Alex, I think the answer to your question is pretty simple: 99.99% of
the apps users download are the same 100-200 top apps. This is the
case even in the appstore/iTunes - the big difference there, of
course, is that there are much better tools available there to
facilitate browsing and discovery. Actually, I may be giving too much
credit to the Android market, because in practice it does not support
app discovery. I'd almost say that the few successful developers are
successful in spite of the Android ecosystem, rather than because of
it. The large number of apps that blatantly break the Android market
TOS together with the huge number of spam apps (30%, according to
appbrain in March) are all symptoms of an eco-system that is far from
friendly for independent developers.

One reason, I don't like to discuss how much I earn (beyond the
obvious reasons), is that earnings are extremely variable - especially
with ads; for instance, I've seen fluctuations of 300% revenue from
one day to the next, so anything I might write now could be completely
inaccurate in a week. It can also easily comes across as bragging.

I have 2 apps on the market (both free); one pretty much finished
(haven't done anything on it for a while), the other still being
improved upon. The latter is the successful one - it is high enough on
the market that a user might find it if he scrolls down the relevant
category for long enough (most new users still find it through
updates, though). It's currently up to around 90,000 users (it's about
half a year old). No idea what the install base is - I do not trust
Google's numbers at all any more (cf. other discussions here).
According to Flurry, the app currently sees some 10K active sessions a
day.

It is currently making double digits per day in ad revenue, though
still a good distance away from Doug's triple digits. Still, assuming
the growth in active users continue over the next 3-4 months
(possible, though the market gets ever more competitive) and that the
current eCPM is maintained or improved (very uncertain), I think three
digits is possible. A lof of ifs involved, but it is still pretty
amazing to me, as a couple of months ago, the game was not making more
than $2-$3 a day.

I would certainly consider a paid version on the market, if this was
an option at all. Even a 2% conversion rate would probably double the
daily income; more than that (Polyclef has about 5-10% conversion,
from what I can gather) would certainly place the game within reach of
three digit income a day.

Based on my own experiences, I can certainly see how someone could
make a pretty OK living from simply focusing on developing Android
apps, although I don't feel the least bit tempted myself (I've poured
a lot of work into my apps, but it's still been out of my free time).
I still find it inspirational to read stuff like Polyclef's blog,
though.

Regards,

Michael A.

On Sep 18, 10:59 am, Alex <[email protected]> wrote:
> I am very interested in the responses to this thread.
>
> I only have one app on the market, a simple home page widget.  It is
> free, and it has been downloaded 13,937 times with an active install
> percentage of 47%.
>
> Obviously, I would like to make some money from my apps, but when I
> look at paid versions of similar apps to mine, the download numbers
> are pitiful.
>
> We are constantly reading about the massive growth of Android and the
> 10s of millions of devices out there, so why do most apps struggle to
> even grab a tiny percentage of that user base?

-- 
You received this message because you are subscribed to the Google
Groups "Android Developers" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to
[email protected]
For more options, visit this group at
http://groups.google.com/group/android-developers?hl=en

Reply via email to