…or “So You Think You’ve Got a Million Dollar App Idea”

(this piece also appeared on Silicon Alley Insider)

As a number obsessed techie and ex-management consultant, market sizing and research were a big part of my launch preparations for Exit Strategy NYC. Since launch, I’ve received many questions from people struggling to estimate the market for their iPhone app ideas.

I’ve put together this document as a guide for entrepreneurs considering developing an app. Below, I’ve compiled some up-to-date numbers about Apple devices. I’ve also laid out a framework for estimating what kind of sales can be expected from a paid app.

The Basic Facts

  • 45 million iPhone and iPod Touch devices [Apple Earnings Announcement]
  • 54% of iPhone and iPod Touch users are in the US as of June 2009 [Admob Mobile Metrics Report]
  • The iPhone comprises 68% of worldwide iPhone OS devices and the iPod Touch makes up the other 32% [Admob Mobile Metrics Report]
  • Only 75% of users actually download apps [Pinch Media]
    • The most frequently downloaded free apps reach approximately 30% of devices [comScore]
    • The most frequently downloaded paid apps reach approximately 3% of devices [My calculations - explained later]

Right off the bat, there’s a few back of the envelope calculations to make: 54% of the 45M devices are in the US which means ~ 25M devices. The US has about 300M people.  That means about 8% of the general American population has one of these devices.

iPhone3GS_02How To Use These Numbers

Combine this data with your own numbers about how large of a market your product is addressing. For Exit Strategy NYC, our addressable market consists of all subway riding New Yorkers. In 2008, there were about 5M weekday riders and about 3M Saturday riders [MTA's ridership numbers]. The Saturday number is the more relevant one as it better captures subway usage by NYC residents rather than regional commuters. Neither number counts unique riders though, and given that there are 8M residents of NYC our addressable market size is probably somewhere in between these numbers. Let’s say 6M subway riders.

New Yorkers probably skew more techie than average, so let’s assume 10% (rather than 8%) have an Apple device. Also, Exit Strategy NYC works on both iPhone and iPod Touch devices. If your app requires phone/gps/camera/internet to work well, exclude iPod Touch users from your calculations.

How many Apple device toting subway riding New Yorkers are there?  Well 6M subway riders with 10% penetration = 600,000 potential users.

“But How Many People Will Actually Buy My App!?”

Entrepreneurs are optimists by nature, and it’s tempting to think that 100% of people will buy your product. After all, your product is awesome, right? But reality is a quite different story. In fact, only about 3% of users have purchased the most popular paid apps. To determine that number, I used sales figures from one of the all time best selling paid apps, Firemint’s Flight Control game. According to Firemint’s Alexandra Peters, sales to date have been 1.4 million. As a percentage of the 45M Apple devices, this is ~ 3%.

You should expect a similar upper bound of 3% to apply to whatever market vertical you’re addressing. Of course it’s possible that your app meets some crucial compelling need and therefore achieves a higher penetration rate in your vertical. But don’t count on it — it’s equally possible that your app gets lost in the noise and can’t get traction. Flight control has held a constant spot on the top paid app list for months now. Few others have this advantage.

iPhone3GS_01

Realistic Unit Sales Calculations

Returning to the Exit Strategy NYC figures, we knew that if we had an effective marketing and press strategy, we could probably achieve something close to this 3% penetration figure — perhaps higher as many New Yorkers are very passionate about the subway (see? there’s that ever-present entrepreneurial optimism!). 3% of the 600,000 subway riding devices would mean 18,000 unit sales. Does this translate to $18,000 total sales? Our maximum penetration figure was based on a 99c app, but what effect would Exit Strategy NYC’s $1.99 or $2.99 price point have on total sales figures?

Factoring in price into market sizing is difficult. Based on our own informal market surveying, we estimated that the most profitable price point would be $2.99 or $1.99. Around 75% of people willing to pay 99c would also pay $1.99 or $2.99. So 75% of 18,000 units at those prices works out to an ballpark range of around $27k – $40k. Like all software, the app’s unit costs are zero, it’s important to focus on maximizing dollar sales rather than unit sales.

A Growing Platform

One thing to remember is that the user base for apps is growing by leaps and bounds. In their latest quarter, Apple sold 5 million iPhones and 3 million iPod Touches. This means that the potential market for an app grew by more than 20% in only 3 months!

Non-Apple Platforms

One last thing to note: The iPhone certainly dominates headlines, but it’s not the only game in town. In fact, Blackberry outsells the iPhone every day. And in a town dominated by Wall Street, it seems like everyone and their mother owns a Blackberry. Realizing this, we carefully designed Exit Strategy NYC to be easily portable across different mobile platforms. Our app is available for iPhone, iPod Touch, Blackberry Bold, Curve, and Storm, Android Phones, and even as an e-book on Amazon Kindle.  Combined, the Exit Strategy App reaches a significant portion of New Yorkers.

But are device sales a good indicator of a platform’s expected app sales?

Stay tuned to Back of the Envelope to find out.

  • Lol I was just authoring a very similar post about my MTA-related app when I found yours while looking for figures.

    I have gotten pretty tired of people asking "do people make a lot of money selling iPhone apps?" when the answer to that question is restricted to the same per-product marketing variables of just about any other product.

    I like writing my app and supporting passengers - I wrote the app for myself first. I far make less per hour on iPhone App sales than any other development job I have had in 15 years, but I'm ok with that.

    However, it has held me back from jumping into similar products as StationStops with very limited potential market (Regular Metro-North commuters with iPhones), and a regular maintenance requirement.
  • There are three kinds of lies right? Lies... damn lies... and statistics. I think that the 3% estimate may be way too optimistic here. Flight control is a game, and as such, does not have the same kind of competition that your application would have. While you may have four airplane games, the likelihood of someone having more then one subway application is slim. While your app has better features, you still have to compete with things like Gotham Wave's free NYC Subway maps, which has over 6000 reviews. (Id love to see someone post about reviews vs number of downloads).

    I think there is also a major logic flaw in your addressable market... like you said, the MTA numbers do not represent uniques. You have to imagine at least half of the trips on a weekday are round trip - people who go to work, and then back home later in the day. You also cannot assume the Saterday people did not travel during the week as well. If there are 5.2MM rides on the week days, and half of them are round trips, then youve got about 3.9M riders. Ill give you 4MM for people who only ride the subway during the weekends and never during the week.

    10% of your 4MM would be 400,000. 3% of that would be 12,000.

    Going back to the first point - lets imagine anyone who already has a subway app and has rated it 3 stars or better is going to stick with the program they already have. Looking at your competition, there are 7,057 ratings of 3* or above for other peoples NYC subway applications.

    Leaves your plateau point at about 5,000 downloads. Not saying you wont get more downloads then that, but at that point I would guess your daily sales would flatten out.

    At $2.99, with Apple taking 30%, looks like revenue totaling about $9,000.

    Of course... thats only iPhones. Good luck!
  • Thanks for the comment, Aaron. First of all, the 3% figure is meant
    as an upper bound, not as a reasonable sales figure estimate for an
    unnoteworthy app or an app in a crowded category. It's intended for
    people serve a market with a unique app which solves an unsolved
    problem. Predicting game sales or copy cat app sales (ifart et al) is
    a very different and more difficult task.

    A quick note about Exit Strategy NYC - it's not a subway map app. It
    doesn't compete with the other subway map apps, but instead has
    functionality which compliments the other map apps and it's the only
    app with this information.

    As far as I can tell, reviews and numbers of downloads don't correlate
    very well.
  • Thanks for the comment, Aaron. First of all, the 3% figure is meant as an upper bound, not as a reasonable sales figure estimate for an unnoteworthy app or an app in a crowded category. It's intended for people serve a market with a unique app which solves an unsolved problem. Predicting game sales or copy cat app sales (ifart et al) is a very different and more difficult task.

    A quick note about Exit Strategy NYC - it's not a subway map app. It doesn't compete with the other subway map apps, but instead has functionality which compliments the other map apps and it's the only app with this information.

    As far as I can tell, reviews and numbers of downloads don't correlate very well.
  • JTee
    The Wall Street folks generally don't own thier Blackberries and do not have access to install apps...
  • barryengel
    I agree with nessence about niche apps such as Exit Strategy, however if there is a model to take it to other markets or other transit related apps in the NY market they have a shot at a decent business. At trainlogic.net we took the former approach (but are not ruling out the 2nd!)
  • Good stuff Jonathan. I'm personally a big fan of back-of-the-envelope calculations to sanity-check and direct my thinking.

    Regarding other platforms: although there might be a lot of Blackberries out there, it might not be easy to support them all, and penetration rates can be way lower than for iPhone. I have given a couple of presentations with back-of-the-envelope calculations that discusses this. They are from S60/Symbian vs. iPhone viewpoint, though, but I think it's somewhat applicable to Blackberry too.

    http://dirtyaura.org/blog/2009/03/10/mobiledevc...

    I explain the numbers in the comments:
    http://dirtyaura.org/blog/2009/03/10/mobiledevc...
  • Looked over your presentation -- Interesting numbers, thanks!
  • ffjab
    I know quite a few people who will only download free apps and I find the authors 3% figure fairly accurate but I'd say most people have a better chance of winning the lottery than making any serious money on this platform. I applaud your dev efforts but all that work and sweat for what..? 30k-40k..? After opportunity costs and credit cards are figured in (assuming you went that route as a lot do) and after Apple takes a nice bite what have you got left..??

    I released an app last year and it met some initial success but quickly fell by the wayside as 90% of them do.

    So Apple here's to you making money off of our toil and sweat - To your wonderful and open approval process reminiscent of Germany during the third reich - and To your oh so cozy relationship with your new best friend AT&T, a shining beacon of hope and innovation in these trying times.

    Oh yeah and one more thing: Objective-C sucks.
  • There's definitely a mental barrier to purchasing apps for a lot of people. The same goes with paying to download music I think. That said, I think there is serious money to be made, but for most developers it's exactly like playing the lottery. The 'serious' money comes from getting atop the best selling app list and for a game or utility, it's a complete toss up whether anyone will notice it or whether it will get lost in the noise. Getting the marketing/press angle right is key.

    One of the best speeches I've ever seen is David Heinemeier Hansson's "The Secret to Making Money Online". He talks about people shooting for the stars with a 0.01% chance of succeeding (trying to build the next facebook) and then more modest 'lifestyle' business ventures that fill a small need and have a very good chance of being steadily profitable. An app like Exit Strategy isn't 'the next facebook' -- it's a lifestyle business. We knew it would be pressworthy and get buzz and therefore would do sales approx in this range. I wasn't expecting to make a million.

    Exit Strategy NYC was built by a very small and scrappy team working on a shoestring budget, putting in only a few thousand dollars and a few months of time to develop the app across four different mobile platforms. It paid back its costs on our first two days of sales and has sold steadily since then -- it fills a need for new yorkers, and will likely continue to sell steadily. It's been a great experience.

    Objective-C does indeed suck.
  • chris200
    Can you really base all of this off of one companies sales. For me to actually accept your results, I'd like to know that you looked at more than just flight control. A game like that is only interesting to a very small subset of people in general. It would be better to see a wider range of applications issued as well. Such as applications that hit on different consumer wants/needs. Also you havn't considered applications which are free and generate revenue via advertising. Overall I don't think this is a very robust assessment of potential revenue for developers.
  • Chris -- Do you feel that 3% figure is too high or two low? I did check to make sure other best selling apps were within the same approximate range. They are. For example, Pocket God has sold about 1.2M copies: http://www.pocketgamer.biz/r/PG.Biz/Pocket+God/...

    Flight Control and Pocket God have both been sitting on the best selling paid app list seemingly forever, so they're pretty good bearings of the upper sales limits and therefore the upper penetration rate. Getting a million downloads of course is by no means typical -- consider that when the 1 billion download mark was hit, there were about 35,000 apps. That means the average app (among both free and paid) had about 28,500 downloads.

    There's a few more scattered numbers here: http://cavalcadegames.com/blog/iphone/epic-ipho...

    Also in regard to your question about free apps, see my writeup about iPhone ad rates here: http://blog.jwegener.com/2009/07/26/debunking-a...
  • cakit_woop
    What a useless statement, this is a back of the envelope discussion, and his mentions several times that he is using this as an upper limit because it is the best. Why doesn't he just go out and ASK everybody with an iphone who will but his app?? That would be much more accurate.

    I would love to see how the different platforms compare.
  • Cakit -- thanks for the suggestion. We did in fact ask everybody we knew (as well as random strangers on the subway) whether they'd buy our app. And guess what? Over 50% said "Yes".

    Well, we certainly haven't achieved a 50% penetration rate. Basing a calculation on a survey can be dangerous -- what people say they'll do and what they actually do is quite different. Thus the reason for looking at the real sales data of a best selling paid app -- it's a good estimate of what can realistically be expected.
  • nessence
    I hope you all have your own Exit Strategy. I think your app has many flaws.

    1) There are already a handful of GOOD subway apps for NYC - you will have to switch them
    2) Nobody really cares where to enter/exit the train. YOU might, but it's trivial anyways. Nobody cares if they have to walk 20 extra feet and sometimes trains are too crowded anyways.
    3) People who aren't familiar with the subway will know someone who does and probably won't initially think to look at the iPhone. If they do, they'll quickly be disgruntled by how poor ATT service is in NY
    4) half the regulars already know the trains. They only need the apps for maintenance (which existing apps already do a good job of as well)

    Have fun though. However, I'd suspect as insanely niche as your app is, you can guess all the numbers you want but the results will be meaningless for general purpose apps for the iPhone/iPod Touch userbase.
  • You're a dick, guy.
  • DickDefender
    Maybe he is, but he makes some pretty good points. There's a lot of developers with a dream...and a lousy idea.
  • The comScore numbers in this article don't add up.

    In the comScore article (from April 09) linked to next to "The most frequently downloaded free apps reach approximately 30% of devices", they claim that Tap Tap Revenge is installed on approx 32% of all iPhones.

    VentureBeat took this information and using an approx U.S. user base from Admob of 15 million, estimated that Tap Tap's 32% equalled 4.8 million users. http://venturebeat.com/2009/04/06/behold-market...

    Thing is, here we are four months later with Apple's earnings reports showing sales of 45 million iPhone and iPod Touch devices at the end of the past quarter.

    Let's assume that Tap Tap did have 4.8 million installs in April 09. I actually think that is a fair number, considering that they passed 1 million in August 08. I might even put them somewhere in the 6 million range. At 4.8, that would mean that the most installed app in the app store has only been installed by just over 10% of the total number of iPhone / iPod Touch owners. 6 million is still under 14%.

    What you have to keep in mind as well, is that even in comScores top 25 overall, the drop off between their estimated #1 and #25 was already almost 20%.
  • Hey Seek, yes, the VentureBeat/comScore article is a tad dated. But i'm not sure how you're estimating that the install base of tap tap would have grown to only 6M. VB took 15 million US devices and multiplied it by the 32 percent penetration rate to get 4.8 million american users. Not sure if the app is limited to the us or something, but if the total # of devices now numbers 45M, you wouldn't expect the install number to be 10-15M rather than 6?
  • Hey Jonathan, I was really pulling a number out of thin air, but this TechCrunch article about the Tap Tap Revenge 2 launch which came out in March mentions total installs of 6 million. http://www.techcrunch.com/2009/03/02/tap-tap-re...

    I did a little further digging, and Tapulous CEO Bart Decrem stated 11 million installs in a phone call with TheAppleBlog in June. http://theappleblog.com/2009/06/10/tap-tap-reve...

    My guess is that Decrem is referring to total installs for all seven available versions of Tap Tap Revenge. I'm pretty sure Tap Tap Revenge 2 was a new install instead of an upgrade from Tap Tap Revenge, so all of its install numbers are probably just being added to the pile. My guess is that the total install numbers for the original Tap Tap Revenge game to date are around 7.5 to 8 million and the numbers on Tap Tap Revenge 2 are much less. 3 or 4 million would be a fair guess.

    None of this really matters much other than to say that obviously Admob's device estimation in April was way off, and I'm fairly certain that comScores numbers were as well. I think if we had actual top 100 overall free install numbers, apps at the bottom of that list would be at 2 million installs or less. 2 million is still nothing to sneeze at, but it is far off from the numbers quoted. And as you mentioned in one of your comments, if you take the total number of apps in the store and compare it to installs, average installs per app are in the 20-30k range.

    Bottom line for free apps is that you either have to be willing to give it away, or you have to have a business plan that focuses on not just getting lots of installs, but keeping those people using the application regularly. That is the only way the ad or in-app purchase models really work.
  • I wonder if you could get any data on how many iphones are active in the NY Metro area. It would be interesting to see the real numbers. I wonder if there was a way to get the data from iphones facebook apps?
  • dsylva
    Are the penetration figures for other platforms (Blackberry, Android, Windows Mobile, Palm, etc.) consistent with the iPhone? Would you happen to have their respective market sizes as well?
  • Hi Dsylva -- Yes, i have this information and it will be the subject of a later blog post. Stay tuned!
blog comments powered by Disqus