Innovation in
The Apps market
Martin Gubri
MS DS
25/03/14
Table of contents
I - Innovation in a sectorized market
II - IP, a solution to protect innovation from Competitiveness?
Introduction
Some Characteristics of
The apps market
- A fragmented market by OS and plateforms
- Specificities of digital markets (e.g. "long tail")
- Very high competition
- Huge diversity of apps categories, but...
- ...There is a lot similar apps!
Too competitive to be innovative?
Some Characteristics of
The apps market
- A fragmented market by OS and plateforms
- Specificities of digital markets (e.g. "long tail")
- Very high competition
- Huge diversity of apps categories, but...
- ...There is a lot similar apps!
-
IS there sufficient innovation in the Apps market?
-
How this innovation is produced according to the specificities of this market?
IS there sufficient returns in this market to allow companies to invest in R&D?
-
No: social loss
(not enough innovation) -
Yes: how?
(Strategies to face competitiveness?)
Problematic
How innovation is evolving in a highly competitive and divided market with few IP protection
Types of apps developeurs...
-
Professional app developers
Ex: Rovio Entertainment -
"consumer oriented companies"
Apps = enhance products or marketing tool
Ex: RATP, SNCF, eBay - Hobby apps developers
(S.Kraaijenzankb, C.Helmersa and Y.Liuc, 2014)
...Related to different "business models"
- Ads
- Paid Apps
- In-app purchases
Ex: "Free2Play" Games - Apps financed independently
Ex: RATP, SNCF, eBay - Others
- Features, ex: Firefox with search engines
- Gift
- etc.
References
-
T.Bresnahan, J.Orsini and P.Yin, "Plateform Choice by mobile Apps Developers", 2014
-
S.Kraaijenzankb, C.Helmersa and Y.Liuc "Innovation without Patents? Evidence from the Mobile Apps Market", 2014
-
(The Guardian, "iOS v Android: why Schmidt was wrong
and developers still start on Apple", 2012)
I - Innovation in a sectorized market
Background on plateform choice
Some conclusions inspired by
The Guardian article, "iOS v Android: why Schmidt was wrong and developers still start on Apple"
Choice of a mobile OS
Criterias to choose a plateform:
- Numbers of users
Volume - Users wiliness to pay
- Costs
Development & Debugging costs
are different across plateforms
Android fragmentation
Different models to support = costly
in terms of development & debugging
OS versions
Update OS version is a long process: a lot of phones don't run the latest version
OS versions
Different versions of the OS to support = costly
in terms of development & debugging
Costs
Developing apps for a new plateform = Entry cost
For a developer point of view:
- Fixed costs
learn new SDK (Software development kit are OS specific) - Variable costs
a very small portion of code can be reuse across plateforms
Is this entry cost bad for innovation?
(here, innovation is a synonym of new apps released)
T.Bresnahan, J.Orsini and P.Yin, "Plateform Choice by mobile Apps Developers", 2014
- Model plateform choice by apps developers
- Between iOS and Android
- Including the 'multihome' option
A Fragmented market
Users are split between ios and android
Studying only iOS and Android
Incentive to multihome are strong
Centralized Apps repositories
Pros
- Technological and institutional infrastructures
- Visibility
This lower the cost of innovation
Ex: Google Play, Apple Store
Cons
- Fragmentation of developers and consumers is costly
Choice between reduced pool of demand or cost of 'multihoming' - and slower the diffusion of innovative apps
This increase the cost of innovation
TOP APPs
Empirical probabilities to be on a top list
Be on top10 of a category is often the key of the success
Some invest in marketing ("incentivized downloads" for ranking)
the Model
Estimate a model of developer choice of OS
Including the choice of multihoming
By estimating the developers' expected profitability from entering in one or both plateforms
Entry Model
Costs
- Technical costs of porting an app on a plateform
- Market costs for being profitable (e.g. marketing)
The developer face a fixed entry cost. Different between plateform.
They suppose that:
Returns
Returns are linear in the number of users
Per-customer profits are supposed constant across apps
(no pricing model)
The developer only observe a signal of
the app "reach" on the plateform p:
the fraction of total users of p which use the app
Top APPS
Introduce 2 types of "reach":
- with the app on the top list
- without the top list
The effective demand is given by:
Data
Two data sources:
- Manual sample with questionnaire to have covariates
- comScore dataset of a panel of 5000 tracked users
aggregated to app*plateform*month level
censored variable: only apps with at least 6 users
1044 apps
Distribution of Apps' reach
Very skewed market
Econometrics model
Custom and complicated estimation model
to be able to handle the 4 requirements:
-
predict the probability that a particular developer publishes for either or both platforms and the success, measured as (censored) reach, the app receives there
-
deal with the problem of selection of potential entrants
-
accommodate both the parts of the sampling frame (Tobit)
-
provide estimates, to the extent there is information in the data to identify them, of the main economic elements of the model
Estimated by ML
Results
Population/sample: sample scheme of comScore thresold
Sample reaches are higher than population reaches
we look at the population row
Potential/Realized: in/out of the top apps
Little differences between Android and iOS in the both reaches: developers are likely to get the same demand
Potential/Realized differences: marketing costs to be at the top can be justify
Conclusion
- Android and iOS are approximately equally attractive
Consistant across apps categories - Large developers (or firms outside mobile) are more likely to multihome
Expected success is high on both OS - Different impacts on market actors:
- users are impacted
- large firms spread the fixed costs of multihoming over large demand
- but entreprenarial developers are hardly impacted
Wide ranging entrepreneurial experimentation is undercut
Go beyond
Alternatives Choices of plateform specific apps:
- Mobile website
Responsive design - Web based apps
Firefox OS principles
Innovation in a sectorized market
Plateform specific development acts as
Entry cost
then reduce the amount of Apps developed
And potential innovated apps
II - IP, a solution to protect innovation from Competitiveness?
How to produce sufficient returns in a highly competitive market to support innovation: IP?
Huge competition in the apps market
Is there sufficient returns for companies to invest in innovation?
Is IP used to protect themselves from copying?
If not, what strategies are used?
S.Kraaijenzankb, C.Helmersa and Y.Liuc "Innovation without Patents? Evidence from the Mobile Apps Market", 2014
PATENT wars in the smartphone/tablets market
SAME in the apps market?
Apps & Patents
Apps are subject to be patented in the US
But it turns out that very few apps are protected by patents
Patents are not very suitable in very dynamic digital industry, in terms of speed, innovation and competitiveness
Other type of returns to innovations, such as secrecy, lead time or complexity.
A typical digital market
Producing an app is costly:
creative process, programming & marketing
But the marginal cost is zero
This allow apps repository to be profitable even with the "long tail"
Subject of study
- Focus on professional apps developers relying on:
- paid-to-download apps
- in-app purchases
- Exclude:
- companies that are not primarily in the business of producing apps
- companies that create apps purely on a contract basis
- hobby app developers
Data
Join apps developers and patent publishers automatically and manually
Filter patents which are not apps related
Then, join patents with apps
- App market data
5 major app stores: Apple, Blackberry, Nokia, Microsoft, Google
- Patent data
European Patent Office (EPO) Worldwide Patent Statistical Database (PATSTAT), version April 2012
Data
Limiting to app developers that rely on apps as their main line of business, the number of potentially patenting app developers collapses
82 directly app-relevant patents for Apple’s App Store from 45 distinct publishers considered to be in the app development business. 0.03% of the total publishers
- 44 patents for Google Play
- 34 for BlackBerry App World
- 12 for Nokia Ovi Store
- 14 for the Windows Phone Store
Results
Be careful: there is a lot of 'imitations' in the apps market, so we can't say that 0.04% of innovations are protected by patents
But, indeed very few apps are patent protected
Comparison of characteristics
If popularity is taken as a proxy to innovation, this would suggest that patented apps are more innovative in average
But:
- This can be the results of the skewed distribution
- This is an univariate analysis
We do not know the real effect of patent protection
Only for (9,872) apps that received more than 1000 ratings:
- only 13.8% of patented apps received an average rating of 4.5 or 5 stars
- whereas 19.7% of non-patented apps received a top rating
So, patented apps may not have a higher value
Categories of (NON-) patented apps
Apps developers rely mainly on lead time
Subset of 779 Apple Store Apps which:
- have at least 1 year
- have received more than 1000 ratings
- have average rating of 4.5 or 5 stars
Identify fast-follower candidate apps by 'related apps' propositions
Eliminate 'related apps' older than the original app
339 manually identified as fast-followers
Fast-followers
21% of innovative apps have been copied
Most of them have been copied by only one app
Lead time
Copying occurs fast: from few days to 1 year
Here, lead time advantage = 1 month without fast-follower
Conclusion
- First mover strategy seems better than patent protection
in this fast-moving market - But, the shorter the expected lead time, the less is invested in innovation
- Relying on lead time is common in the Apple Store
- Patented apps are more related to digital data transmission categories
Conclusion
Innovation in the apps market
- Segmentation acts as a entry cost, reducing innovation
- "First mover" is a viable strategy to competitiveness in absence of IP...
- ...But developers have to find a balance between development time and innovation (app quality)
Thanks!
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