HomeNewsBusinessStartupDeath knell of app stores  —  your mobile app is not the problem

Death knell of app stores  —  your mobile app is not the problem

The App Store launched in 2008 and it is still the foremost reason we use our smartphones today, democratising any developer to showcase their work with a readily available audience.

November 03, 2016 / 17:38 IST
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By Arjun Venkatachalam

Mobile app store was a novel and revolutionary platform in serving as a democratised solution in its early years. However, it now seems to have a Mathew Effect, with the entrenched players taking huge control on the mobile real estate and leaving little opportunity for new app developers. Broken App discovery only makes it worse and coupled with the app saturation on the user side, new app downloads is getting harder by the day.

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It took 51 failed titles and 6 years of toiling for Rovio to get a crack at Angry Birds. If you are wondering what was unique to make Angry Birds a success while not any of their prior attempts, well the answer is as impalpable as the reasons for their other duds. Sure, the right ingredients were there — catchy theme, captivating game play to thoughtful characterisation and so was the case with many of their previous titles. But there were two critical enabling factors.1) Mobile distribution channel

The App Store launched in 2008 and it is still the foremost reason we use our smartphones today, democratising any developer to showcase their work with a readily available audience. Angry Birds was at the right place at the right time when it launched in 2009 and hit a goldmine. For the first time, they had control over their product to push updates on the go unlike the PlayStation or Symbian (Nokia) platforms. Timely updates only made the game more engaging. Their Android Play Store app launch in 2010 fuelled it by making it available to a wider audience — particularly the more densely populated countries. Sometime during 2011, it became the No. 1 game in 79 countries and the stats were beyond impressive making it the first gaming brand to reach a billion. Users had played 266 billion levels and shot 400 billion birds.2) Social factor as a channel