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Equity Magazine April 2018

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FINANCE<br />

free apps – a model that has become a hit with<br />

the mobile gaming industry.<br />

By 2010, Apple introduced the iPad, creating<br />

a further opportunity for app developers who<br />

began to design apps specifically for iPads. By<br />

2011, the App Store had recorded 10 billion<br />

downloads. With the explosion in the number<br />

of apps, Apple brought in two small, yet<br />

significant, innovations. The first was the<br />

concept of folders to place the dozens of apps<br />

that each user would download on their phone,<br />

and the second was the ability for apps to<br />

multitask on the Apple devices. For example,<br />

you could play music off one app and<br />

simultaneously browse the internet.<br />

By January 2012, over $4billion had been paid<br />

out to developers and by March that year Apple<br />

said that it had hit 25 billion downloads from its<br />

store which was by then operational in 155<br />

countries. By 2015, the Apple Watch launch<br />

meant one more canvas for developers to unveil<br />

a whole host of apps specific to the wearable<br />

device, with many of them focused on health<br />

and well-being. Last year, Apple gave the App<br />

Store a much-needed aesthetic overhaul.<br />

Reportedly, the App Store is now home to<br />

over two million apps and there are around<br />

498,000 app publishers developing content for<br />

the repository. Worldwide, there were 23.4 app<br />

downloads in Q4 2017, 7.3 billion of which<br />

were from the App Store and 16.1 billion from<br />

Google Play. WhatsApp, YouTube, Facebook,<br />

Messenger and Instagram are some of the most<br />

downloaded apps.<br />

The biggest challenge for app developers today<br />

isn’t designing them in as much as monetising<br />

them. The App Store revenue model is based on<br />

four categories: Free Model that includes apps<br />

which are completely free to download and use;<br />

Freemium Model where users download an app<br />

for free, but are then charged an additional fee<br />

for premium features or services which block<br />

adverts on the app. Popular gaming apps operate<br />

using this in-app purchase model and now<br />

accounts for 80 per cent of the total spend in app<br />

stores. Apart from the Paid Apps model that<br />

requires you to pay an upfront fee to download<br />

the app, there’s also the Subscription Model,<br />

with an auto-renewable option and a Paymium<br />

Model too which is a hybrid between the Paid<br />

and Freemium Model.<br />

to over $110 billion. China is the market that<br />

Apple is watching the closest – it is the top<br />

market for iOS consumer spend, having<br />

overtaken the US in 2016. The predictions are<br />

that by 2020, there will be 5 million apps in the<br />

App Store.<br />

Even though the number of apps in the App<br />

Store will shoot up exponentially, it’s also<br />

becoming a more crowded space where people<br />

are being far pickier than they were earlier and<br />

only downloading apps they absolutely need.<br />

The new wave of apps integrates machinelearning,<br />

big data, AI and more. For example,<br />

the San Francisco health-tracking company<br />

Cardiogram has developed an app that can be<br />

loaded onto an Apple Watch and uses its<br />

machine-learning model called DeepHeart to<br />

predict with 97 per cent accuracy abnormal<br />

heart rhythms, sleep apnea with 90 per cent<br />

accuracy, hypertension with 82 per cent accuracy<br />

and diabetes with 85 per cent accuracy.<br />

The App Store, figuratively and literally, is<br />

a lifesaver.<br />

THE FUTURE OF APPS<br />

Market research firm App Annie<br />

has predicted that in <strong>2018</strong>,<br />

worldwide consumer App<br />

Store spend will grow 30<br />

per cent year-on-year<br />

23<br />

EQUITY

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