iPhone App Piracy: By the Numbers
Dejan Diklic is the CTO at Attributor. He plays an integral role in the strategy, development and implementation of Attributor’s research, which has brought international attention to the depth of content piracy across the Internet.
Throughout the past three weeks, I have devoted a lot of time into researching mobile piracy and the financial ramifications of such pirated material. The findings have been pretty stunning, and I wanted to summarize the issue for those interested in mobile content. My research focused specifically on iPhone Apps. (For the time being, I have not researched the piracy of Android Apps.)
What I found regarding iPhone piracy is trivially simple:
1. Jailbreak your phone
2. Install Cydia (package manager)
3. Add a list of repositories that contain apps
4. Install whatever you want
Various websites currently provide repository lists, while additional sites purely contain free apps. One such site that has received a lot of public attention is App Store Free – a site requiring some form of payment. The site was “attacked” by the rest of the piracy community, which resulted in the development of piracy sites like Appulo.us (now dead), Hackulo.us and Grabuolo.us – all of which allow users to install apps for free. Torrent sites and cyberlockers also provided popular apps, including the well-known TomTom GPS app, which was listed in the top 100 on Isohunt for a long period of time.
In January 2010, a post explaining Apple’s loss of $450 million (thanks to app piracy) drew a large amount of public attention. However, the number was completely inaccurate because of piracy loss estimating problems. Their thinking was rather simple: The $450 million figure was based on an average piracy rate equaling three pirated copies for every app purchased. With 510 million paid app downloads, the number equated to 1.53 billion. With an average price of $3 per app, that would lead to $4.59 billion in losses for both developers and Apple combined.
With a substitution factor of 10 percent, the loss is estimated at $459 million. Plenty of other blogs jumped on this number, pointing out that the substitution factor is probably closer to one percent than 10 percent. In addition, the number of devices on which pirated apps can be installed is continuously changing. The iPhone, iPad and iPod must be jail broken in order to install pirated apps; and according to many sources, the total number of jail broken phones nears four million. The rate of jail broken phones oscillates between five-to-ten percent of the total number.
When Apple releases a new software update, the percentage drops, only to slowly increase again. According to additional blog posts, 38 percent of jail broken iPhones have at least one pirated app on them.
So, the consensus appears to hint that the more realistic loss number is likely closer to $30 million. To clarify, this is the total loss since opening the app store, while the total earnings (for Apple) from the app store is currently around $100 million per quarter.
A common reason for using pirated content is that it enables users the opportunity to try the app for free before purchasing. However, the field numbers do not correspond to this claim. Among the piracy community, the conversion rate from pirated to purchased is less than 0.43 percent.
Many of the top app developers selling very expensive apps ($50-$80) are aware of the problem, but don’t seem to be doing much about it. Apple is clearly aware of the issue and has introduced a system by which app developers are able to sell services or add-ons from within their apps. This enables paid apps to extend their profitability, while in-app purchases are effectively impossible to pirate. An example can be found in game development company Ngmoco, which adopted this approach after seeing substantial piracy rates (up to 90 percent). Now, all of Ngmoco’s apps use the in-app purchase system.
So, lessons have been learned, but mobile piracy is still rampant. The future of app piracy is uncertain, but our work in the mobile space has only just begun.

