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Apple Shares App Store Retrospective Ahead of 10th Anniversary

Ahead of the App Store's upcoming 10th anniversary on Tuesday, July 10, Apple today shared some App Store history, exploring significant App Store milestones and sharing testimonials from Apple execs, app developers, and more on how the App Store put mobile businesses first, transformed gaming, improved accessibility, bolstered health, revolutionized education, and changed lives.

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The App Store launched on July 10, 2008 with a total of 500 apps, which Apple says ignited a "cultural, social, and economic phenomenon" that has, over the past decade, created a place for iOS users of all ages to get the best apps. From Phil Schiller, Apple marketing chief:

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"In its first decade, the App Store has surpassed all of our wildest expectations -- from the innovative apps that developers have dreamed up, to the way customers have made apps part of their daily lives -- and this is just the beginning. We could not be more proud of what developers have created and what the next 10 years have in store."

Many of the apps available on the first day of the App Store's launch can still be purchased today, including MLB at Bat, The New York Times, eBay, Travelocity, Tap Tap Revenge, and more. Early App Store developers Keith Shepherd and Natalia Luckynova, who created Temple Run, said the App Store changed their lives.

"The App Store and iPhone changed our lives. Our first game, Imangi, launched the day the App Store opened. Fast forward 10 years, and we've created over 10 games, including Temple Run, which has been downloaded over a BILLION times. Our studio has grown from the two of us to a team of 35. None of this would have been possible without the App Store."

Cutting edge technology, explains Apple, has allowed developers and start-ups to create apps that take advantage of Apple Pay, GPS, location services, and more to create "billion dollar businesses" that started with the App Store. Games, too, have become an important part of the App Store. Nintendo director Shigeru Miyamoto said the App Store allows the company to share Nintendo games with new audiences.

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"We are very happy that we are able to deliver Super Mario Run, a new Super Mario experience that could be played with just one hand on iPhone, to hundreds of millions of consumers because of the App Store. The App Store allows us to share the joy of Nintendo games with many new audiences, and we will continue striving to provide unique and new game experiences to App Store customers."

Apple also changed gaming and apps with the in-app purchase, allowing people to unlock different functionality and try apps before purchasing. That expanded to subscription apps in 2011, and as of now, 28,000 apps offer subscription options.

The iPad came in 2010, along with apps designed for the larger screen. There are a total of 1.3 million apps created just for the iPad available today, ranging from Lightroom and Microsoft Office 365 to Procreate. Procreate founder James Cuda says the digital art creation app "simply would not be possible without the App Store."

ARKit and augmented reality apps came in 2017, turning iOS into the biggest AR platform in the world. There are more than 3,000 AR apps available on the App Store, and improvements coming in iOS 12, such as multi-person support and persistent experiences, will lead to even better AR apps.

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As of June 2018, developers have earned more than $100 billion from the App Store. There are more than 20 million third-party developers registered for the App Store, and more than 500 million customers visit it on iPhone and iPad each week.

Apple in 2017 entirely overhauled the App Store, splitting games and apps into two categories and focusing more heavily on app discovery through Today tab stories, editor's picks, and more. Apple says that hundreds of Today stories have been read by more than 1 million people.

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Check out Apple's full App Store tribute in the company's newsroom to see all of the different testimonials from app developers.

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Top Rated Comments

fairuz Avatar
101 months ago
Pretty awesome. Too bad in-app-purchases have since ruined the game category.
Score: 27 Votes (Like | Disagree)
101 months ago
Apple gives developers a platform to sell apps. Charging 30%. Easy money.
Once that profit gets larger and larger, you start to think why to do anything else?
Why to develop new Mac hardware, lots of investment for very little return.
They just seem to forget you need a Mac to write those apps, right?
Score: 13 Votes (Like | Disagree)
Naraxus Avatar
101 months ago
Cute bit of revisionist history on Apple's part. How soon they forget that their Lord & Savior Steve Jobs didn't want to open up the iPhone to custom apps and that it was only after the hacking community and specifically the Cydia store showed THEM the way that they decided to open it up to apps and take their scam 30% cut.
Score: 10 Votes (Like | Disagree)
EvilEvil Avatar
101 months ago
Apple is still clueless about gaming.
Score: 5 Votes (Like | Disagree)
simonmet Avatar
101 months ago
Pretty awesome. Too bad in-app-purchases have since ruined the game category.
This couldn't be more true. It's not even all IAPs that are the problem, but a special kind of IAP built purely on greed that has even been classified as gambling in some countries. This is the type of IAP relating to in-game currency or pay-to-win elements, where it's possible to spend an infinite amount of real money on an app. It boggles my mind that such a thing is possible. So now, virtually every game you find in the charts and by casual browsing uses this model, designed to prey on people with addictive personalities and tendencies (as is all gambling). Every time Apple claims to "not be evil" or to have the moral high ground I simply point to examples like this that demonstrate the contrary. Though Apple added a label to indicate games that use IAP, they don't let us hide them completely, and there are a minority of developers that use IAP appropriately, such as for once-only expansions.

IAP destroying the games category couldn't be demonstrated more clearly than with the app "Texas Hold'em" featured in that photo of the iPhone 3G. That was an absolutely brilliant poker game. It was fun to play with friends or a partner through the local network until Game Centre was added. And it wasn't designed around endlessly trying to sucker you in to spending an infinite amount of cash. A very reasonable one-time up-front fee was all that was required. Finding a poker game like that now is basically impossible. Greedy developers (and yes, I'm calling every single one who makes or publishes a game or app where it's possible to spend an infinite amount of money greedy) have almost completely ruined the App Store for games.

I don't even bother to look for games on iOS anymore. If I happen to hear of something elsewhere where they have an iOS version and I want to play it on iOS then I will, but that is now exceedingly rare.
Score: 2 Votes (Like | Disagree)
101 months ago
And I’m pretty sure Steve Jobs always downplayed things they hadn’t announced right up until the moment they announced it.
But Steve Jobs wasn't the one posting on the forums. The posts were written by people defending Steve and arguing against allowing native third party iPhone applications and against having copy-paste, dismissing all those who wanted native apps and copy-paste.

Assuming the theory is true, when Steve or anyone else at Apple "downplays" something, do the people defending him know that are being played? If these people know that they are being played, why do they go along with it? Do they think they are helping Apple in some way by defending a false position?

But if these people actually did believe what Steve was saying, then how do those same people feel after spending all that time arguing in favor of Apple's original positions, only to find Apple change their position? Do they:
1. Admit they were wrong
2. Try to convince themselves that Apple planned it all along. In which case, we go back to the original question: If they knew Apple planned it all along, why did they go along with it and argue in favor of the original, false position in the first place?
Score: 2 Votes (Like | Disagree)
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