For whatever reason, Apple decided not to allow “landscape mode” on iPhone email. If you want to turn the phone when the web browser is open and get the larger keyboard that makes two thumb typing realistic, no problem. But the email app is portrait only.
Now a new iPhone application called TouchType (iTunes link) fixes the problem. Open the application and you get a landscape mode keypad. type an email, hit the send button and it auto-populates the email application. Type in the email addresses and you’re all set.
The application, which costs $.99, comes from the same developer, Mike Schneider, who created Direct Line (easy phone tree navigation) and Private-I (loJack for your iPhone). I like how this guy thinks.
I’m adding this to my must have iPhone apps list.
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Who needs a Nintendo Wii when you’ve got an iPhone? The Social Gaming Network, which released a Wii-like golfing game for the iPhone two weeks ago, has now followed up with a bowling game. As with iGolf (which has already been downloaded more than 900,000 times), iBowl uses the iPhone’s accelerometer to detect a player’s swing. You can twist your wrist to give the ball spin or direct it to the pins.
SGN is better known for its games on social networks like Facebook and MySpace. iBowl is free and you can challenge your friends to games. But there does not seem to be much of a social component besides that. Not that it needs one. Becoming the Wii of the iPhone is probably a big enough opportunity in its own right. But it would be cool if you could somehow challenge your friends Facebook or other platforms to play the same game, much like Mytopia does with casual games. Although, it probably wouldn’t be the same without the accelerometer.
That’s what’s so great about the iPhone as a gaming platform. It is not just a handheld computer that you can run games on, it’s the physical controller as well.
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I came across an interesting app in the App Store today that’s worth a look. The app is called RulerPhone and its premise is simple: it will let you take a picture with your iPhone and allow you to measure the distances and dimensions between objects in that picture.
Here’s the deal: you can download RulerPhone for $2.99 in the App Store if you want to measure distances of up to 12 feet or you can pick up RulerPhone Lite for free if you don’t need distances longer than 1.5 feet.
Once you start RulerPhone up, it explains how to use the app. In order to start measuring, you need to place an object about the size of a credit card in the picture you’re about to take in order to derive accurate measurements between the objects in the image. After that, you snap the picture and move to the next screen, which asks you to align a blue card that’s displayed so it lines up perfectly with the credit card in the picture. As soon as the two cards are aligned, you click “Measure” and a ruler is displayed, which you can move around and extend to measure the distance between objects in the picture or their length. The actual measurements are displayed above the image.

As long as you use a credit card and align the blue card over it perfectly, you shouldn’t have too much trouble measuring accurately with RulerPhone. That said, the measurements are more accurate the closer the credit card is to the center of the image and if you’re looking to make three-dimensional measurements, you’re out of luck — it only supports two-dimensions.
I used RulerPhone for about 20 minutes, measuring things all over the house to see how well it performed. Generally speaking, it did well and came within a few centimeters as long as I followed the instructions perfectly. When I didn’t, RulerPhone would be off by as much as three feet in some cases and proved useless when I wanted to measure the dimensions of less linear objects like a chair.
So why only 20 minutes? Once that time elapsed, so did the novelty. RulerPhone is neat to use for a while, but once you’ve measured almost everything in the room with varying success, it quickly becomes another app in your list that you probably won’t use often.
RulerPhone is an interesting idea with some utility, but I just don’t see any reason to spend $2.99 on this app. Try out the free version instead.

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Although logic dictates that smaller is better when it comes to running gear, RunKeeper, a cool iPhone app that tracks your treks via G.P.S. adds a compelling exception to that old adage. The iPhone isn’t the first thing you think of when going out for a run - maybe a nice Nano would be a better fit - but Runkeeper is something to consider.
RunKeeper is a fairly unique product. It uses the iPhone’s G.P.S. to trace your tracks through the city. I tried it in San Francisco with varying results but it’s definitely a step up from Nike+iPod’s pedometer estimation techniques, which have ultimately failed me many times.
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Earthscape (iTunes link), the incredible iPhone application that brings Google-earth to the iPhone, just discounted its $10 pricetag to…free. For a “limited time.”
The app, which we first wrote about in May, puts a little globe in your pocket that you can spin around and zoom in to specific locations. It shows where you are based on your GPS coordinates, highlights locations with Wikipedia entries (and lets you read those entries as well) and flickr photos. Users can also take their own photos and add them to the application’s database. They are then optionally displayed to other users with the geotag information (see if you can find the TechCrunch image I uploaded to Atherton, California).
We wrote about the application again last month. It’s worth the $10, and so it’s definitely worth it for free.
See the demo video below for more information:
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If you like taking and sharing photos on your iPhone, add this to your list of must have applications: Gesture. The $4.99 application lets you turn any photo you take on the iPhone into a really cool artwork-type image. Easily pointilize the photo, or zoom in and do the detail work yourself. My quick artwork is above, with my dog Laguna acting as the model.
Altered images can be saved in the photos folder and/or posted to the web (example). Publicly saved images can be viewed here.
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There may only be over 12 million iPhones in the wild, but that hasn’t stopped iTunes users from downloading more than twice as many apps as songs during the store’s first two months of availability, according to a report.
Steve Jobs said at Apple’s press event last week that users have now downloaded over 100 million apps. Assuming it maintains the same rate of 70 million app downloads it witnessed in August alone, it could hit 1 billion apps by the end of the store’s first year of availability, sometime in 2009. iTunes song downloads didn’t hit the 1 billion mark until its second year of availability.
But in reality, 1 billion downloaded apps could happen much sooner than the middle of next year. As apps become a key selling point for Apple going forward and more iPhones and iPods get out into the wild, more users will find reason to download apps and in turn, increase the download rate.
Apple has yet to comment on the possibility of hitting the 1 billion downloaded apps mark sooner than it sold 1 billion songs, but rest assured that the company’s hype machine will be in full swing as that time nears.
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Developers like Frasier Speirs and Dave Winer are protesting Apple’s rejection of some iPhone applications, and saying they will no longer develop on the platform (let’s leave aside the fact that as far as I know Winer never developed for the iPhone in the first place).
The problem is that Apple rejects the applications only after they’re built and ready to roll into the app store. And recently Apple has moved beyond rejecting applications on technical grounds or simply because, in Apple’s opinion, they add no value to the community. Now Apple is explicitly rejecting applications because they are competitive with Apple applications.
So first off, I agree that it’s unacceptable for Apple to reject applications on discretionary grounds and without any “clear and unambiguous rules,” as Speirs puts it, as to what will and will not be accepted. In a happier world, developers wouldn’t waste their time building applications that can never be used by iPhone users. But none of that matters - developers will keep on building new applications even with the very real risk of rejection at the last moment hanging over their heads.
We’ve seen this all before with the Facebook platform. Facebook doesn’t block new apps from launching, but they’ve shown that they’ll compete with third party developers, give preferential treatment to revenue partners and won’t hesitate to suspend applications that that are annoying or harmful to users. Developers protested, but the apps keep on coming.
The fact is that there are more than twelve million iPhones in people’s hands today, and another 800,000 or so are likely sold each week. That is too much of an opportunity to pass up. Developers will complain, but ultimately they’ll play by whatever rules Apple demands. Even if those rules are ambiguous and subject to change regularly without notice.
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iPhone use in the epicenter of the technology world is on the rise, according to research released by Meraki Thursday.
According to the company, which is creating Free the Net, a free wireless network in San Francisco, it has witnessed a significant uptick in iPhone usage as it continues to roll out its service. Of the 150,000 devices that have used Free the Net, the iPhone accounts for nearly 20 percent. At its lowest point months ago, the iPhone accounted for just 6 percent of all the devices connecting the network.
Obviously iPhone usage in San Francisco isn’t indicative of usage elsewhere in the world and it’s tough to gauge how popular it really is in different areas, but this is even more evidence proving the iPhone may be more popular than RIM and others want to admit.
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Microsoft and RIM announced today that they have struck a deal that will see all BlackBerry smartphones running Microsoft Live Search.
The deal’s specifics weren’t released, but Microsoft’s ability to bring Live Search to the BlackBerry is a major development in the mobile space and is a direct challenge to Google, which is currently providing the iPhone with its search and will feature Google Search in upcoming Android-based devices.
The next battleground for search will be mobile, and Microsoft can gain a foothold by striking presumably lucrative deals with device manufacturers to feature its search over others. (Much like Internet Explorer comes as the default browser on many PCs). Even though the iPhone is selling extremely well, it’s still trailing the BlackBerry and if Windows Mobile devices are added to the equation, Microsoft now has significant mobile search market share to use as a platform for its mobile advertising endeavors.
Live Search will be rolled out in BlackBerry phones by the end of this year.
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Symbian on Tuesday released its second quarter financial data. The Nokia-owned company said that it bested last year’s sales mark with 19.6 million units sold. That may seem high, but over the past six months, 159 different Symbian OS-based mobile devices hit store shelves, compared to just a handful from RIM and one from Apple.
The most glaring element of Symbian’s release was that it only grew 5 percent over the past year. Considering mobile phone sales grew 12 percent in the second quarter, according to Gartner, and considering Apple is selling 800,000 units each week, Symbian may be losing its grip on the market.
But to declare the Symbian OS irrelevant is premature. It still reigns supreme in OS market share and even with stiff competition from Apple, RIM, and soon, Google, few companies have the ability to catch Symbian anytime soon.
That doesn’t mean it can’t happen, though. Apple has already sold 6 million iPhone 3Gs in the past two months since launch and there’s no sign of it slowing down anytime soon.
In order to see exactly what would need to happen for the iPhone to overtake Symbian in sales, I considered three scenarios: an annual iPhone growth rate of 300 percent, 100 percent, and 50 percent. To put that into perspective, expected iPhone 3G sales for the quarter ending September 30 this year should be 900 percent higher than last year’s figures for first-generation iPhones, assuming Apple continues to sell 800,000 iPhone 3Gs per week through September.
Scenario 1: 300 percent sales growth
The 300 percent sales-growth scenario is our high estimate, but considering Apple’s growth is 900 percent over the past year, it still represents a substantial deceleration. In order to derive a date for when iPhone sales might overtake Symbian sales, I assume Symbian OS will only grow at 5 percent each quarter, since it is a mature technology. Then I apply the 300 percent growth rate to Apple’s previous-year sales for each quarter subsequent to Apple’s latest. Based on those calculations, the iPhone would be able to supplant Symbian as the leader in the space by October of next year when it sells almost 30 million iPhones compared to Symbian’s 26 million.
Scenario 2: 100 percent sales growth
For the second scenario, I used a 100 percent sales-growth estimate. Maintaining such growth would still be quite a challenge, but once again, it may not be as outlandish as some may think. In this estimate, I used the same growth rate for Symbian as in the first forecast. In this case, the iPhone wouldn’t supplant Symbian until the end of September 2010, when it would sell approximately 38 million iPhones compared to Symbian’s 31 million units.
Scenario 3: 50 percent sales growth
For the last scenario, 50 percent sales growth was used as the estimate to see when the iPhone could conceivably surpass Symbian OS. The same growth rate was used for Symbian, but this time 50 percent year-over-year growth was factored in for the iPhone. Under those assumptions, the iPhone wouldn’t outsell Symbian until the end of September 2012, when it would sell 48 million iPhones in the quarter, compared to Symbian’s 46 million.
Will the iPhone eventually beat Symbian-powered phones? Nobody really knows. It might continue to sell at a fast clip and outstrip even the most aggressive estimates or it may slow down and match last year’s first-gen iPhone figures. But one thing is certain: the Symbian OS is simply not selling nearly as well as the rest of the industry and the iPhone 3G is outpacing every other smartphone on the market. Although Apple is expected to sell at least 40 million iPhone 3Gs over the next year, even that may be an understatement.
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Apple will release an application next month that will provide users with interactive albums, which will include lyrics, behind-the-scenes images, and exclusive artwork.
According to Music Week, Apple will make the app available to users in tandem with the release of Snow Patrol’s upcoming album, A Hundred Million Suns. The app will add the extra features to more iTunes albums over time, but because it will be made available through the company’s App Store, it will only provide the extra content on the iPhone and iPod touch.
Apple’s decision to offer such an app is ironic, to say the least. The company has consistently said that it doesn’t want third-party developers tapping into iTunes music, resulting in apps like Tap Tap Revenge being prohibited from accessing your iTunes library during gameplay. Evidently, it wanted to reserve that functionality for itself. Or could this signal a willingness to allow third-party developers to access it in the future?
The new app also highlights an important point: CDs may lose one of the advantages they have clung to in their losing fight against digital downloads. Now that iTunes albums will offer the extras already found in CDs, the latter is quickly becoming even more irrelevant.
The app should be released around October 27 when Snow Patrol’s album hits store shelves. So far, pricing is unknown.
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Add this to your list of must have iPhone applications. Direct Line (iTunes link) is a service that helps you automatically navigate phone trees to get right to an operator (exactly what companies don’t want you to do).
Install the application, browse of search the included companies, and select the one you want. Direct Line then calls the number and preselects the appropriate choices to get you to an actual person.
The service operates much like Bringo, which we wrote about in 2007, but since it works directly from your iPhone it saves you the extra steps. In my testing it mostly worked, although it failed to get me through to operators at two companies (Air Canada and AT&T). No worries, though. Just send creator Michael Schneider an email at support@thisistech.com and he’ll update the database.
It’s well worth the $0.99. Direct Line joins DataCase on my list of must have productivity apps for the iPhone.
Update: AppVee did a video review:
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I came across AppVee this evening, a new site that is creating written and video reviews of iPhone apps. We continue to write about iPhone applications that we find interesting and include them in Crunchbase, but we aren’t doing the kind of in-depth, categorized reviews that AppVee is taking the time to create.
AppVee rates each application based on a variety of factors depending on the type of app. For entertainment applications, for example, apps are rated on ease of use, features, frequency of use, interface and usefulness. User ratings are also collected and placed alongside the official AppVee review.
The most useful part of the site are the overview videos, which allow you to get an idea of what the app is before you download it. If you’re an iPhone fanatic, bookmark the site, you’ll use it.
See AppStoreApps as well.
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iPhone application development house taptaptap has published sales figures for the first month of sales for their two AppStore applications, bringing further insight into overall sales volume and figures for the online store. The two applications developed by the company are WhereTo, an application that provides a more general GPS interface to the iPhone with location-based services, and Tipulator, a simple tip calculator.
WhereTo retails for $2.99 in the store and 24,094 copies were sold in the first month - netting the company just over $50,000 in revenue after Apple took their cut (it currently ranks #69 on the top paid application list). Tipulator retails for 99 cents, and sold 3,168 copies which resulted in just over $2,200 of revenue (it is currently unranked). The table below outlines overall sales volumes and revenues for each application:
taptaptap AppStore sales and revenue numbers for US sales, month 1
| WhereTo | TipCalculator | |
| URL | AppStore | AppStore |
| Price | $2.99 | $0.99 |
| Number Sold | 24,094 | 3,168 |
| Gross Sales | $72,041.06 | $3,136.32 |
| Net Sales (after AppStore cut) | $50,597.40 | $2,217.60 |
| Total Gross | $75,177.38 | |
| Total Net | $52,815 |
The resulting net profit and sales figures are good for a small company that has developed one application that is relatively sophisticated, and another that is very straight forward and simple but yet still brings in $2,000 a month. There is definitely great revenue potential for developers of iPhone applications, as users of the AppStore and the iPhone in general are more likely to pay for applications. Integrating with iTunes makes the process simple for the user, but for the developer poses a challenge as all applications must be submitted to Apple and must meet their approval.
We should also note that while both of these applications have done well, their download figures unsurprisingly pale in comparison to those of Facebook and Tap Tap Revenge, both of which have over 1 million users. The real money in the App Store may well lie in monetizing these free applications, be it through integrated advertising or downloadable content (though it remains to be seen what restrictions Apple will place on this kind of strategy).
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Steve Jobs shared some stats on how the iPhone App store is doing one month after launch with the WSJ’s Nick Wingfield. There have already been 60 million downloads, the majority of them free. But paid downloads are doing just fine, pulling in $30 million in revenues in the first 30 days. The article does not reveal the total number of paid downloads, but given that apps range in price (mostly gravitating either to 99 cents or $9.99, but one briefly going as high as $999, before it was pulled down), it is safe to say that fewer than 30 million paid apps have been sold. One game alone, Sega’s $9.99 Super Monkey Ball, sold 300,000 copies (or $3 million worth). That one game alone accounted for 10 percent of all iPhone app sales.
Here are some stats culled from the WSJ article:
First Thirty Days: iPhone App Stats
Total Downloads: 60 Million
Total Revenues: $30 Million
Sales Going To App Developers: $21 Million
Sales Going To Top Ten Apps: $9 Million
Sales of Sega’s Super Monkey Ball: $3 Million
At the current rate, the App Store is on track to bring in annual sales of $360 million. Apple keeps about 30 percent to cover its costs (as it does with iTunes song sales), and the rest go to the developers who create the apps.
The question is how many apps can one person really manage before becoming overwhelmed. While the initial impulse is to download as many apps as possible to try them out, there is a limit to how many apps you can juggle on your iPhone. It is not much different than a PC. You have tons of apps, but how many do you actually use on a regular basis? For most people, that number is probably no more than ten apps, and on a daily basis, maybe 3 or 4 tops. Update: With an estimated three million 3G iPhones sold so far, and another six million first-gen iPhones, that averages just over six apps per phone (and that’s not even counting the iPod Touch).
For instance, of the 30 apps on my iPhone, I’ve used only about six more than once, and nearly all of those come with the device. By far, the app I use the most is Gmail, followed by Web browsing. Those two built-in apps account for about 90 percent of my usage and are the only apps I use on a daily basis. Those are followed by the camera (if you can call that an app), the calculator, and Maps. Of all the apps I’ve downloaded from the App store, only two of them are seeing regular usage, and both are games: Tap Tap Revenge and BeeCells (which my four-year-old plays more than I do—in fact, he think that’s what the iPhone is for).
And I’m not the only one who thinks that these apps are going to hit a saturation point real soon. And then it will become clear that the killer apps on the iPhone are the same as on your computer: email and the browser.
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I’m getting the dirt on this right now but it seems that Pat Phelan of MaxRoam just unlocked his iPhone 3G and will be giving away the app shortly. He has his running on Vodafone right now.
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Israeli startup TuneWiki has come a long way.
Soon after the iPhone’s launch, the company released an application that allowed users to view highly-accurate lyrics synced karaoke style to any song stored in their music library. But because there was no App Store at the time, TuneWiki was limited to users with jailbroken (hacked) iPhones. Despite this, the application has racked up over 1.2 million downloads since its launch - a number competitive with those seen by the most popular Apple sanctioned apps. The company raised a funding round from Benchmark Capital’s Israel fund.
And now, after nearly a year of developing a Karaokee-like music program for hacked iPhones, the company has developed an application that stands a good chance at becoming the standard media player on Google’s forthcoming Android platform.
At first glance, the Android version of TuneWiki has more than a little in common with the iPhone’s default media player (except with a black color scheme). Songs are sorted into spartan but easy to navigate lists, and playing a song displays its album art alongside standard playback controls. The player integrates TuneWiki’s extensive database of lyrics, which are played karaoke-style alongside your songs (lyrics are pulled from a user-modified database). There’s also support for YouTube videos - if you search for a song you don’t have, the player will automatically take you to the YouTube version, which also support synced lyrics.
Perhaps most exciting is TuneWiki’s integration with location services. Because the player can optionally tell TuneWiki’s servers what song you’re listening to, it can offer an interactive map that displays musical tastes across the world. This could be a huge hit on college campuses, where breakthrough artists tend to be discovered first. It’s also fun to find people in Dubai who listen to Kelly Clarkson (see the video below).
One of the most key features to the iPhone’s success is its ability to sync seamlessly with a user’s media library through iTunes. TuneWiki recognizes this, and is doing everything it can to make syncing as painless as possible. The company will be offering plugins for iTunes, Windows Media Player, and Songbird, and will also feature support for wireless syncing across Bluetooth or Wi-fi.
Some of these features are already offered on the jailbroken iPhone app, but the Android version is clearly TuneWiki’s focus, and for good reason. The company is one of fifty finalists in Google’s Android Developer Challenge, and has received extensive support from Google and a number of other companies during development.
Android is an open platform, which means users (or at least device manufacturers) will be able to install whatever media player they want onto the phones. Despite this freedom, there will probably be one or two media players that emerge as the platform standards. TuneWiki has positioned itself to become one of these, with features that go above and beyond those found on the iPhone, and a focus on keeping things as simple as possible.
Here’s a demo video we took on the app running on the Android emulator:
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The dog days of August lend themselves to kicking back and letting the world slide by. Since the advent of the Web 2.0 ecosystem, they’ve also been the province of a tech company version of the summer shows the networks play off - failed pilots, reality programming being tried out for the Big Show or another writer’s strike, and ratings stinkers that can be buried outside of Sweeps months.
But the DVR has changed everything, in the process eliminating the notion of special sweeps periods and the upfronts where the new season is hawked. Instead, every day is Premiere Month, with the quality of the audience becoming a function of its trackability. The more that you can see the gestures of the audience in real time, the less you need to attract their attention and the more you can market it to the advertisers. In that context, a show played back is no longer a second class citizen; instead the metadata about when you played it back and what was going on at that time form a more powerful indicator of intent, and the common signature of like-minded users a highly valued target.
In fact, television and music content have become more like software than they are different, and the release of the iPhone App Store is a significant new platform for the intersection of what formerly were seen as two different products.
What kinds of programming will emerge? Perhaps a kind of reality show with mobile devices, where contestants roam the real world and use their phones as transaction wands to indicate their interest (or lack of it) in products, events, personalities, and so on. Team behavior is aggregated and mined by matching demographic profiles with reactions to produce “answers” to questions about news of the day, topic swarms on Twitter or other social networks, the race for the White House.
In effect, a new hyper reality show becomes possible, where the App Store is the gateway for an Adsense-like version of Big Brother that leaves the house and breaks out into the virtual community. The device and bandwidth is subsidized by the show, so that Apple can turn on the video aspects of the phone to produce footage, and the community could even be encouraged to provide production support for cataloging and editing the show together via the app and the phone.
Read the full rant on TechCrunchIT
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I’m seeing a trend as I continue to download and test many of the 1,500+ and growing iPhone applications currently available on iTunes: Few of them are really taking advantage of the network effect to build any kind of competitive barrier to entry.
Some apps are safe because they are simply iPhone versions of their normal web service. Google and Yelp are two examples out of hundreds of applications that are simply marking their territory for now.
But most applications are unaffiliated with an established website, which means they need to be able to build a sustainable business on the iPhone alone unless they’re just there for fun. Already we’re seeing applications that are effectively identical to others. There are two chess games for example (Chess Classics and Caissa Chess), both priced at $9.99. There are at least three movie theater apps (Movies.app, OneTap Movies and Box Office). Etc.
There are few feature differences between the applications, which can be quickly updated to match what competitors offer. Those that are trying to charge for their applications are at an extreme disadvantage when they have comparable free alternatives. There’s a march towards free with these apps, and it’s unclear they’ll be able to make money via advertising or other channels.
Take Advantage Of The Network Effect
Without a compelling existing brand or a really innovative product with protectable intellectual property (some of the games fall into this category), the only chance these apps have for long term success is to start thinking about ways to have users interact with each other in order to build network value.
I’ve long argued that social networking on the iPhone is a huge opportunity, and the fact that the big guys are ignoring it for now leaves the door open for a newcomer to get long term market share.
But there are endless other opportunities as well. Take those chess applications as an example. Neither support multiplayer games on different devices. I can play against a friend if he’s here with me, but I can’t have my dad download the application to his phone and play a game of chess with me asynchronously from two states away. The functionality is available to developers, they simply didn’t build it. If they did, there would be a big incentive for chess lovers to flock to that particular application, and it would then be hard for the others to compete. The same thing goes for other games like Scrabble, etc.
My guess is the first breakout hit on the iPhone will be a multiplayer game that is played real time or asynchronously, with each user installing the app on their own phone. I’ve played too many games of Halo on Xbox Live against people who live God Knows Where to not understand the power of distributed game playing to drive software, hardware and subscription sales.
If you are building this kind of application, we want to hear all about it. Someone is going to do this right, and then a flood of copycats will enter the market. Don’t be second to market. And stop treating the iPhone like it isn’t connected to every other iPhone and iPhone user out there in the world.
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Medialets has posted the results of a recent Goldman Sachs Global Investment Research report that details the breakdown of the first 1 million iPhone 3Gs sold worldwide.
Earlier this month Apple announced that it had reached the milestone in only three days, compared to 74 days for the original iPhone. Of course, the two figures are hardly comparable, as the the 3G version launched simultaneously worldwide in 21 countries - the original iPhone was exclusive to the US for months after its release.
Unsurprisingly, the report says the United States accounts for 60% of all units sold during the three day period, with a total of 600,000. Trailing by a factor of nearly ten fold is Japan, with 70,000 units sold. Japan’s finish in second place may well be a result of pent up demand, as the original iPhone was never officially sold there (even unlocked phones wouldn’t work, as the original iPhone doesn’t support UMTS).

The results for carrier distribution aren’t particularly surprising, either. AT&T leads by a wide margin because of its US sales. Despite selling the second highest number of phones, Japan’s carrier Softbank ranks behind T-Mobile and Orange, which both have customers in multiple European countries.

Above all, the figures reflect the explosive demand for the iPhone seen worldwide, and are especially impressive given the difficulties Apple had with activation in a number of countries. In the United States, the iPhone is still selling out at many stores in a manner of minutes. What remains to be seen is how long the public’s obsession with the iPhone will hold, and if Apple can reach its goal of selling 10 million iPhones in 2008.
For more details, check out the Medialets post.
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Foxconn, the Taiwanese electronics giant that produces the iPhone 3G for Apple, has ramped up production to 800,000 units per week, says a source close to Apple with direct knowledge of the numbers. This is “above current full capacity” and there may be some concerns with quality control.
Apple sold just 6 million of its first generation iPhones.
Foxconn factories will be able to ramp production up significantly over time, says our source. But at current sell rates, the company is producing iPhones at a run rate of over 40 million units per year, well beyond early estimates of demand for the product of 25 million over the 3G product lifecycle.
Apple is continuing to add countries - the iPhone is available in 23 countries today, and another 50 will be added this year. We’ve heard that Foxconn was initially told to expect sales of up to 40 million units in the first year, but that those numbers are being revised upwards sharply.
About 1 billion mobile phones were sold worldwide in 2007, says Gartner (Nokia sold about 435 million of them).
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Macrumors reports that Apple’s App Store was selling a tethering app compatible with the iPhone (both 3G and EDGE) for a brief period earlier this evening. The $10 application, called NetShare, was developed by Nullriver software, and would be a godsend for many iPhone owners. After going up around 8PM EST to the elation of a lucky few, the application was pulled down around 20 minutes later.
Phone tethering allows users to access the internet from their laptop computers wherever they get service on their cellphone carrier’s data network. The feature is common on many phones with high speed (namely 3G) data access, and has been noticeably absent from iPhones. While 3G is typically slower than most Wi-Fi access points, having internet connectivity on the go is a huge plus for many people - enough so that many carriers charge on the order of $30 a month to enable it.
Users with jailbroken (hacked) iPhones have been able to enable tethering to their phones through a complicated process for some time, but such tethering is prohibited by AT&T’s terms of service. The release of NetShare seemed to indicate (albeit briefly) that AT&T had changed its mind on the matter.
Now, users who try to download the application are told that it is no longer available in their country. So what happened? The app may have snuck past Apple’s approval process - but with reported wait times of weeks (or months) it seems unlikely that anything appears there accidentally. Then again, Apple has been dealing with a massive influx of new applications - they may simply be overwhelmed and are getting sloppy.
It is also possible that the app was supposed to be limited to a few select countries, and was accidentally posted on the US store. Finally, AT&T may have really changed its mind, but it seems unlikely that they’d pass up the chance to tack one more fee on our data plans.
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Kleiner Perkins is adding to its iFund portfolio of iPhone-focused startups. It’s latest investment is a series A round in stealth gaming company ngmoco. Kleiner partner Bing Gordon, formerly chief creative officer of Electronic Arts, will join the board (he is also on the board of Zynga, which KP also recently invested in through its regular fund).
Ngmoco’s CEO is another EA refugee, Neil Young (not the aging rock star). Young oversaw the development of hit totles at EA such as Lord of the Rings, The Sims 2, and the about-to-be-released Spore. He left EA in June, and wants to both develop its own games and finance and produce games from other developers. He is applying the same studio model that’s worked so well for EA to a new class of mobile games for the iPhone and future devices that have similar characteristics.
The iFund is a $100 million fund set aside to invest in startups targeting the iPhone as a platform. Other announced investments include mobile social networking service Pelago (which makes Whrrl) and iControl (which lets you control you home security through your home network and your iPhone).
The size of the round was not disclosed.
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