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App store
View on WikipediaAn app store, also called an app marketplace or app catalog, is a type of digital distribution platform for computer software called applications, often in a mobile context. Apps provide a specific set of functions which, by definition, do not include the running of the computer itself. Complex software developed for personal computers may have a corresponding mobile app optimized for the device’s constraints. Today apps are normally designed to run on a specific mobile operating system—such as the contemporary iOS, iPadOS, Windows Phone, or Android—but in the past mobile carriers had their own portals for apps and related media content.[1]
An app store can be thought as a restricted, commercial version of a package manager,[2] although an app store provides additional services like app discovery, user reviews, security screening, licensing enforcement, and seamless integration of a payment system. Unlike traditional package managers, which prioritize dependency management and system integration, app stores focus on usability, monetization, and a curated user experience.
Basic concept
[edit]An app store is any digital storefront intended to allow search and review of software titles or other media offered for sale electronically. Critically, the application storefront itself provides a secure, uniform experience that automates the electronic purchase, decryption and installation of software applications or other digital media.
App stores typically organise the apps they offer based on: the function(s) provided by the app (including games, multimedia or productivity), the device for which the app was designed, and the operating system on which the app will run.
App stores typically take the form of an online store, where users can browse through these different app categories, view information about each app (such as reviews or ratings), and acquire the app (including app purchase, if necessary – many apps are offered at no cost). The selected app is offered as an automatic download, after which the app installs. Some app stores may also include a system to automatically remove an installed program from devices under certain conditions, with the goal of protecting the user against malicious software.[3]
App stores typically provide a way for users to give reviews and ratings. Those reviews are useful for other users, for developers and for app store owners. Users can select the best apps based on ratings, developers get feedback on what features are praised or disliked, and finally, app store owners can detect bad apps and malicious developers by automatically analyzing the reviews with data mining techniques.
Many app stores are curated by their owners, requiring that submissions of prospective apps go through an approval process. These apps are inspected for compliance with certain guidelines (such as those for quality control and censorship), including the requirement that a commission be collected on each sale of a paid app. Some app stores provide feedback to developers: number of installations, issues in the field (latency, crash, etc.).
History
[edit]Precursors
[edit]Commercial Bulletin board services appeared in the early 1980s, such as Micronet 800 (1983), that permitted registered subscribers to browse, purchase, and download software for a variety of proprietary operating systems, then offered by manufacturers such as Acorn, Apple, Commodore, Dragon, IBM, RML, Sinclair and Tandy. Some programs being included in the monthly subscription charge, the user only paying the per minute connection / data charges for a download, while other programs resulted in the user being additionally billed per purchase.[4][5]
The Electronic AppWrapper[6] was the first commercial electronic software distribution catalog to collectively manage encryption and provide digital rights for apps and digital media[7] (issue #3 was the app store originally demonstrated to Steve Jobs at NeXTWorld EXPO).[8] While a Senior Editor at NeXTWORLD Magazine, Simson Garfinkel, rated The Electronic AppWrapper 4 3/4 Cubes (out of 5), in his formal review. Paget's Electronic AppWrapper was named a finalist in the highly competitive InVision Multimedia '93 awards in January 1993 and won the Best of Breed award for Content and Information at NeXTWORLD Expo in May 1993.[9]

Prior to the Electronic AppWrapper, which first shipped in 1992, people were used to software distributed via floppy disks or CD-ROMs, one could even download software using a web browser or command-line tools.
Many Linux distributions and other Unix-like systems provide a tool known as a package manager. Package managers lack the financial transactions, and are not restricted to app-level software. A package manager allows a user to automatically manage the software installed on their systems, including both operating system components and third-party software. This is often done using command line tools, but some package managers have graphical front-end software which can be used to browse available packages and perform operations, such as Synaptic (which is often used as a front-end for APT). New software (and the other packages required for its proper operation, called dependencies) can be retrieved from local or remote mirrors, and automatically installed, in a single process.
Package managers predate appstores.[10][better source needed] In the mid-1990s, package managers developed automated dependency resolution and updates; they already kept track of program files and cleanly uninstalled packages.[11][12][13] Some app stores have also developed these features.
Package managers are used by most FOSS operating systems, for all of their software packages, not just application-level ones.[10] Notable package managers in Unix-like operating systems have included FreeBSD Ports (1994), pkgsrc (1997), Debian's APT (1998), YUM, and Gentoo's Portage (which unlike most package managers, distributes packages containing source code that is automatically compiled instead of executables).
In 1996, the SUSE Linux distribution has YaST as frontend for its own software packages. Mandriva Linux has urpmi with GUI frontend called Rpmdrake. Fedora Linux and Red Hat Enterprise Linux has YUM in 2003 as a successor of YUP (developed at Duke University for Red Hat Linux).
In 1997, BeDepot a third-party app store and package manager (Software Valet) for BeOS was launched, which operated until 2001. It was eventually acquired by Be Inc. BeDepot allowed for both commercial and free apps as well as handling updates
In 1998, Information Technologies India Ltd (ITIL) launched Palmix, a web based app store exclusively for mobile and handheld devices. Palmix sold apps for the three major PDA platforms of the time: the Palm OS based Palm Pilots, Windows CE based devices, and Psion Epoc handhelds.[14]
In 1999, NTT DoCoMo launched i-mode, the first integrated online app store for mobile phones, gaining nationwide popularity in Japanese mobile phone culture. DoCoMo used a revenue-sharing business model, allowing content creators and app providers to keep up to 91% of revenue.[15] Other operators outside Japan also made their own portals after this, such as Vodafone live! in 2002.[16] At this time mobile phone manufacturer Nokia also introduced carrier-free downloadable content with Club Nokia.[17]
In December 2001, Sprint PCS launched the Ringers & More Wireless Download Service for their then-new 3G wireless network. This allowed subscribers to the Sprint PCS mobile phone network to download ringtones, wallpaper, J2ME applications and later full music tracks to certain phones. The user interface worked through a web browser on the desktop computer, and a version was available through the handset.[18]
In 2002, the commercial Linux distribution Linspire (then known as LindowsOS—which was founded by Michael Robertson, founder of MP3.com) introduced an app store known as Click'N'Run (CNR). For an annual subscription fee, users could perform one-click installation of free and paid apps through the CNR software. Doc Searls believed that the ease-of-use of CNR could help make desktop Linux a feasible reality.[19]
Smartphone app stores
[edit]In September 2003, Danger Inc. released an over-the-air update for T-Mobile Sidekick devices which included a new catalog application called Download Fun, also known as the Catalog or Premium Download Manager(PDM). This was one of the first modern app stores on a smartphone with a framework similar to what we see today with the other App Stores. The Download Fun catalog allowed users to download ringtones and applications directly to their device and be billed through their wireless carrier.[20] Third party developers could develop native Java based applications using Danger's free SDK and submit them for distribution in the Catalog.
In October 2003, Handango introduced an on-device app store for finding, installing and buying software for Sony Ericsson P800 and P900 devices.[21] App download and purchasing are completed directly on the device so sync with a computer is not necessary. Description, rating and screenshot are available for any app.
In 2006, Nokia introduced Nokia Catalogs, later known as Nokia Download!, for Symbian smartphones which had access to downloadable apps—originally via third-parties like Handango or Jamba![22] but from mid-2006 Nokia were offering their own content via the Nokia Content Discoverer.[23]
Apple released iPhone OS 2.0 in July 2008 for the iPhone, together with the App Store, officially introducing third-party app development and distribution to the platform. The service allows users to purchase and download new apps for their device through either the App Store on the device, or through the iTunes Store on the iTunes desktop software.[24][25] While Apple has been criticised by some for how it operates the App Store, it has been a major financial success for the company.[26] The popularity of Apple's App Store led to the rise of the generic term "app store", as well as the introduction of equivalent marketplaces by competing mobile operating systems: the Android Market (later renamed to Google Play) launched alongside the release of the first Android smartphone (the HTC Dream) in September 2008,[27] BlackBerry's App World launched in April 2009,[28][29] as well as Nokia's Ovi Store, Microsoft's Windows Marketplace for Mobile,[30] Palm's App Catalog[31] and Samsung's Samsung Apps all launching that year.[32]
Other app stores
[edit]The popular Linux distribution Ubuntu (also based on Debian) introduced its own graphical software manager known as the Ubuntu Software Center on version 9.10 as a replacement for Synaptic.[33] On Ubuntu 10.10, released in October 2010, the Software Center expanded beyond only offering existing software from its repositories by adding the ability to purchase certain apps (which, at launch, was limited to Fluendo's licensed DVD codecs).[34]
"App Store" trademark
[edit]Due to its popularity, the term "app store" (first used by the Electronic AppWrapper[6] and later popularised by Apple's App Store for iOS devices) has frequently been used as a generic trademark to refer to other distribution platforms of a similar nature.[35][unreliable source?] Apple asserted trademark claims over the phrase, and filed a trademark registration for "App Store" in 2008. In 2011, Apple sued both Amazon.com (which runs the Amazon Appstore for Android-based devices) and GetJar (who has offered its services since 2004) for trademark infringement and false advertising regarding the use of the term "app store" to refer to their services.[36] Microsoft filed multiple objections against Apple's attempt to register the name as a trademark, considering it to already be a generic term.[37]
In January 2013, a United States district court rejected Apple's trademark claims against Amazon.[38] The judge ruled that Apple had presented no evidence that Amazon had attempted "to mimic Apple's site or advertising" or communicated that its service "possesses the characteristics and qualities that the public has come to expect from the Apple APP STORE and/or Apple products".[39] In July 2013, Apple dropped its case.[40]
See also
[edit]References
[edit]- ^ "The Economics of Mobile Application Store (Wayback Machine version)". 2009-05-17. Archived from the original on 9 May 2012.
- ^ Hoffman, Chris. "How Software Installation & Package Managers Work On Linux". How-To Geek.
- ^ "Microsoft: We can remotely delete Windows 8 apps". Computerworld. IDG. 2011-12-08. Archived from the original on 2014-07-17. Retrieved 8 October 2013.
- ^ "Prestel::Micronet 800::Celebrating the Viewdata Revolution". www.viewdata.org.uk. Retrieved 2023-12-13.
- ^ "Micronet advert: Micronet 800: Nice password, shame about the identity". nosher.net. Retrieved 2023-12-13.
- ^ a b Electronic AppWrapper Archived 2017-07-27 at the Wayback Machine. Kevra.org. Retrieved on 2013-11-22.
- ^ AppWrapper Volume1 Issue 3 Ships. Groups.google.com. Retrieved on 2013-11-22.
- ^ Carey, Richard (2015-07-17). "Electronic Recollections, By Ricard Carey". AppStorey. Richard Carey. Archived from the original on 2015-07-24. Retrieved 2015-08-01.
- ^ Ruby, Dan (August 1993) Our First Annual Awards for NEXTSTEP Product Excellence Archived 2013-12-03 at the Wayback Machine. NeXTWORLD.
- ^ a b Hoffman, Chris (28 September 2016). "How Software Installation & Package Managers Work On Linux". How-To Geek.
- ^ "The history of *nix package management". 14 August 2017. Archived from the original on 24 October 2021. Retrieved 12 October 2021.
- ^ Ovens, Steve. "The evolution of package managers | Opensource.com". opensource.com.
- ^ See also list of dates on Unix package managers, below.
- ^ "A one stop shop for so-oft-ware for Palmtops and Handhelds". Archived from the original on August 18, 2000.
- ^ Mary J. Cronin (2010), Smart Products, Smarter Services: Strategies for Embedded Control, p. 135, Cambridge University Press
- ^ "Vodafone calls on mobiles to go Live!". Archived from the original on 2018-10-23. Retrieved 2018-10-23.
- ^ Newswires, Buster Kantrowdow Jones (2001-05-23). "'Club Nokia' Service Could Put Firm in Awkward Position with Operators". Wall Street Journal. Archived from the original on 2018-10-23. Retrieved 2018-10-23.
- ^ "PRS Newswire: Sprint Customers Will Soon Personalize their Wireless Phones with New Sprint PCS Ringers & More(SM) Wireless Download Service". Archived from the original on 27 December 2014. Retrieved 26 December 2014.
- ^ "Click-N-Run: an Easier Future for Customers?". Linux Journal. Retrieved 13 February 2013.
- ^ "T-Mobile Sidekick Updates". T-Mobile. Archived from the original on September 20, 2003. Retrieved September 26, 2020.
- ^ "Handango and SE provide OTA store for P800 and P900". All About Symbian. October 22, 2003. Archived from the original on September 27, 2022. Retrieved September 26, 2020.
- ^ "Nokia S60 News and Reviews". Archived from the original on 2018-10-23. Retrieved 2018-10-23.
- ^ "Nokia Content Discoverer | GeoConnexion". Archived from the original on 2019-02-06. Retrieved 2018-10-23.
- ^ Beckman, Mel (May 16, 2011). "What the App Store Future Means for Developers and Users". PC World.
- ^ Yukari Iwatani Kane (March 6, 2009). "Breaking Apple's Grip on the iPhone". The Wall Street Journal. Archived from the original on October 17, 2014. Retrieved August 3, 2017.
- ^ "App Store Tops 40 Billion Downloads with Almost Half in 2012". Apple. 2013-01-07. Archived from the original on 2020-09-22. Retrieved 2017-09-08.
- ^ Reardon, Marguerite (September 16, 2008). "Hype builds for Android phone launch". CNET. Archived from the original on November 13, 2013. Retrieved February 17, 2013.
- ^ Cha, Bonnie (2009-03-04). "RIM store crowned BlackBerry App World". CNET News. Archived from the original on 2012-08-10. Retrieved 2009-03-09.
- ^ "Apple Releases iPhone OS 2.0 Update". PC World. 2008-07-11. Retrieved 13 February 2013.
- ^ "Microsoft opens Windows Marketplace for Mobile with 246 apps". ZDNet. Archived from the original on 2016-02-08. Retrieved 2018-10-23.
- ^ Ganapati, Priya. "Palm Pre App Catalog Makes a Slow Start". Wired. ISSN 1059-1028. Retrieved 2023-10-18.
- ^ Ganapati, Priya. "Samsung Joins the App Store Party". Wired. ISSN 1059-1028. Retrieved 2023-10-18.
- ^ "Ubuntu 9.10 review: Karmic Koala". ITPro.com. Archived from the original on 27 May 2014. Retrieved 15 February 2013.
- ^ "Review: Ubuntu 10.10 builds on app store, cloud service strengths". DesktopLinux.com. Archived from the original on 9 January 2012. Retrieved 15 February 2013.
- ^ "Has appstore become a generic trademark?". genericides.org. 12 January 2020. Archived from the original on 6 March 2021. Retrieved February 17, 2020.
- ^ "GetJar responds to Apple's cease-and-desist letter over 'App Store' name". BGR. 2011-07-11. Archived from the original on 2013-03-17. Retrieved 13 February 2013.
- ^ Yin, Sara (March 30, 2011). "Microsoft Files Another Objection in Apple's 'App Store' Trademark Case". PC Magazine.
- ^ Shrr, Ian (2013-02-01). "Apple Loses False Ad Claim Against Amazon". The Wall Street Journal.
- ^ "No app for that: Apple's false ad suit over Amazon Appstore thrown out". Ars Technica. 2 January 2013. Archived from the original on 3 September 2013. Retrieved 4 September 2013.
- ^ Bostic, Kevin (2013-07-09). "Apple drops 'App Store' lawsuit against Amazon, says no need to pursue case". Appleinsider.com. Archived from the original on 2014-01-02. Retrieved 2014-01-02.
App store
View on GrokipediaConcept and Functionality
Definition and Core Principles
An app store is an online distribution mechanism that provides a comprehensive collection of software applications or services designed to augment a specific technical infrastructure, such as mobile operating systems.[6] These platforms are curated to ensure basic functionality, malware protection, and compatibility with the target runtime environment, offering users an automated end-to-end experience encompassing browsing, acquisition, installation, and updates.[6] Operated by stakeholders including platform owners, developers, and end users, app stores function as centralized digital marketplaces that mitigate risks associated with decentralized software sourcing, such as unverified downloads that could introduce security vulnerabilities.[6] At their core, app stores adhere to principles of exclusivity in distribution to maintain control over content quality and regulatory compliance, prohibiting nested or alternative stores within their ecosystem to preserve economic legitimacy and user trust.[7] This ensures operators can enforce uniform standards, as deviations undermine the platform's authority and expose users to inconsistent safety measures.[7] Another foundational principle is the application of consistent and transparent platform fees, typically a 30% commission on app sales, in-app purchases, and subscriptions, which allows developers to make predictable business decisions regarding investment and pricing while compensating the store for curation, payment processing, and visibility services.[8][9] Additional principles emphasize user-centric discovery and security, including search functionalities, recommendations, and review systems to facilitate app exploration, alongside rigorous vetting processes—such as quality checks implemented in approximately 74% of analyzed stores—to protect against malicious software.[6] These elements collectively foster a balanced ecosystem where developers gain global reach and monetization tools, while users benefit from streamlined access to verified applications, though variations exist across commercial and community-oriented models.[6] Empirical analysis of over 290 app stores reveals clustering into operational patterns based on features like communication channels and monetization support, underscoring the adaptability of these principles to diverse contexts.[6]Operational Mechanics
App stores operate through a centralized digital distribution model where developers submit applications via proprietary developer consoles, such as Apple's App Store Connect or Google's Play Console, which require enrollment in paid developer programs—$99 annually for Apple and a one-time $25 fee for Google. These submissions include app binaries, metadata, screenshots, and privacy declarations, compiled using platform-specific software development kits (SDKs) like Xcode for iOS or Android Studio for Android.[10][11] Upon submission, apps undergo a review process to ensure compliance with platform guidelines encompassing safety, performance, business practices, design, and legal standards. Apple's process involves manual human review by teams evaluating each app and update against detailed criteria, typically taking 24-48 hours but extendable for complex cases or rejections, with rejection rates historically higher due to stringent enforcement.[12][10] In contrast, Google's review combines automated scanning with selective human oversight, enabling faster approvals—often within hours to a few days—prioritizing policy compliance over exhaustive manual checks.[11][13] Approved apps are then hosted on the store's servers and made available for download through client applications pre-installed on devices, such as the App Store app on iOS, which requires users to sign in with an Apple ID even for free apps to authenticate and agree to terms of service, or Google Play Store on Android, facilitating over-the-air installation without physical media. Official downloads from the Apple App Store necessitate an Apple ID; unofficial methods such as third-party apps or sideloading bypass this requirement but introduce risks including device issues and security vulnerabilities like malware exposure. For instance, in Apple's App Store, rankings and charts are primarily driven by factors such as download volume and user engagement rather than solely average ratings, which helps prevent obscure apps with limited reviews from dominating lists; popular apps typically achieve high average ratings (e.g., 4.5-4.9 stars) due to evaluation by millions of users, enhancing rating reliability.[14][15][16][17] Distribution mechanics enforce platform-specific security models, including sandboxing to isolate apps from system resources and a permissions framework where developers declare required accesses (e.g., camera, location) that users must explicitly grant at runtime or install time.[18][19] Apple mandates privacy nutrition labels detailing data collection practices, displayed on app product pages, while Google requires justifications for sensitive permissions tied to core functionality.[20][19] Monetization occurs via integrated billing systems for paid downloads, in-app purchases, and subscriptions, with stores taking a 30% commission on initial transactions (reduced to 15% for smaller developers or after the first year under certain programs), processed through secure payment gateways like Apple's In-App Purchase or Google's Play Billing.[18][11] Post-launch, operational continuity relies on update mechanisms: developers release versions addressing bugs, features, or compliance, resubmitted for review—mandatory full review for Apple, optional expedited for Google in non-sensitive changes—pushed automatically to users with opt-in preferences.[12][15] Analytics tools within consoles track downloads, revenue, and crashes, enabling data-driven iterations, while automated takedowns occur for violations detected via user reports or monitoring, ensuring ongoing ecosystem integrity.[10][11]Variations Across Platforms
The primary variations among app stores stem from differences in ecosystem control, review rigor, and economic models, with Apple's App Store emphasizing a closed, curated environment on iOS devices, while Google Play operates in the more open Android ecosystem. Apple's platform mandates exclusive distribution through its store for iOS apps, prohibiting sideloading outside the European Union where regulatory changes like the Digital Markets Act have introduced limited alternatives with additional compliance fees.[21] In contrast, Google Play allows sideloading and third-party app installations on Android devices, fostering greater developer flexibility but exposing users to higher risks of malware, as evidenced by reports of over 1.5 million malicious apps removed from Google Play in 2023 compared to fewer but higher-profile rejections on Apple.[22][23] Review processes diverge significantly in methodology and stringency. Apple employs manual human reviews against detailed guidelines covering safety, privacy, and design, rejecting apps for issues like incomplete privacy policies or crashes, with 90% of submissions processed in under 24 hours but higher rejection rates—around 30-40% historically—ensuring consistent quality and security. Google relies more on automated AI-driven scans supplemented by human oversight, resulting in faster approvals (often hours) and lower rejection rates (under 5% for new apps), though this has led to criticisms of lax enforcement, prompting Google to announce stricter policies against low-quality apps starting in 2025.[24][25] Samsung's Galaxy Store, tailored for its devices, features a hybrid review akin to Google's but with device-specific optimizations, while Microsoft's Store for Windows apps prioritizes certification for usability and security without the same level of content curation as mobile stores, allowing broader sideloading and third-party distribution.[26][27] Monetization structures reflect these openness levels, with commissions forming a core revenue source for platforms. Both Apple and Google charge a standard 30% on in-app purchases and subscriptions, but Apple applies a reduced 15% rate for developers earning under $1 million annually via its Small Business Program (introduced May 2021) and for subscriptions after the first year, paired with a $99 annual developer fee.[28] Google offers 15% on the first $1 million in annual earnings (since October 2021) with a one-time $25 registration fee, enabling more accessible entry for independents.[22] Samsung's Galaxy Store maintains a 30% base but allows negotiation for high-volume developers, and Microsoft Store charges 15% on most transactions while explicitly avoiding mandatory exclusivity to compete with direct distribution.[26][29]| Platform | Standard Commission | Reduced Rate Details | Developer Fee | Review Focus |
|---|---|---|---|---|
| Apple App Store | 30% | 15% for <$1M revenue or post-year 1 subs | $99/year | Manual, strict privacy/design |
| Google Play | 30% | 15% on first $1M earnings/year | $25 one-time | Automated, faster/less reject |
| Samsung Galaxy | 30% (negotiable) | Varies by deal | Varies | Hybrid, device-optimized |
| Microsoft Store | 15% | N/A | Free for most | Certification, open distrib. |
Historical Development
Precursors in Mobile and Desktop Software Distribution
Software distribution prior to modern app stores primarily involved physical media such as floppy disks, CDs, and DVDs, supplemented by early digital methods like bulletin board systems (BBS) and FTP servers in the 1980s and 1990s.[32] These approaches required manual installation and lacked centralized curation or integrated payments, often relying on shareware models where users tested software before purchasing registration keys.[33] One of the earliest commercial digital distribution platforms was the Electronic AppWrapper, developed by Paget Press in 1992 for NeXT computers. This system enabled credit-card purchases of encrypted software, with decryption keys delivered via email, marking a shift toward automated electronic fulfillment.[34] In 1993, Tucows launched as The Ultimate Collection of Winsock Software, an online directory aggregating shareware and freeware for Windows, which grew into a major download hub by cataloging thousands of titles.[35] By 1996, platforms like Download.com, operated by CNET, provided a searchable index of executable files for direct browser-based downloads, emphasizing ease of access for PC users.[36] That same year, atOnce, backed by Microsoft, tested networked software sales for Windows with secure payment processing, though it remained limited in scale.[37] These desktop efforts demonstrated viability for online catalogs but struggled with piracy, fragmented ecosystems, and absence of device-specific optimization. In mobile and PDA contexts, distribution began with device makers' desktop tools; Palm's HotSync, introduced in 1996 with the Pilot, allowed app transfers from PCs via serial or USB connections.[38] Handango, established in 1999, pioneered an online marketplace for paid and free apps targeting Palm, Windows Mobile, and Symbian devices, supporting cross-platform browsing and downloads.[39] Japan's NTT DoCoMo i-mode, launched in 1999, offered a carrier-integrated service for downloading ringtones, wallpapers, and basic applications via mobile web, billing directly to subscribers and serving over 40 million users by 2003.[37] GetJar, originating in 2001 as a developer beta site, expanded to consumer app distribution by 2005, claiming over 1 billion downloads across feature phones before smartphones dominated.[40] These mobile precursors operated in walled gardens or via PC intermediaries, highlighting challenges like limited bandwidth, device fragmentation, and security risks that later app stores addressed through curation and sandboxing.[41]Launch and Early Growth of Major Stores (2008–2010)
The Apple App Store launched on July 10, 2008, coinciding with the release of iPhone OS 2.0 and the iPhone 3G, offering 500 applications at debut.[1] This curated digital marketplace enabled third-party developers to distribute apps via a centralized platform with Apple's 30% commission on paid downloads and in-app purchases, requiring rigorous review for approval.[1] Initial growth was explosive; by early 2009, the store had facilitated over 100 million downloads, demonstrating strong consumer demand for mobile software beyond native iPhone features.[42] Apple's App Store reached 100,000 apps by November 4, 2009, with cumulative downloads exceeding 2 billion, underscoring the platform's role in catalyzing an app economy valued for its seamless integration with iOS devices.[42] This expansion included diverse categories like games, productivity tools, and utilities, though Apple's veto power over submissions—aimed at ensuring quality and security—drew early developer critiques for opacity and delays.[42] By 2010, the store's momentum continued, supporting iPad compatibility post its April launch and reinforcing Apple's ecosystem lock-in, with developers earning billions in revenue streams tied to hardware sales. Google's Android Market, the precursor to Google Play, debuted on October 22, 2008, alongside the T-Mobile G1—the first Android device—with a modest initial catalog of around 50 apps focused on core utilities and media.[43] Unlike Apple's model, it emphasized open submission without mandatory review, allowing faster listings but exposing users to variable quality and security risks.[44] Growth accelerated as Android devices proliferated; by the end of 2009, the market hosted approximately 20,000 apps, benefiting from Google's promotion of open-source development and partnerships with manufacturers like HTC and Motorola.[44] Competitors emerged in response to Apple's dominance. BlackBerry App World launched on April 1, 2009, targeting enterprise users with apps for BlackBerry OS devices, starting with a limited selection emphasizing productivity and security features.[45] Nokia's Ovi Store followed on May 26, 2009, providing content for Symbian-based phones to over 50 million users initially, though it faced technical glitches and slower adoption compared to iOS and Android.[46] These platforms collectively marked the shift from fragmented mobile software distribution to centralized stores, with Apple's early lead in app volume and downloads setting benchmarks that pressured rivals to invest in developer tools and global reach by 2010.Maturation and Global Expansion (2011–Present)
Following the initial surge of 2008–2010, app stores underwent significant maturation through enhanced developer tools, refined monetization mechanisms, and algorithmic improvements for app discovery and security. Apple's App Store introduced subscription billing in 2016, enabling recurring revenue models that shifted emphasis from one-time purchases to ongoing services, with subscriptions comprising over 10% of non-gaming billings by 2020.[47] Google Play, rebranded from the Android Market in March 2012 with 450,000 apps at launch, similarly evolved by integrating Play Books, Music, and Movies, fostering a unified ecosystem that supported multimedia alongside apps.[48] By 2024, these platforms had implemented advanced machine learning for personalized recommendations and fraud detection, reducing malicious app approvals to under 1% on both stores.[49] Global expansion accelerated as app stores localized content for hundreds of languages and currencies, penetrating emerging markets where mobile-first adoption outpaced desktop infrastructure. Apple's App Store became available in over 175 countries by the mid-2010s, with downloads in regions like India and Brazil surging due to affordable smartphones; by 2025, the platform hosted 1.9 million apps and facilitated billions of annual downloads amid ecosystem billings and sales nearing $1.3 trillion in 2024.[50][51] Google Play, reaching 190 countries, dominated volume with half of worldwide app downloads by 2025, driven by Android's lower-cost devices in Africa and Southeast Asia, where app revenues grew from negligible shares in 2011 to billions annually.[49][52] Forecasts indicate global mobile app downloads hitting 299 billion in 2025, up from 17.7 billion in 2011, reflecting causal drivers like rising smartphone penetration from 20% to over 80% in emerging economies.[53][54] Economic maturation intertwined with expansion, as developer payouts escalated—Apple disbursed $5 billion by mid-2012 and over $320 billion cumulatively by 2024—while combined store revenues tripled from $15.1 billion in 2011 to projections exceeding $500 billion annually by 2025.[47][51] In-app purchases and ads matured as primary revenue streams, with Google Play's 2024 spending at $55.5 billion underscoring Android's scale advantage in volume-driven markets.[52] This period also saw diversification, including regional stores in China (e.g., Huawei AppGallery post-2019 U.S. restrictions) and alternative platforms, though dominant stores retained 90%+ market share globally due to device integration and trust in centralized vetting.[49]Major Platforms
Apple App Store
The Apple App Store is a proprietary digital distribution service operated by Apple Inc. for third-party applications compatible with its iOS, iPadOS, macOS, watchOS, and tvOS platforms. Launched on July 10, 2008, alongside the iPhone 3G and iPhone OS 2.0 software update, it initially offered 500 apps for download via iTunes, marking the first major centralized marketplace for mobile software.[1][1] This closed ecosystem requires all apps to be submitted through Apple's Xcode tools, reviewed against the App Review Guidelines—covering criteria for safety, performance, business practices, design, and legal compliance—and distributed exclusively via the platform or enterprise channels.[10] By 2025, the App Store catalog exceeded 1.9 million active apps, with users downloading tens of billions annually as part of broader global mobile app usage surpassing 137 billion in 2024.[55][56] Apple maintains strict control over app sideloading and alternative marketplaces on iOS devices outside the European Union, citing security benefits from centralized vetting that has empirically reduced malware prevalence compared to open Android ecosystems, though critics argue this entrenches monopoly power.[10] Developers select from business models including free apps, paid downloads, freemium with in-app purchases (IAP), subscriptions, and advertising, but all digital transactions must route through Apple's IAP system where applicable.[57] Apple's revenue derives primarily from commissions: a standard 30% on initial app sales and IAP, dropping to 15% for developers qualifying under the App Store Small Business Program (annual proceeds under $1 million) or for subscription renewals after the first year.[58] In 2024, the App Store ecosystem enabled $1.3 trillion in global developer billings and sales, encompassing direct app revenue, IAP, and ancillary services like physical goods ordered via apps, though Apple's direct cut represents a fraction after commissions and excludes off-platform transactions.[59] This model has supported rapid developer growth, with small developers seeing 71% revenue increases from 2020 to 2022 amid ecosystem expansion.[60] The platform has faced antitrust scrutiny for allegedly anti-competitive restrictions, including bans on external payment links (anti-steering rules) and exclusive distribution control. In Epic Games v. Apple (filed 2020), a U.S. district court ruled Apple violated California unfair competition law by enforcing anti-steering provisions post-injunction but upheld the 30% commission and App Store monopoly as non-violative of federal antitrust law, a decision affirmed on appeal in 2023.[61] Subsequent U.S. rulings in 2025, including a federal judge's order for Apple to cease commissions on certain external purchases and allow broader linking, alongside a UK tribunal's October 2025 finding of excessive 30% fees constituting abuse of dominance (ordering refunds on overcharges above 17.5%), have compelled policy shifts like zero-commission external links in the U.S. and DMA-mandated alternatives in the EU.[62][63] These developments reflect causal tensions between Apple's curation-driven quality assurance—which correlates with higher user trust and retention—and developer claims of rent-seeking, with empirical data showing sustained innovation despite controls.[64]Google Play Store
The Google Play Store serves as the official digital marketplace for distributing mobile applications, games, and other digital content compatible with devices running the Android operating system, managed by Google LLC. It originated as the Android Market, which became available to users on October 22, 2008, coinciding with the commercial debut of the first Android-powered smartphone, the HTC Dream.[48] [65] The platform initially focused on free and paid apps but expanded under the Google Play rebranding on March 6, 2012, to encompass music, movies, books, and in-app purchases, unifying Google's content services. By 2025, it hosts approximately 2.09 million apps and games, following periodic removals of non-compliant titles to enforce quality and security standards.[66] Core operational features include automated app scanning via Google Play Protect for malware detection, developer consoles for publishing and analytics, and mandatory use of Google Play Billing for in-app digital purchases, which imposes a service fee of 15% on the first $1 million in annual revenue per developer and 30% thereafter.[67] Unlike closed ecosystems, Android permits sideloading—direct installation of apps from non-Play sources—but Google has implemented verification requirements for external developers since August 2025 to mitigate risks, including identity checks and compliance with Play policies even for sideloaded distributions.[68] Developer guidelines prohibit deceptive practices, excessive permissions, and harmful content, with AI-generated apps required to disclose synthetic elements and adhere to data safety rules updated in August 2025.[11] In terms of market dominance, Google Play accounted for roughly half of global app downloads in 2024, totaling over 110 billion, driven by Android's 70%+ worldwide smartphone OS share.[49] Revenue from consumer spending reached $46.7 billion in 2024, primarily via in-app purchases and subscriptions, though free apps constitute over 95% of offerings.[69] [70] The platform has faced antitrust scrutiny, notably in Epic Games v. Google (2020–2025), where a 2023 jury verdict determined Google maintained an illegal monopoly by restricting alternative app stores and billing systems through agreements with device makers and developers.[71] Federal Judge James Donato ordered reforms in 2024, including allowing sideloading of competing stores and prohibiting anti-competitive incentives for three years; Google’s appeals failed, with the U.S. Supreme Court declining intervention on October 7, 2025, enforcing changes by November 2025.[72] These rulings highlighted Google's control over Android distribution, contrasting with iOS but affirming practices that stifled competition, as evidenced by internal documents showing efforts to limit rivals like Epic's storefront.[73]Alternative and Regional Stores
Alternative app stores operate independently of the dominant Apple App Store and Google Play Store, often providing sideloading options, lower commission rates, or specialized catalogs to circumvent platform restrictions, antitrust concerns, or regional barriers.[74] These stores typically target niche users, such as those seeking open-source software or avoiding proprietary ecosystems, and have proliferated due to regulatory pressures like the European Union's Digital Markets Act (DMA), which mandated iOS support for third-party distribution in the EU starting March 2024.[31] In practice, alternatives like F-Droid emphasize free and open-source software (FOSS) applications, verifying builds for transparency and excluding proprietary code, with its repository serving Android users since its inception as a catalog of vetted FOSS apps.[75] Huawei AppGallery emerged as a prominent alternative following U.S. sanctions in May 2019 that barred Huawei from Google services, prompting rapid expansion with 580 million monthly active users by Q3 2022 and over 432 billion app downloads in 2021, an 83% year-over-year increase.[76] Primarily for HarmonyOS and Android devices without Google Mobile Services, it achieved dominance in China, holding the top Android app store market share as of May 2022, driven by localized content and partnerships for global apps.[77] Samsung's Galaxy Store, preloaded on over 1.2 billion Galaxy devices across 188 countries, focuses on exclusive themes, games, and optimizations for Samsung hardware, differentiating from Google Play through device-specific features while allowing dual-store access on Android.[78] Regional stores adapt to local regulations, languages, and preferences, often integrating with domestic ecosystems. In China, where Google Play is restricted, Tencent MyApp (also known as Tencent Appstore) leads as the largest third-party Android marketplace with 270 million monthly active users as of 2023, prioritizing games and leveraging Tencent's social and payment networks for distribution.[79] Baidu Mobile Assistant, tied to China's dominant search engine, functions as a search-driven platform with AI-enhanced discovery, hosting a broad app library amid fragmented competition from over 15 major stores like Xiaomi GetApps.[31] Huawei AppGallery further consolidates regional power here, reflecting China's policy-driven app ecosystem that favors domestic platforms over international ones.[80] Outside China, examples include South Korea's SK T-Store, tailored for local carriers and content, underscoring how national firewalls and preferences sustain parallel stores.[31] The DMA's enforcement has spurred EU-specific alternatives, enabling iOS sideloading and third-party storefronts from March 2024, though adoption remains limited due to Apple's retained security requirements and developer hesitancy over fragmented reach.[81] This regulatory shift aims to foster competition but introduces risks like reduced malware screening, as platforms must balance openness with user protection.[82] Overall, alternative and regional stores collectively serve billions but capture smaller shares than majors, with growth tied to geopolitical events, open ecosystems like Android's flexibility, and demands for decentralization.[83]Business and Economic Dimensions
Revenue Models and Commission Structures
App stores primarily generate revenue through commissions on digital transactions, including paid app downloads, in-app purchases (IAP), and subscriptions processed via their proprietary billing systems.[22] These commissions compensate platforms for distribution, payment processing, security, and discovery services, though critics argue they exceed costs and stifle competition.[84] Developers opting for alternative payment methods face restrictions or additional fees on closed platforms like Apple's, while open ecosystems like Google's permit more flexibility but still enforce rates on store-mediated sales.[85] Apple's App Store levies a standard 30% commission on most app sales, IAP for digital goods, and initial subscription years, reduced to 15% for the Small Business Program eligibility (annual revenue under $1 million) or post-first-year subscriptions.[86] [87] Apple mandates its In-App Purchase system for digital content, prohibiting direct external links to alternative payments outside the EU, where Digital Markets Act compliance introduced options like external payment entitlements with tiered fees: a 2% initial acquisition fee plus 5-13% store services and a 5% core technology fee, potentially totaling up to 20% for some external transactions as of June 2025.[88] These structures have drawn antitrust scrutiny, with a UK court ruling on October 23, 2025, finding Apple's fees excessive and exclusionary, imposing a £1.5 billion penalty.[84] Google Play applies a tiered 15% commission on the first $1 million in annual developer earnings from apps and IAP, escalating to 30% thereafter, a policy extended from 2021 without major changes by 2025, with subscriptions charged at 15% from the outset.[22] Unlike Apple, Google allows alternative billing systems and sideloading, reducing reliance on its Google Play Billing for revenue share, though EEA regulatory adjustments in 2025 introduced user-choice screens and fee exemptions for non-Play distribution.[89] These commissions extend to in-app subscriptions for third-party services like ChatGPT, where developers process payments through the platform's systems—incurring Apple's 30% standard rate (reducible to 15%) and Google's 15%—absorb the costs, which may affect user pricing, and often recommend web-based subscriptions to circumvent fees.[22] Both platforms exempt physical goods and services from commissions but capture significant shares—Apple's App Store yielded higher per-user revenue ($85.1 billion globally in 2024 versus Google Play's $47.9 billion)—attributable to iOS users' higher spending propensity in premium markets.[90]| Platform | Standard Commission | Reduced Rate Conditions | Key Notes |
|---|---|---|---|
| Apple App Store | 30% | 15% for < $1M annual revenue or post-1st year subs | Mandatory IAP for digital goods; EU external options with ~20% effective fees[85] |
| Google Play | 30% | 15% on first $1M annual earnings | Supports alternative billing; EEA sideloading exemptions[91] |
Developer Ecosystem and Monetization Strategies
The developer ecosystem of major app stores encompasses millions of registered developers worldwide who utilize platform-specific tools, software development kits (SDKs), and distribution guidelines to create and maintain applications. For the Apple App Store, developers must enroll in the Apple Developer Program for an annual fee of $99, granting access to Xcode IDE, beta software, and App Store Connect for submission and analytics; as of 2025, the store hosts approximately 2 million apps, predominantly free (95.37%).[92][55][93] Google Play requires a one-time $25 fee for access to Android Studio and the Play Console, supporting over 2 million apps as of early 2025, with a focus on open-source compatibility and sideloading options.[22][66] Both platforms enforce review processes to ensure compliance with guidelines on functionality, security, and content, though Apple's curation is stricter, rejecting apps that fail human review.[52] Monetization occurs primarily through revenue-sharing models where stores take commissions on transactions. Apple levies a standard 30% commission on paid app downloads, in-app purchases (IAP), and subscriptions, reduced to 15% for developers earning under $1 million annually or for subscriptions after the first year; in the European Union, additional tiered fees like a Core Technology Commission apply under DMA compliance.[9][94] Google mirrors this with 15% on the first $1 million in annual earnings per developer, escalating to 30% thereafter, applying to IAP and subscriptions but allowing alternative billing outside the store (with fees).[95][69] These structures incentivize high-volume developers while subsidizing smaller ones, though critics argue the base 30% rate extracts significant value from platform access without proportional infrastructure costs.[96] Developers employ diverse strategies tailored to user acquisition and retention. Freemium models dominate, offering free downloads with IAP for virtual goods, premium features, or consumables, mandatory via Apple's StoreKit or Google's Billing Library for digital content to comply with policies prohibiting external payment links.[57][97] Subscriptions provide recurring revenue for services like streaming or productivity tools, comprising a growing share; advertising integrates via third-party networks (e.g., AdMob on Android), generating revenue from impressions or clicks without store commissions.[98] Paid upfront apps remain viable for niche utilities but represent a minority, as free apps drive 95%+ availability and higher download volumes.[99] Hybrid approaches, combining IAP, ads, and data analytics for personalized offers, optimize lifetime value, with gaming apps leading in IAP efficacy.[100] In 2024, the Apple App Store ecosystem facilitated $1.3 trillion in global developer billings and sales, with Apple collecting no commission on over 90% (primarily physical goods/services via apps), netting developers the bulk after fees on digital transactions.[59] Google Play saw developer-accessible revenue from $46.7 billion in store-generated spending, though exact payouts vary by commission tiers and ad integrations.[69] These figures underscore the stores' role in scaling developer earnings, with small businesses qualifying for reduced fees comprising 99% of qualifying developers on Google Play.[101] Empirical data from platform reports indicate subscriptions and IAP as highest-margin tactics, outpacing ads in per-user revenue for non-gaming apps.[102]Macroeconomic Impact and Data
The app store ecosystem, encompassing platforms like the Apple App Store and Google Play Store, has generated significant macroeconomic activity by facilitating digital distribution, in-app purchases, and transactions for goods and services. In 2024, the Apple App Store alone enabled $1.3 trillion in global developer billings and sales, encompassing payments for apps, subscriptions, and purchases of physical items or services through apps, more than doubling from $514 billion in 2019.[51] This figure, derived from a study commissioned by Apple and conducted by economist Andrey Fradkin of Boston University, reflects the platform's role in intermediating economic exchanges rather than direct platform revenue, which for the App Store reached approximately $103.4 billion in 2024 from commissions and fees.[103] [104] In the United States, the App Store supported $406 billion in developer billings and sales in 2024, contributing to broader app economy effects that include job creation and business formation.[105] The U.S. app economy, spanning app development, operations, and related services, employed over 6.1 million workers as of recent estimates, representing a 6% growth from prior years and accounting for about 20% of nonfarm job gains since the sector's inception around 2008.[106] [107] These jobs are concentrated in software development, marketing, and support roles, with small businesses—numbering around 770,000—deriving 15% revenue growth since 2019 through app-based models.[106] Globally, the app economy's scale aligns with broader mobile technology contributions, which generated 5.8% of world GDP or $6.5 trillion in economic value added in recent assessments, though app stores specifically amplify this by enabling scalable monetization and access to billions of users.[108] Android and Google Play have further expanded this impact in emerging markets by supporting affordable devices and alternative distribution, yielding estimated consumer savings of $33 billion in development costs to date and powering a portion of the $530–540 billion in total mobile app revenues recorded in 2024.[109] [110] Platform revenues highlight disparities: Google Play generated $46.7 billion in 2024, trailing Apple's but benefiting from higher download volumes in volume-driven markets.[104]| Platform | 2024 Facilitated Billings/Sales (Global) | 2024 Platform Revenue | Key Economic Note |
|---|---|---|---|
| Apple App Store | $1.3 trillion | $103.4 billion | Doubled in size 2019–2024; supports U.S. jobs in 6.1M app economy[51][104][106] |
| Google Play Store | Not separately quantified; contributes to $530–540B app total | $46.7 billion | Enables device cost savings; higher in non-U.S. transactions (65% of income)[110][104][111] |
