Apple is the only company that could get an applaus for the implementation of trivial product features like copy/paste. During the widely discussed iPhone 3.0 launch this evening they had of course more and better product features to announce: Peer-to-peer connectivity, improved accessory support, an in-app store,…
But Apple didn’t launch just product features, they rolled out new revenue concepts. Cut and paste took a while to implement simply because there is no money in it. But there is a lot of money in purchasing add-ons inside games and paid content subscriptions. Selling virtual weapons and levels is only one thing. This was just to illustrate the potential.
What Apple really did was launching a platform to sell any kind of good in any kind of application available to any user anywhere. This will transform iTunes into a wholesaler instead of the digital (music) store as we know it today. And once other parties develop the products and services on which Apple will take big margins thanks to the in-app purchases, they will be in the in-game selling model we’ve just illustrated.
I then I didn’t even mention the potential of the micro-payment integration offered by the new transactions app. But it must be clear that Apple has a clear view on making money.
More revenue model examples and inspiration:- Will EA embrace the Free Pirate game Business model – iPhone like?
- Timebridge: In-App Commerce to Challenge Advertising
- From In-Game Advertising to In-Game Selling: The Next Big Thing?
- What is a strong e-commerce business model: Yemek Sepeti (Turkey) as a leading example
- How can Hollrr.com pay bloggers for spotting new products?



