Index

A Ape Mountain, 112 accelerometer, 28–29 app developers. See also indie developers; Aft ermath, 185 soft ware programmers Ahonen, Tomi T., 166, 167 commercial suicide, 170 Air-O-Matic, 172–174 failed, 4 Alice for the iPad, 37–39 as identity, 170 Alice in New York, 166, 167 initial fervor, 27 Android joining up as, 170 Angry Birds for, 145 as rivals, 172–176 developers, 177 as superstars, 171–172 test case, 147 app development Angry Birds. See also Rovio cost of, 35, 166, 191 for Android users, 145 as gold rush, 5–6, 37–41 Angry Birds Rio, 142 App Store animated TV series idea, 143 Appillionaire alliance, 199 Apple attention, 140 approval system, 32 broadcast content work, 144 barrier to entry, 98 character evolution, 138 birth of, 25–28 compelling nature of, 135 challenges, 6–7 concept, 139 competition, 78–79 diffi cult birth reality, 145 confusion about, 11 as easy to learn, 142 control, 6 famous users of, 134–135 corporations edging into, 187 as a fl op, 140 developer sign-in process, 170 fl ying animal history, 139–142 download/profi t growth, 31 focused approach, 142–143 dreams ending in catastrophe, 168 gameplay statistics, 134 easy money fallacy, 40–41 as global hit, 134–135 as future vision of retail, 198–199 Halloween edition, 143 gold rush, 4–5, 37–41, 186–187 as highly addictive, 138–139 groups attracted by, 170 infl uence on global politics, 134 growing pains, 32 initial reception, 140 launch date, 26 levels, 141 as meritocracy, 199 lite version, 141 in mobile phone scene, 25 merchandizing craze, 144 model, 187 phenomena, 142 new/growing soft ware economy, 199 in popularCOPYRIGHTED culture, 135 number MATERIAL of apps at launch, 25, 27 promotion results, 142 as ordered system illusion, 6 promotional spot, 140–142 popularity, 5 setting the app standard, 145 profi ts, 26 studio behind, 14 roulette, 5–6 stuff ed toys, 135 rules violations, 172 success, 140–146 statistics, 3, 15 as sum of all parts, 139 on launch, 25, 26 summary, 146–147 trust in, 30 testing, 138 visibility in, 179 theme park idea, 143 App Store success as top paid game, 134 Apple as gatekeeper, 35 as transcending iPhone platform, 142–145 caution, 5 as UK Game of the Week, 140 scale, 35

119_9781119978640-bindex.indd9_9781119978640-bindex.indd 201201 88/30/11/30/11 112:302:30 PMPM 202 Appillionaires: Secrets from Developers Who Struck It Rich on the App Store

app success as king, 194 Angry Birds, 11, 140–146 knock-off s, 176 best chance for, 4 legendary, 28 , 85–86 market description, 170 fi rst, Apple learning from, 28–32 99-cent, 179–184 Harbor Master, 97–98, 101–102 number of, 5 , 118–119 price versus ratings, 182–183 Rolando, 159 pricing, 6, 181 StickWars, 128–131 psychology, 196 taste of, 37–39 public expectations, 179 Trism, 56, 57 reasons for purchase, 179 Appillionaires. See also specifi c Appillionaires rejection of, 32 App Store alliance, 31, 199 in selling , 29 buzz, 39–41 soft ware developer perception and, 15 cost of joining, 15 touch-input system, 129 defi ned, 3 unsanctioned, 44 failed developer percentages, 4 apps list friendship and camaraderie, 8 Aft ermath, 185 in history, 199 Alice for the iPad, 37–39 love and thought, 187 Alice in New York, 166, 167 relationship, 9–10 Angry Birds, 3, 133–147 rivalry, 4 Bandicoot Nitro Kart 3D, 28 trench warfare, 4 Bubblewrap, 64–67 Apple Th e Chocolate Factory, 78 App Store profi ts, 26, 32, 177 Clear the Air, 173, 174 AT&T agreement, 23, 24 Color, 11, 12 beginning of, 152 Cricket Song, 183 developer community investment, 30 Cut the Rope, 14 developer relationship, 198 Doodle Jump, 73–90 developer reliance on, 31, 199 Eat Bunny Eat, 70–72 editorial control, 15 Flight Control, 158 failed Motorola collaboration, 1