60% of All iPhone Apps are Pirated
New statistics reported by PinchMedia reveal that a massive 60% of all iPhone apps have been pirated. According to the company the real piracy rate might even be higher since some apps disable PinchMedia’s tracking.
PinchMedia is is offering a tracking service for app developers so they can see how their software is used after installation on customers’ iPhones. The developers put a piece of code in their software that reports all kinds of stats back to PinchMedia, which some describe as spying behavior.
Spying or not, the information that the company gathers reveals some interesting trends. Of all the paid apps that are tracked, more than 60% is available for for free in a ‘pirated’ version.
The data further reveals that the piracy rate is higher in countries with a low gross domestic product and that those who use cracked apps use them less frequently. The cracked apps themselves on the other hand do crash more often than the regular apps.
PinchMedia also debunks the myth that pirated apps are often used to “try before buying.” Only 0.43% of the people who installed a pirated app later switch to the paid version. More statistics are available in the presentation below.



I wonder how many of those Apps which haven’t been pirated use something like http://ripdev.com/kaliap?
Misleading title.
It makes it sound like 60% of the apps were not paid for.
The reality is, for 60% of the available apps, there is at least someone using a cracked version.
. . .and, the last argument does not hold up.
it is quite weak.
comparing lite to full conversion to cracked to full conversion does not make sense because many apps don’t have lite versions.
plus, the apps that don’t have lite versions tend to be pretty lame and crappy. That’s why they don’t have a lite version, they don’t want people to sample because then they’ll realize the crappiness and not buy. They want people to go “oh it’s just a dollar, I’ll buy it anyway.”, buy the app, realize it’s crappy and never use it again. That’s how the developer makes money off of a crappy app.
When people try the cracked version of those apps, they simply don’t buy it and that probably accounts for most of the discrepancy PinchMedia points out in their final arguement.
Anyway, that was my 2c
“Only 0.43% of the people who installed a pirated app later switch to the paid version”
Perhaps only 0.43% of the installed pirated apps were worth keeping?
I would be more interested to know what percentage of people later paid for the app out of the number of people who continued to use the pirated app for say, more than a month (and other timeframes).
the layout of this page is all whack
fixed
“The data further reveals that the piracy rate is higher in countries with a low gross domestic product and that those who use cracked apps use them less frequently. The cracked apps themselves on the other hand do crash more often than the regular apps.’
Ok s get this. I used a cracked/broken app but I liked the application so much I went on to buy it but I was pleased with my cracked/broken app so I left it installed. The numbers seem off for the above anyways.
[...] empresa se encarga de seguir determinadas aplicaciones para que los desarrolladores sepan si su software es usado después que las personas lo descargan. [...]
[...] empresa se encarga de seguir determinadas apps para que los desarrolladores sepan si su software es usado después que las personas lo descargan. [...]
Typical publisher. I don’t believe that out of 100 apps, 60 are being used regularly without being paid for. I might believe 30, or 35, but not 60.
I could understand if the app was pirated ONCE to see whether it was good enough to buy.
Delving from my previous points, but relating: Darwin’s theory of natural selection states that a being (“Music/Software Companies”) undergoes small changes over a large period of time in order to facilitate natural changes within the world (“consumers/pirates”). This means that since the consumers are trying a new method of sampling, the music/software companies are getting hurt OR the ‘system’ is judging said companies because they can’t keep up with the consumers’ interests.
Basically: company makes, consumer looks from a window and finds it interesting, consumer wants to get a closer look at the product but can’t walk into the store because the product is actually really crappy but any person who stood at a distance that looked at the product wouldn’t be able to see the flaws and then is forced to pay the full price just to SEE the product, this forces the consumer to blog his/her experience and create a group of other consumers dedicated to revealing the secrets of a product so that the consumers won’t waste money on a bad product. Companies have such a hard time coming up with good products that they need to mask “bad” products with a “good” sign and then lie their butts off just to make money off of the unsuspecting customer. This was bound to happen.
“Ask me no questions and I will tell you no lies.”
“A rotten tree yields rotten fruit, while a healthy tree yields healthy fruit.”
A better example that I just thought of would be:
Games and movies. Games: Awesome looking title, awesome gameplay scenes. The customer walks to the arcade, plays it for 10 seconds and says “WOW, this is AWESOME!!!!111one” and proceeds to buy the product for the ‘reduced’ price, only to find out that he needs to buy a whole new system that’s gonna cost 5x the money he saved if he switched to Gei… I mean… 5x the money he would have saved on the discounted price. He buys the system only to find out that he didn’t play a demo, but a full version. In the end, he got a crappy cheap game and a crappy expensive game system to go with it. Later, he goes home to find his friend all hyped up about this game. He then tells his friend that the game sucks, and that he’ll let his friend borrow the game system and the game that he just spent a crapload of money on just to find out that the game was crappy and the game system was useless. The friend got the experience but paid no money. This would be the equivalent of software/music piracy (or at least how it started out to be and should remain else the pirate in question should die)
In short, friend spends money (wastes, if you please) on a new product then tells everyone how crappy it was and offers to duplicate the product or let it be used for proof that it’s crappy.
shorter: Company produces product, deems it crappy, takes a photo of a good product and has the pic displayed on a window, then has a pay-to-enter exhibition of the product.
If you read all of that, thank you. You are one of the few who are willing to go the extra mile (or 50, in this case) to help stabilize a growing tendency (not problem, piracy is not like drugs, violence, or teen pregnancy) that is being abused.
Sorry this is so long, but if you’re reading this and you skipped, then swallow the frog and read what you skipped. You’ll never understand how life works if you just skip to the end or the good parts.
[...] empresa se encarga de seguir determinadas apps para que los desarrolladores sepan si su software es usado después que las personas lo descargan. [...]
These statistics seem very suspect. As an active investor in the mobile space for over a decade, I do not believe that 60% of applications are pirated in a market that has a life of only one year. I also wonder why Pinch claims to have so much data on the piracy market. Are they trying to associate with this piracy market or subtly recommend piracy???
Perhaps, Pinch has a biased sample within the applications it represents; otherwise, this is simply sensationalized data for unwarranted attention.
I’d welcome a response from Pinch.
thankz ya nice post…………
http://www.doopes.com/?cat=8192&lang=0&num=2&mode=0&from=&to=&exc=&inc=&opt=0
I believe it.