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State of iPhone Game Development 2009
Price $995.00
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SKU GDiPhone2K9
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Description
[NOTE: This digital version of the report will be made available to you in .DOC format immediately after ordering. Please refer to the Game Developer Research homepage or speak to Game Developer Research's Chris Remo at +1-415-947-6222 for more information about the report.]

Game Developer Research is pleased to announce the debut of its tenth report, the 'State of iPhone Game Development 2009'. This report, which should be extremely useful for businesses and individuals considering pricing and genre possibilities in the packed iPhone and iPod Touch market, provides multiple important surveyed metrics into this burgeoning area.

The full 39-page report uses iPhone App Store data and an anonymous survey of almost 150 current iPhone and iPod Touch developers to outline a number of important data points. These include purchase prices for iPhone and iPod Touch games, the effects of and reason for post-launch price adjustments on games, download number ranges, game porting trends, and many other vital stats.

Data was primarily gathered from two sources: a 32-question survey answered by members of the iPhone and iPod Touch development community—ranging from individual developers to large, multiplatform studios—and application data drawn from Apple’s official App Store in mid-December 2008. Survey data was used extensively throughout the report, while App Store data was primarily used in the Pricing section.

Our survey was distributed through our network of game industry-oriented websites, including Gamasutra, GameCareerGuide, and GameSetWatch, as well as our iPhone-specific website FingerGaming. This resulted in a sample size of 133 developers. The survey addressed questions regarding team size, budget, pricing, game features, studio characteristics, company proficiencies, and much more.

Purchase of the full report confers access to a in-depth document including analysis, charts, and the full, question by question results of our iPhone and iPod Touch developer survey completed by 133 iPhone and iPod Touch game developers.

The full table of contents for the 'State of iPhone Game Development 2009' report is as follows:

Table Of Contents

METHODOLOGY 4

PRICING 5
Pricing Basics 5
- Number of total apps and games at various price ranges 5
- Percentage of total apps and games at various price ranges 5
Price Adjustments Post-Launch 6
- Reported debut prices among developers for upcoming and released iPhone games 7
- Reported prices for upcoming, pre-adjustment, and post-adjustment games 7
Reasoning For Price Changes 8
- Reported changes to price point following game launch 8
- Reported reasoning for adjusting game price 8

DEVELOPER METRICS 10
Team Sizes 10
- Reported development studio staff sizes 10
Employee Status 11
- Studios’ reported number of full-time employees 11
- Studios’ reported number of part-time employees 11
Average Employee Ranges 12
Development Budgets 12
Average Budget Ranges 13
- Reported game budgets for all projects 13
- Reported game budgets for in-development and post-release projects 13
Development Cycles 14
- Reported durations for development cycles 14
- Reported durations for complete and projected development cycles 14
Average Development Cycle Lengths 15
Company Platform Experience 16
- Studios’ other development platforms 16
Company Platform Focus 17
iPhone Non-Game Development 17
iPod Development 17
Place of Residence or Business 18
- Most commonly reported developer locations worldwide 18

GAME METRICS 19
Game Genre 19
- Percentage of developers with games in various genres 19
Game Genre by Development Status 20
- Percentage of developers with games in various genres, grouped by development status 20
Ported Games 21
- Percentage of developers creating ported games, grouped by development status 21
Download Range Figures 22
- Percentages of games reaching various download count ranges 22
Downloads Cross-Referenced With Price 23
- Relative frequency of price/download correlations 23
Game Features 24
- Implementation of iPhone platform features 24
- Implementation of iPhone platform features, by game release status 24

RAW GAME DATA 25
- Assortment of games with activity in December sorted by review count 25
- Assortment of games with activity in December sorted by average score 27

RAW SURVEY DATA 30
- In what country do you work or conduct most of your business? 30
- If in the United States, in which state do you work or conduct most of your business? 31
- How many people are employed in your company? 31
- How many full-time employees are directly involved with iPhone projects at your company? 32
- How many part-time employees are directly involved with iPhone projects at your company? 32
- Approximately how much did your company spend on its last iPhone game? 32
- How many iPhone games have you or your company released so far? 33
- How many iPhone games does your company plan to release between now and the end of 2009? 33
- In what genres have you developed iPhone games? 33
- How long did your company spend developing its last iPhone game? 34
- When was your company's last iPhone game released? 34
- When was your company's first iPhone game released? 34
- Was your company's most iPhone game a port, or created with mostly existing assets from a previous title? 35
- Will your company's next game be a port, or created with mostly existing assets from a previous title? 35
- Has your company released or planned to release at least one ported game to the iPhone? 35
- On which other platforms did your company's most recent iPhone game appear? 35
- For which other platforms does your company develop or publish games? 36
- If your company develops for other platforms, has it planned to make iPhone its primary focus? 37
- Are iPhone games your company's primary source of revenue? 37
- Does your company also develop iPod games for non-Touch models? 37
- Does your company also develop iPhone non-game applications? 37
- Have your games taken advantage of the platform's accelerometer for mechanics or controls? 37
- Have you implemented local multiplayer support in a game? 37
- Have you implemented online multiplayer support in a game? 38
- Have your games pulled content from the user's photo libraries, contacts, or any other user-specific data? 38
- At what price did you originally sell your company's most recent iPhone game (or at what price do you plan to sell - your game, if you have not yet released it)? 38
- Approximately how many times has your company's most recent iPhone game been downloaded to date? 38
- By how much did you increase or decrease the game's price? 39
- For what reasons did you adjust the price for your iPhone games? 39
- Did the price adjustment have the desired effect? 39
- Did your company provide a free demo for any of its iPhone games? 39

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