White Rhinoceros

Modeled using XSI and ZBrush.

The hidden world

Arranged using UDK.

ZBrush

ZBrush Sculpts.

Kitchen

Modeled using Maya and mentalray.

Companion cube

Modeled using Maya and mentalray.

Monday, 31 October 2011

Research: The App Store and it's users

Next, I decided to research the Apple App store and learn about the store's audiences and overall demographics.

I discovered that users on the App store are more interested in free games. Therefore, I could add a time playing limit or design a limited version of my app for the players that download the app for free. After this time limit finishes, there could possibly be a dialogue box/push notification could remind users that they could buy a full, paid version from the App store. I feel this idea could work well because it follows a similar convention of existing products on the market, this is shown through the statistic that 39% of 99.9 million free game downloads in the United States' App Store were free games offering in-app purchases.

Statistics to show the relationship between App premium and 'freemium' games:

January, 2011:
61% revenue from premium games
39% revenue from freemium games

June, 2011:
35% revenue from premium games
65% revenue from freemium games



Next, I decided to research the App Store's all-time most popular apps on the market. I discovered that:

All-time top paid iPhone apps are:
- Doodle Jump
- Angry Birds
- Tap Tap Revenge 3
- Bejewelled 2
- Pocket God
- Traffic Rush

All-time free iPhone apps are:
- Facebook
- Bump
- Shazam
- Skype
- Pandora
- Paper Toss

This research will prove handy in my next stages of research, as I will be playing various apps such as these, rating them and reviewing them to discovered why they are the most popular apps on the Apple App Store - this will be my next researching task.

Furthermore, I discovered that the most games available for download, fitted to the action genre (with just under 7000 apps.) After action, the most common genres available for download in the App Store was puzzle and arcade genres. It appears that the least common apps produced for download was dice, racing and music genre games.



These statistics prove interesting upon analysis because it appears that if I was to develop a game fitting to the action genre, despite being a popular choice for production, the App store holds a large amount of similar apps on the market and therefore, my app may appear cliche and uninteresting.
How ever, despite being less popular, app genres such as dice and racing apps could infact, suit a niche market and spark interest through being a less common genre available on the market.



Research taken from following sources:
http://techcrunch.com/2011/01/19/iphone-ipad-top-app-downloads/
http://bradkellett.com/p/itunes-app-store-statistics/
http://gigaom.com/2010/01/12/the-apple-app-store-economy/