developer revenues
http://www.siliconprairienews.com/2010/03/hatchlings-founder-talks-about...
Hatchlings started as a Facebook application that Brad put together for fun about two years ago. “I was procrastinating from studying for a test,” Brad confessed, “and I had an idea of a ‘Where’s Waldo?’ for the web but obviously Waldo is a trademarked character so I thought of other ways to do that and Easter Eggs just kind of came up. I did it and within the first day it took off and users started using it and it started spreading virally so I decided to run with it.”
Eddie Kim's Car Locator app for the Android brought in $13,000 a month after being a featured app. It was widely cited as a Android developer success story. Sadly, it seems that this success may have petered out since there has been no followup to the March story announcing the success.
http://eddiekim.posterous.com/an-android-success-story-13000month-sales-0 even though he wrote in March that "I'll post again in a month or so with hopefully even better numbers!"
You can use something called Android Licenser
http://eddiekim.posterous.com/selling-shovels-to-android-gold-miners
He writes:
I’ve used AndroidLicenser for my own applications for the past 2 months and have seen an increase in revenue of about 150% -- from $4,000/month to $10,500/month. If you’re curious to learn more, or want to start making more money on your Android app, you can learn more about how AndroidLicenser works.
http://www.androidlicenser.com/how_it_works
http://www.nytimes.com/2010/10/25/technology/25android.html?_r=2
Experts and developers say that is in part because the Android Market, the dominant store for Android apps, has some clunky features that can be annoying to phone owners eager to make a quick purchase. For starters, Android uses Google Checkout rather than an online payment system that more people are familiar with, like PayPal. As a result, many Android developers make their apps available free and rely on mobile advertisements to cover the cost.
http://smellslikedonkey.com/wordpress/?page_id=274
If you look at the total numbers, the percentage of of pirated copies of the game submitting high scores is 71.2%.
http://blog.flurry.com/bid/48418/Madison-Avenue-and-the-Land-of-Make-Bel...
Reviewing the chart above, the majority of revenue generated from advertising occurs during the 2009 holiday period. During 2010, however, revenue increasingly shifts from advertising to virtual goods sales until reaching a proportion of more than 80% from virtual goods. Admittedly, the idea that consumers acquiring virtual swords, gold coins and respect points can outperform advertising seems counter-intuitive; however, this phenomenon is neither new nor unique to the iOS platform.
http://mashable.com/2010/10/15/ios-in-app-purchases/
A look at the chart below shows that for the month of September, the average monthly advertising revenue is roughly $1 per app user. For virtual good sales, however, the revenue per user is closer to $8.
http://blog.flurry.com/bid/48418/Madison-Avenue-and-the-Land-of-Make-Bel...
Note that the comments doubt the statistics
Article text:
Excerpt
The iPhone's popularity means that mom-and-pop programmers must now compete with some of the world's biggest brands and game developers, many of whom have recently decided that the mobile market is too important to leave to the little guys. Half of the top 10 paid (as in not "free") apps of 2008 were produced by small developers, according to Forrester. Today, only one app in the top 10—RedLaser—was built by an independent developer. Jeff Powers and Vikas Reddy, the 20-something makers of RedLaser, a bar-code reader that makes instant online price comparisons, say that they are "still in the hole" despite more than $100,000 in revenue. "We've upgraded from Ramen Noodles to Cup O'Noodles, and pretty soon we'll be on to Campbell's," Powers likes to joke.
Article text:
Excerpt
Backflip capitalized on Paper Toss’s success by incorporating the AdMob advertising platform. Currently, ads earn the company more than $125,000 a month — roughly 50 percent of Backflip’s monthly revenue.