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How the iPhone reset the gaming industry

Less than a year after launch, the App Store is already closing in on the 1 billion application download mark. Apple is celebrating the milestone by introducing a download counter on its website--as I'm writing this column on Monday evening, the total number of iPhone and iPod touch application downloads to date is well over the 949 million mark, and almost certainly will top 950 million by the time the issue arrives in your inbox Tuesday morning. Keep in mind the App Store reached the 500 million download mark not even three months ago--assuming it hits 1 billion in the few days, that means iPhone and iPod touch users are now downloading roughly 175 million applications per month.
In conjunction with the download counter, Apple also released lists of the top 20 all-time most downloaded premium and free App Store titles. (For a slideshow, click here.) As you might have guessed, the premium countdown is particularly heavy on games, including Bejeweled 2, Crash Bandicoot Nitro Kart 3D, Enigmo, Moto Chaser and Cro-Mag Rally. The App Store's impact on the $40 billion gaming industry is the subject of a recent feature in the Los Angeles Times, which reports that publishers are carefully analyzing the thousands of iPhone games already available to determine what works and how those lessons can be applied to more traditional game platforms.
So far, the iPhone is having its most dramatic impact on game pricing--while iPhone titles cost $9.99 or less, most releases for consoles and PCs sell for $30 to $60, and even games for Nintendo's handheld DS platform cost between $20 and $35. No surprise that Nintendo will introduce downloadable games for its new DSi handheld priced as cheap as $2, although the gaming giant contends that its pricing strategy was developed independently from the App Store: "Are we intrigued by the iPhone? Yes. But our approach is fundamentally different," Nintendo's North American president Reggie Fils-Aime tells the LA Times, presumably with a straight face. "We want to give our customers high-quality, innovative and captivating entertainment. A storefront with 10,000 pieces of content doesn't do that." A billion downloads in and counting, the App Store masses might beg to differ. -Jason
Comments
Dear Jason:
Great article, thanks for sharing.
Apple have created an amazing and revolutionary gadget that by the way also works as a mobile phone. With nearly 1 billion downloads of iPhones softwares, it proves in my humble opinion that when you create something really innovative you create a new market and it is also possible to compete with other markets that are considered so far not competitors as the example you mentioned iPhone and Nintendo DS. It is clear for me that what matters is the user experience, the joy of use and the benefits the user gets by having an iPhone which goes beyond the cool product features only.
Best Regards,
Jose Roberto M. Kamikawa
www.linkedin.com\in\josekamikawa



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