Book Wars. John B. Thompson

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Store, and more than 725,000 of these were made for the iPad. Around 40,000–50,000 new apps were being added every month. Most analyses show that the vast majority of apps in the App Store – over two-thirds – are free. Many free apps contain In-App Advertising and offer In-App Purchases of various kinds – what’s commonly referred to as the ‘freemium’ model – but they are free at the point of download. After free apps, the most common price point is the cheapest one, 99¢ – they account for just under 50% of all paid apps. Apps priced at $1.99 are the next most popular tranche, and they comprise nearly 20% of all paid apps. Apps priced at $1.99 or less account for 89% of all apps available in the App Store, and they account for 66% – two-thirds – of all paid apps.10 From the consumer’s point of view, buying an app is a risk: if you pay $10 for an app and don’t like it, in all likelihood that’s $10 down the drain. ‘Because of that’, explained one app developer, ‘apps tend to be either lower priced and you try to sell more units or tend to be free and use In-App Purchase as the way to get money from people.’

      These two problems – visibility (or rather invisibility) and price (or rather the downward pressure on price) – worked against a publisher like Touch Press, which positioned itself at the quality end of the app marketplace. Touch Press was committed to developing premium apps, which require a great deal of time, expertise and expense to produce – in the case of Disney Animated, around ten people worked on this app pretty much full-time over a period of eight months, with a development budget of £400,000. They had to be able to sell this app in a quantity that numbered in the hundreds of thousands, and at a price that was well above the very low prices at which most apps are sold. They had everything going for them on this occasion, and they simply couldn’t generate enough revenue to cover their costs and provide the additional funds you need to make a business work: ‘We tested the model exquisitely well and it doesn’t work.’

      Another option was to try to re-orient the business – to ‘pivot’, as they say in the world of start-ups. They could move more into agency work, for example, selling services to other businesses rather than, or in addition to, developing apps for individual consumers. They’d developed a set of technical skills that could be used to develop apps for companies and other organizations that were seeking to promote a product or build their brand. This had the potential to generate significant revenue and produce good margins, provided that your negotiating position was strong enough to enable you to charge a fee based on a substantial mark-up of 50 per cent or more from your actual costs. They could build on the reputation they’d established as a high-end app developer – ‘cash in’ their accumulated symbolic capital – to try to turn the company into a profitable business. The potential gains would be financial: it might enable them to generate sufficient revenue at a sufficient margin to turn the organization into a profitable business. The downside would be the loss of creative control. ‘I know that once you take on one of those commissions you find that you have absolutely no freedom of choice but to deliver the project to the highest possible quality on time, and you have to put your best people on to it to do that’, reflected Max. ‘And ultimately, if the client wants something, that’s what the client gets. So there’s much less room to do the new, totally different kind of work that we’ve tried to do. I just couldn’t see something like The Waste Land ever coming out of that kind of work.’

      For Max and Theo, the two creative driving forces behind Touch Press, it was a disappointing realization. They’d set out six years earlier with the aim of creating a completely new kind of ebook, a book-as-app that worked in ways that were completely different from the printed book and that engaged the reader/user in a rich, multi-layered, multimedia experience, and with the aim of building a business that would enable them to sustain this creative activity. They succeeded in the former but not in the latter. ‘I think we’ve shown that the medium is capable of creating a really strong engagement between the subject and the reader’, reflected Max; ‘I think we’ve shown that the material has a way of inspiring somebody who has an interest in a subject and giving them the best possible way of exploring it.’ But he had to accept that the model didn’t work in the end. There was a brief moment in the two to three years after the iPad had been introduced when it was possible to produce a beautiful app and get people to pay $10

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