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Sure, that was a given. Still, 50% of the App Store revenue still proves Android users do spend money on apps.
by kernal 2y ago
Sure, that was a given. Still, 50% of the App Store revenue still proves Android users do spend money on apps.
- zer0zzz 2y agoThey're over 70% marketshare world wide and they produce less than half the revenue. I am not sure how the math breaks down the odds that an individual android user will buy a $20 app, but it doesn't seem great. My point is if the average Android user were even half as likely to buy then the numbers would be about the same plausibly, they wouldn't be half the revenue. I suspect if you're a small shop focused on apps for the top end of phones you just don't have time for all this.
- kernal 2y agoStatistics don't tell the complete story. A large portion of that 70% is from developing countries that cannot afford to purchase apps, let alone purchase an iPhone. A fair comparison would be the US, where iOS and Android are fairly even.
- zer0zzz 2y agoEven if that were true, if you had to choose one platform to serve in NA you’re better off selling to iOS users because they make up a majority of North American mobile phone users.
- kernal 2y agoIt depends on the functionality of the app. I'd choose Flutter so that I could port to multiple platforms with one code base. But, if it was a camera app like Kino then, of course, I would pick 1 platform.
- zer0zzz 2y agoYeah, that makes sense. FWIW I think flutter is pretty cool. I think this sort of thing is only a concern when you have apps that have to use a lot of hardware specific features. Even if they wanted to bring Kino to Android it’d probably require whatever equally expensive and fancy Samsung device hardware I suspect.