By using this site, you agree to our Privacy Policy and our Terms of Use. Close

No official figures from Apple as of yet, but according to analyst Michael Cote, Apple has hit the 3 million mark one month after launch. What's more is that it seems the demand is not showing signs of slowing down. That's quite interesting, considering that Apple forecast "only" 10 million iPhones sold by the end of 2008, and they are apparently going forward in expanding sales to more countries.

In related news, Jobs stated in an interview that so far, 60 million pieces of software have been downloaded from the AppStore. Most of those apps were free, but apparently they've raked up about 30 million dollars of revenue, or about 1 million per day. Sega has sold 300 000 copies of Super Monkey Ball so far, at $9.99 / $7.99 a piece, netting them more than 2 million dollars of revenue.

"That's a substantial business," says Simon Jeffery, president of Sega's U.S. division. "It gives iPhone a justifiable claim to being a viable gaming platform."

30 million total revenue means 21 million revenue to 3rd parties, and the top 10 devs ended up taking 9 million of that. Apple themselves, according to Jobs, cover their expenses (credit card and other costs of operation) with the 30% they take. Similar to the iPods and iTunes store, it's about making the iPhone and iTouch more attractive. In fact, Jobs belives that the differentiating feature of phones will be software:

"Phone differentiation used to be about radios and antennas and things like that," Mr. Jobs said. "We think, going forward, the phone of the future will be differentiated by software."

----------------

So, with 1 million revenue per day now, is it going to increase as more and more iPhones are sold? Or is this more of a launch craze type of thing that will settle down to a much smaller level? I have gotten a few iPhone games so far, and it's kind of ironic that the best ones have been free, though I have not bouth Super Monkey Ball or other "more expensive" games, just a couple of few dollar games so far. But for that limited sample, I'd say that the devs have not yet come to grasps with how to implement the UI for games in iPhone, apart from a few exceptions.

For other apps than games, though, the selection is quite amazing already.