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Mac App Store by the numbers -- almost 1,000 apps on Day One

Today's launch of the Mac App Store will doubtless be feeding analyst speculation for some time to come. Developers who choose to work within it gain exposure; users who use it gain frictionless purchasing ability, unobtrusive DRM (perhaps too unobtrusive), and slick updating. However, there are costs -- most prominently, Apple takes a 30% cut of revenues, which might not sit too well with some companies. Apple's tight restrictions on what apps can do rule out a lot of programs which modify your system in various ways that Apple doesn't approve of.

It's too early to say how it's going down with users, but how many developers have committed to the store for launch day? The Mac App Store UI doesn't make this easy to figure out; there's no master list of apps, but instead a sub-list for each of 35 categories (including the various sub-categories of games.) Even worse, many apps are listed in more than one place, meaning that if you start adding up across those categories, you double- or even triple-count many times. Fortunately, I have devised a method of working around this (gory details at the end of the article, if you are curious.) Click through the break for some analysis of how launch day on the Mac App Store is shaping up.

Breaking down the figures

The first question that comes to mind is, what are the most popular categories in the Mac App Store? The graph at the head of this article shows these figures, based on 2,004 total entries I found in the UK version of the Mac App Store. (Note that this includes the duplicates I mentioned earlier; to prune them out, I'd have to choose a category for them to sit in, and I couldn't see any clear way to do that).

Unsurprisingly, games dominate the proceedings. Almost 600, or just under a third of all apps, are in one or more of the Games categories. Utilities and Productivity apps are also prominent. The Entertainment category is a bit of a red herring -- almost all of the 200 apps in it are also present in the Games category. More interestingly, though, is the strong showing in Music and Photography apps. Apple has always positioned the Mac as a digital hub where people can aggregate and manage their content; clearly, third-party app developers agree.

Price Point analysis

The dubious distinction of being the most expensive app in the Mac App Store award goes to... Distribute, at £399/$700. It is at least an app for SRS BSNS, so presumably justifies that hefty pricetag. But what about the rest of the store? There was much speculation amongst developers about what sort of price points the Mac App Store would sustain; it represents a collision between traditional Mac pricing and the much lower numbers on the iOS App Store.

I whittled the 2,004 data points in the last test down to the unique apps -- 959 in all -- and plotted the histogram below of the pricing data:

As you can see, apps broadly fall into a few pricing categories. Almost half of the apps in the Mac App Store are in the cheap-and-free sub-$5 bracket; an informal survey reveals a lot of ports of iOS games falling into this area. There's then a bit of a no-mans-land between $5-10; then huge numbers of apps in the $10-50 brackets. Again, informally surveying the store, these appear to be mostly traditional Mac software packages that have been ported over to the store and broadly maintained their price points.

Finally, we have a small -- but significant -- number of apps above the $50 mark -- price points almost unheard of in the iOS App Store. It will be very interesting indeed to see how sales of these apps go, assuming any of the developers are willing to share that data.

Overall, I don't think there's much sign of an early rush to the bottom -- but of course, we're still in the very early days.

Methodology

In the interests of full disclosure, here are the gory details of how I obtained the numbers in this post:

  1. Installed burp proxy on my MacBook and configured all Safari traffic to go out through it in via System Preferences > Network > Advanced > Proxies > Web Proxy.
  2. Browsed the Mac App Store on my Mac, noting that all traffic between it and itunes.com was now being captured.
  3. Go to the app listing page for each store category in turn.
  4. Find the raw HTML of that page in burp and save it into a text file in a directory.
  5. Used a Perl script to comb through the text files, looking for app name and prices with the following regexps: m/title="Buy, (.*?): £([0-9.]+)">/ and m/title="Buy, (.*?): £([0-9.]+)">/
  6. Run through those app names, eliminating duplicates and collating pricing data.

Please note that as I am in the UK, all my analysis was carried out on the UK Mac App Store; numbers may be somewhat different for the US store if developers have chosen to regionally restrict their software. However I have converted prices from British pounds into US dollars for ease of understanding.



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Software Mac

Today's launch of the Mac App Store will doubtless be feeding analyst speculation for some time to come. Developers who choose to work...
 

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Christina

Isn't the method a bit old/complicated?

Those guys have live statistics: http://www.applounge.de/us/stats/

so they say!?

January 19 2011 at 3:56 PM Report abuse rate up rate down Reply
RPF

Your chart shows about 55 apps in the $5-10 range, which is a range of $5 dollars. It shows about 140 apps in the $10-20 range, which is a range of $10 dollars. And it shows about 150 apps in the $20-50 range, which is a range of $30 dollars.

And then you assert that there is a "no-mans-land between $5-10; then huge numbers of apps in the $10-50 brackets." You're comparing a 5-dollar range to a 40-dollar range! Of course there are fewer apps in the 5-dollar range!

The $20-50 range is six times as big as the $5-10 range, and yet there are only three times as many apps in it. This means the $5-10 range is twice as densely populated with apps as the $20-50 range, and that your assessment of the distribution is completely wrong.

It's shoddy thinking like this that makes it hard to take seriously TUAW's "analysis" of anything.

January 07 2011 at 8:53 AM Report abuse rate up rate down Reply
Jeff Wolverton

I'm also more than happy with the 30% (I'm the developer of "SkyWriting" for the iPad) when you consider it just wasn't feasible before. I do charge $1.99 for the Mac version over the $0.99 iPad and iPhone version, but I've added a LOT of functionality to the Mac version that I just couldn't do on the smaller processors. I would hope other developers did the same and didn't just port the same thing they had.

Here's the link if you're curious:
http://itunes.apple.com/us/app/skywriting/id412724669?mt=12&ls=1

January 06 2011 at 5:10 PM Report abuse rate up rate down Reply
David

Most of the apps in the new AppStore are shareware/try-before-you-buy products, right?

How do I download an app to try first, like you could/can from the Apple download site? There's no Download button.

The only option seems to be to buy it untried, or go to the manufacturers website.

January 06 2011 at 4:59 PM Report abuse rate up rate down Reply
2 replies to David's comment
peter

David,

This is a big drawback from the app store... I bought a program I would never have bought if I had tried it out first. It was waisted money.

It is the same on the Swiss iTunes movie store: one is never certain that the original soundtrack is included. Mostly one only gets a dubbed movie.

January 06 2011 at 5:20 PM Report abuse rate up rate down Reply
David

Thanks Peter,

So I probably won't be using the App Store much, especially since I have to sign up and give them my credit card details even to download a free App?

I don't buy shoes without trying them on first, or buy a car without a test drive. Same with software.

And I wonder where Apple get its 30% cut from for free Apps anyway?

January 06 2011 at 5:37 PM Report abuse rate up rate down Reply
peter

What would be interesting is to compare prices per country too:
For instance, when converting every price to Swiss Francs (CHF) using current excainge rates from google finance., Aperture costs 85 CHF on the Swiss store, 79 CHF in the Euro zone (France, Belgium, Luxemburg), 77 CHF on the US store, and only 67 CHF on the UK store.
That is a 26% price difference on Aperture ! Can you do such a comparison with your script for the whole store ?
Value added tax can not explain this, as Swiss VAT is only 8 %, Belgian VAT is 21 %. I can only conclude that the Swiss are being ripped off here.

January 06 2011 at 4:54 PM Report abuse rate up rate down Reply
mack

So after all that analysis you neglected to tell us what the median price of an app on the Mac App Store actually is?

January 06 2011 at 3:41 PM Report abuse rate up rate down Reply
1 reply to mack's comment
Richard Gaywood

Hi Mack. I didn't think the mean and median were particularly useful, as the data skews into a bimodal-ish distribution, but by all means you can have them:-

With the free apps removed from the dataset, the mean price point is £11.39 and the median is £5.99. If you include the free apps, the mean drops to £10.28, but the median is unchanged.

(iTunes applies a fixed currency conversion rate of $1=£0.59, if you want to convert these to a USD basis.)

Hope this helps!

January 06 2011 at 4:45 PM Report abuse rate up rate down Reply
lookatthepiggy

I'm really surprised that there's only 1000. I thought indie developers would be dying to get there apps in here. The amount of exposure you get is absolutely HUGE. I submitted 2 apps on the last day you could submit them and both of them are in there now. One of my apps is just a simple client for a webapp I work on and so far the number of users has more than doubled in just a few hours.

January 06 2011 at 2:26 PM Report abuse rate up rate down Reply
2 replies to lookatthepiggy's comment
CHRiS

it may be the fact of not enough time -- there hasn't been that much time for them to get through the Apple process, maybe lots were rejected, or maybe Apple didn't yet approve 3000 more sitting in the pipe due to the holidays... I'm confident we'll see the number double in a few weeks, if not much higher.

January 06 2011 at 2:37 PM Report abuse rate up rate down Reply
MikeS

@lookatthepiggy Some independent developers weren't allowed in. Their apps still sit "in review" despite an early submission. TaskSurfer got submitted on the 9th of November, and it continues to sit "in review" with no response from Apple to several inquiry emails. According to some forums, ours is not an isolated case.

Having had an otherwise pleasant experience as a developer for Apple products, it's disappointing that Apple dropped the ball so badly in our case. Money and effort to get in on opening day down the drain.

January 06 2011 at 5:53 PM Report abuse rate up rate down Reply
Brian

For small developers the extra exposure it amazing, I am more than happy to pay 30% for that. I went low for those impulse buys that on a traditional site would never sell or would cost more than that to process card fees.

Lets see if the sales come in :)

January 06 2011 at 1:58 PM Report abuse rate up rate down Reply
2 replies to Brian's comment
GCarden

Any chance you'd like to share what software you've developed? :)

January 06 2011 at 2:56 PM Report abuse rate up rate down Reply
Brian

Sure it's http://itunes.apple.com/app/wake-on-lan/id412170664?mt=12

January 06 2011 at 3:15 PM Report abuse rate up rate down Reply
Marcos

For a big company selling lots of copies of an expensive product (read: Adobe for CSS, MS for Office), it is A LOT to give up 30% of your profits. They will never agree to it, and I honestly can't blame them.

We should see how this plays out, but I think Apple's goal is to eventually standardize how people get software for the Mac, and the answer is the App Store. In order to do that they will have to work out a better arrangement with high $ developers.

January 06 2011 at 1:50 PM Report abuse rate up rate down Reply
7 replies to Marcos's comment
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