When It Comes To iPhone Games, What Sells Is Action, Adventure, and Arcade
Erick Schonfeld
Feb 25, 2010

At recent the World Mobile Congress in Barcelona, mobile app analytics startup Distimo gave a presentation with some other interesting comparisons, such the relative size of the iPhone App Store (150,000 total apps at the time) compared to the Android Market (20,000) and Blackberry (5,000) others.

It showed that in January alone, the Apple App store grew by 13,865 apps versus 3,005 new Android apps, 734 new Nokia Ovia apps, and 501 new Blackberry apps. Android was the fastest growing App store and the Android market has more free apps (57 percent) than Apple (25%) or any other mobile app store (full slide deck embedded below).

By far the most popular category in the iPhone app store is games. Distimo reported that 58 percent of all apps in the App Store are games. And in a new report that just came out today (download it here), Distimo breaks down the game apps further by price, category, and which ones sell the most.

While the biggest category is Puzzles (15 percent), Action and Arcade both come in second with 11 percent each. The average price of a paid game in Apple’s App Store is $2.24, much cheaper than Blackberry games ($4.60) or Windows Mobile games ($4.90), and a little bit above Android games (2.08).

Breaking down further by category in the Apple App store, the most expensive games are in the Role Playing category, with an average price of $7.96. Action and Arcade games are cheaper with average prices of $1.68 and $1.39 respectively. Adventure games are in the middle with an average price of $4.43.

But when you look the top grossing games, 22 percent are in the Action category, 12 percent are in Arcade, and 9 percent are Adventure. Those are the top three grossing categories. Only 5 percent of the top grossing games are role playing games. (Click on charts at right to enlarge).

So the top-grossing games are not necessarily the ones with the highest price points, especially as game developers switch to free or 99-cent games with in-app purchases. According to Distimo, Tap Tap Revenge 3, which became free and upsells songs via in-app purchases grossed more in January than the FIFA 2010 soccer game, which sells for $6.99. Quality games can still command higher prices, but getting players to pay more over time seems to be the strategy many top mobile game developers are pursuing.

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  • http://www.danielruby.com Dan Ruby

    I’d wonder what percentage of games by genre actually get played beyond the initial purchase. I know I’ve paid for a decent collection of games like NOVA and Metal Gear Solid, but I only find myself actually playing the little, simple, cheapie games. If I’ve got the time to play a decently interactive and deep game, chances are I’m at home, and can fire up the Xbox or desktop.

  • http://www.optimum7.com/ Shervin

    At $2.00+ per game these people are banking!

    I’m still waiting for Augmented Reality to take over the mobile gaming industry!

  • Suyash Sonwalkar

    Well, to be fair, there haven’t been that many good RPGs on smartphones.

  • http://www.appbrain.com Uwe

    Android is definitely growing really fast, with tons of new apps every day.

    Checkout AppBrain (http://www.appbrain.com/) if you want to browse all the games on the web and directly install them on your phone.

  • http://www.dncompute.com Noel Billig

    This headline could also read “What sells are games from the categories on the first screen of the categories menu”

  • Mark

    New applications per month doesn’t really sound like a good metric for growth. Seems like % growth/mo. would be better.

  • http://www.smallfish-bigpond.com Kerensky97

    I’ve noticed that too. I think the games that get the most use are simple, fast games or games that can easily be paused/saved and returned to later.

    Nintendo needs to make those WarioWare games for smartphones, they could probably make a killing.

  • jason

    Make me

  • David

    Apple actually announced deal with Nintendo to release iphone games back well before the the first model was released but I’m guessing Nintendo saw the potential (and threat) of the iphone/touch early and tried to counter with the DSI.

    http://www.noheat.com/2007/06/18/nintendo-and-apple-to-partner-on-games-for-iphone/

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  • http://hugapanda.com Ben

    It’s interesting to see how much more grossing those top categories are (action, adventure, and arcade)… but does that mean you should just make those games and the money will come pouring in? Probably not. What we can’t see, which I would be interested in seeing is what percentage of those games in those categories makes up the majority of those revenues. My guess is that it’s the really popular games making most of all that gross revenue juiciness. But I could be wrong…

    For now I’m just interested in how we can make the educational gaming category more interesting and maybe make a little change in the process. Looking at the report Educational gaming still has a long way to go.

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  • http://www.facebook.com/profile.php?id=501672712 Ryan Allen

    I love when you guys find stats like this and post them. Thanks :)

  • Fat Joe

    I CALL BULL!!

    The getjar repository alone contains 60.000+ symbian apps.

    Furthermore, the Apple numbers does not include “removed” apps. Counting _available_ apps only, App store you end up around 100.000

  • http://pcsegment.blogspot.com Kartik

    cool site

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