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Competition is fierce, and customers today demand -- and receive -- great games with quality graphics. As of the date of publication, there are three ways of making money from iPhone games on the Apple App Store: purchased downloads, in-app purchases and ads. Many developers -- like Rovio Entertainment, which makes "Angry Birds," and Gameloft, which makes the "Modern Combat" series of games -- use a combination of these models: free games, paid games and in-app purchases.

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Often, the ads on free games direct users to the paid version of the app. A published author and professional speaker, David Weedmark has advised businesses and governments on technology, media and marketing for more than 20 years. He has taught computer science at Algonquin College, has started three successful businesses, and has written hundreds of articles for newspapers and magazines throughout Canada and the United States.

Skip to main content. Apple's Official Numbers As of publication, Apple claims that there are more than , apps available for its iOS devices, including the iPhone, with more than 35 billion downloads since the iPhone's introduction in Game Developer Survey In an effort to discover what the average game developer could make from iPhone game apps, in Streaming Colour conducted an informal survey of game developers. Ad Revenue In , Mobclix, an iOS advertising firm, released an infographic showing the average advertising revenue per user for different applications on different platforms.

Competition and Revenue Models "The New York Times" notes that many app developers agree that the days of quickly developing a game and making a fortune are over. About the Author A published author and professional speaker, David Weedmark has advised businesses and governments on technology, media and marketing for more than 20 years.

Accessed 21 November Weedmark, David. But Epic has some advantages. Its piles of cash, emphasis on community building and access to the Chinese market give it a chance to successfully challenge Steam, said Joost van Dreunen, the managing director of SuperData Research, a Nielsen company.

Van Dreunen said.

Most likely Epic will be the more mainstream version of Steam. Toppling Steam will not be easy.

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Changing the habits of entrenched users can be difficult, and even companies with large audiences have struggled in the digital distribution space. Twitch, the streaming service owned by Amazon, and Discord, the chat program used by many gamers, recently shuttered their public storefronts.

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But there has been growing frustration within the industry about what some call a glut of games on Steam — it offers more than 30,, while the Epic Games Store has curated fewer than — and an antiquated revenue-sharing model that benefits Valve. Epic is already off to a strong start. To court developers, it has promised to keep only 12 percent of game revenue, less than half of what Steam keeps. And it waives the 5 percent royalty fees for games built using its Unreal Engine, a suite of design tools used by developers.

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Many publishers and developers of computer games, large and small, are eager to do business on the new platform. The move was part of a broader business discussion at Ubisoft about releasing titles on Steam, Mr. Early said. Other developers declined to discuss contractual details of their exclusive deals with Epic, citing nondisclosure agreements, but they said money was a factor in their decision-making. To draw players, Epic is offering lower prices and exclusive release windows. With the money flowing from Fortnite, Epic has been able to pay several developers for exclusive distribution rights on the Epic Games Store.

Titles like Metro: Exodus and Borderlands 3 will not be found on Steam for at least six months after their release.

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Epic said in March that its store had 85 million accounts, although it was unclear whether they were used to purchase games. Anyone who plays Fortnite on a computer must log in through the Epic Games Store. By comparison, Valve has said that 90 million people visited Steam monthly in Some users saw promise in the competition.