 downloads per day, on average. The second report said that one developer got 9,000 downloads per day for one of their games. Annualized, that's over 3 million apps per year. But the first report said that the leading app got 240,000 downloads per year. Which one do we believe?

Then, the second thing is that one report said there are about 350,000 iPhone apps in the iPhone app store, and about 280,000 in the Android marketplace. A report I read recently said that the number for Android was way lower - 28,000 (not 280,000). So how many Android apps are there?

Anybody have any insight into these two questions?

For question 1) it sounds like correct numbers for the absolute TOP paid apps (666/day) and free (9k/day)

For question 2) it's 280,000 - the 28,000 number is complete hogwash, that might apply to Amazon AppStore, or WP7 or RIM but not Android.


Also, I just wanted to say this is an interesting thread, I appreciate the comments everyone is making and links posted.

I wanted to add that one thing to consider is Rovio was a nobody for like 5 years before they made any profits. They also are not making $1Million/month -- it's likely closer to about half of that, and they have roughly 50 employees, so keep that in mind. And they are privately held so all valuations are speculation.

But I definitely feel the pain of other Android devs out there. I think I create decent apps, that work well and get good ratings but have a hard time breaking out of the pack, and bringing in revenue.

My plan is to work on my marketing and release my 4th app over the next two months but I will be going back to working for the man if I dont see significant upward trends in my income. To give you an idea, right now I would be a rich man in Somalia considering what I make per day heh :)

However, that said, my apps, and customers are growing slowly but steadily. And the Android consumers are becoming better about buying apps (also slowly but steadily).

Anyways that's my $0.99 :)
 
If you decide to make an app, make one free and another one paid that way you reach both 'markets' the ones that are cheap, you get ads revenue while there are those that despise ads and will pay for the ad free version.
 
I believe we app developers spend too much time debugging and developing that not enough time is devoted to do proper marketing in terms of wording nice description, add new screen-shots, step by step manual etc. This is the norm for indie or solo developers but not companies who employ dedicated marketing/sales personnel.
 
Speaking as a developer who has had paid apps in the android market for several months, I started turning a profit with my apps in the second week of having them in the market. So, a profit is possible.. and I wasn't even trying.
 
When I started off, I feel my nationality is an obstacle in getting my developed apps used and appreciated by Western audience as they may doubt the quality of apps developed from an Asian country. Initially the slow sales seem to confirm my fear but I hold on and finally sales start to come in. So it seems to prove a point and that is when your app is able to provide a need for users, they will still commit the purchase.

However I notice one trend is if your app features are easily found in other popular apps than most likely you got no-takers. So it seems your app need to have something unique or something that is much easier to navigate to get them over.

All in all I believe Google Android team has provided a rather level-playing field for all developers world-wide to show-cast their apps (be it bad or good) but at least the chances are given. For this effort they have my gratitude.
 
When I started off, I feel my nationality is an obstacle in getting my developed apps used and appreciated by Western audience as they may doubt the quality of apps developed from an Asian country. Initially the slow sales seem to confirm my fear but I hold on and finally sales start to come in. So it seems to prove a point and that is when your app is able to provide a need for users, they will still commit the purchase.

However I notice one trend is if your app features are easily found in other popular apps than most likely you got no-takers. So it seems your app need to have something unique or something that is much easier to navigate to get them over.

All in all I believe Google Android team has provided a rather level-playing field for all developers world-wide to show-cast their apps (be it bad or good) but at least the chances are given. For this effort they have my gratitude.


Well said
 
I have no problem paying for apps. If an app makes my life easier then I am perfectly happy to pay for it. If an app has a paid version without ads and a free one I will usually get the paid version. I have brought this up before, but I don't see how apps can be updated for free forever. I expect when the market matures this will change and be similar to the PC model.
 
I have no problem paying for apps. If an app makes my life easier then I am perfectly happy to pay for it.

^ This. I'm actually a little bored of reading articles that imply Android users don't want to pay for apps, or that they're more likely to pirate, amongst all kinds of other marketable FUD that gets spewed on a near daily basis.

I've bought a number of apps. There's a few times a month where I go through my list of desired apps and purchase some more just to try them. I'm happy that there's a lot of free apps out there, but I'm more likely to pay for an app that has the features I need than to sacrifice those features for a free or even ad supported equivalent.

The average price of an app is between 2-6 dollars (source, myself). You deserve a kick in the bollocks if you absolutely need to pirate an app that costs $4.
 
There are a few things that I request for a paid app:

1. Have either a free version or a trial version. I don't like ads, but I do need to know what I'm getting myself into.
2. If you can't make a free version or a trial version, then I need an abundance of screenshots. At some point, I need to see what it is that you're selling.
3. Make it able to move to SD. Even if you have widgets and claim that it won't work if moved to SD, make it an option, because not every widget is equal. Some widgets are hideous or too big to be useful. So, if I'm not going to use the widget, let me move the application.
4. Make it clear that it can be moved to SD in the description.
 
There are a few things that I request for a paid app:

1. Have either a free version or a trial version. I don't like ads, but I do need to know what I'm getting myself into.
2. If you can't make a free version or a trial version, then I need an abundance of screenshots. At some point, I need to see what it is that you're selling.
3. Make it able to move to SD. Even if you have widgets and claim that it won't work if moved to SD, make it an option, because not every widget is equal. Some widgets are hideous or too big to be useful. So, if I'm not going to use the widget, let me move the application.
4. Make it clear that it can be moved to SD in the description.

+1

Also a youtube video :)
 
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