Thesis
Abstract
In
the
mobile
space
are
countless
financial
successful
applications
and
every
one
of
these
is
backed
up
by
a
business
model.
A
business
model
defines
how
technology,
strategy
and
organization
work
together
and
how
to
achieve
maximal
possible
financial
success.
This
thesis
will
present
common
business
models
that
are
used
in
the
mobile
space.
The
business
models
illustrated
are
very
varying
from
classic
sale
to
indirect
advertising
models.
The
Apple
App
Store
is
used
as
environment
to
describe
and
analyze
the
models.
The
thesis
also
contains
one
case
study
of
a
successful
application.
It
shows
the
evolution
of
the
application
and
necessary
changes
to
adapt
to
new
market
challenges.
1
Introduction ................................................................................................................. 4
1.1
The
Apple
App
Store....................................................................................................... 4
1.2
Scope
and
Goals ............................................................................................................... 5
2
Mobile
Business
Models
and
how
to
start
them............................................... 6
2.1
Business
Models .............................................................................................................. 6
2.1.1
Introduction ............................................................................................................................... 6
2.1.2
Advertising
Applications ...................................................................................................... 7
2.1.3
Paid
Applications ..................................................................................................................... 8
2.1.4
Subscriptions ............................................................................................................................. 9
2.2
Application
Launch ......................................................................................................... 9
2.2.1
Peak
Sales
vs.
Sustained
Sales ............................................................................................ 9
2.2.2
Create
User
Attention ..........................................................................................................10
2.2.3
Planning
of
the
Launch........................................................................................................12
3
Case
Study .................................................................................................................. 13
3.1
iTranslate
~
the
free
translator ................................................................................13
3.1.1
History ........................................................................................................................................13
3.1.2
Current
Statistics ...................................................................................................................14
3.1.3
Outlook .......................................................................................................................................15
4
Conclusion.................................................................................................................. 17
5
References.................................................................................................................. 18
6
List
of
Figures............................................................................................................ 20
1 Introduction
The
goal
of
every
commercial
project
creating
a
mobile
application
is
to
generate
a
financial
success.
The
project
usually
consists
of
two
parts
-
the
technical
part
and
the
financial
part.
The
first
part
is
to
program
and
deliver
a
mobile
application.
The
second
part
consists
of
choosing
the
right
business
model
to
monetize
the
application.
Thus
the
success
of
the
whole
project
depends
on
the
chosen
model:
If
an
inappopriate
model
is
chosen
the
application
will
not
generate
the
necessary
return
of
investment
(ROI)
and
fails,
but
if
the
right
model
is
chosen
the
mobile
application
should
generate
enough
money
to
cover
the
costs
of
development
and
benefit
the
owner.
The
application
could
be
the
best
technical
available
application
in
the
market,
but
without
the
appropriate
business
model
it
is
not
possible
to
create
success.
As
environment
to
analyse
business
models
for
mobile
applications,
the
Apple
App
Store
is
chosen.
The
Apple
ecosystem
is
the
first
option,
because
Apple
invented
and
created
the
mobile
application
market.
The
market
itself
is
also
the
biggest
of
the
currently
available
mobile
application
markets
(Compare
with
[2]
and
[3]).
Figure 1 shows how many iPhone devices are sold in one quarter. It can be seen that Apple sells most devices in the last quarter of this year. In 2008 they opened the system up and released a Software Development Kit for third party developers to write applications for iOS. These applications are available through the Apple App Store. The App Store itself is part of iTunes and is already preinstalled on every Macintosh. On iOS devices the Apple App Store is a preinstalled application. The App Store is segmented in several categories like games, music, productivity and so on. Furthermore there are some special categories. The user has the ability to browse the store and to look at different available applications. Every application is ranked in the store: The ranking is calculated through the number of downloads and some not publicly announced factors - the accurate algorithm is a business secret of Apple. Free applications and paid applications are separated in the ranking. The success of the iPhone was based on the fact that Apple changed the way how a mobile phone is used. They reinvented the user experience with a new operating system, iOS, combinated with a touchscreen. Everything on iOS is seen as an application like telephony or messages, they integrated a full mobile web browser and multimedia capabilities for viewing videos and playing music. In addition Apple removed the keyboard and replaced it by a touchscreen. There are only a couple of hardware devices left: the home button, the lock button and the volume buttons[4][5].
Figure
2:
Number
of
Applications
in
App
Store
[7]
Figure 2 shows the growth of applications in the Apple App Store. From the launch of the Store to now. The move to open up the system was very smart, because through third party applications the customer is tied to the iOS platform.The fact that a user is able to download and use third party applications causes him to consume time and money on the iOS platform. That prevents the user from switching to another mobile platform, because all the spent time and money would be lost. The considerable amount of devices and the newly created mobile application market creates a number of new business opportunities. Developers and companies are now in the position to create applications and sell them worldwide, through the Apple App Store.
2.1.1 Introduction The descriptions of the different usage types show that, for example, an advertising model does not work with a One time usage-application, but the model is suitable for Continuous usage- application. Before the individual models are described, a short overview of the possible business models is given. The following list of models is separated in several general categories. It is likely that some applications match more than one category. Free applications without any commercial intention Advertising (free applications) o classic advertising o promotion applications o affiliate marketing Paid applications o priced applications o demo application with a premium application o freemium and In App Purchase Subscriptions
The following chart shows the distribution of paid and free applications in the Apple App Store. Free applications in the diagram are free to download from the store, but it is possible that a free application is monetized through In App purchase. There are more paid applications than free applications because a paid application does not require as many downloads as a free application to generate the needed return of investment. In the case a free application is used to generate revenue, is it necessary to understand that money is not earned directly, it is earned through measures like advertising or promotion marketing. These forms generate only a very small amount of revenue, so a large user base is needed for a success. Paid applications generate a significant larger amount of money compared with free applications, therefore fewer downloads are needed to be successful [8][9].
Figure
3:
Number
of
free
and
paid
Applications
[7]
There are several different types of applications for advertising, but this paper will not go into detail. The common thing that all advertising applications has in common is that the revenue stream is not direct. The revenue stream is generated, for example, through fees for the advertiser or provisions if advertised goods are sold. A free application has the advantage that it is more likely that the App Store customer will download it. This will result, if the application is successful, in a large user base. So advertising for mobile applications can be used to monetize the traffic of the application. [9]
2.1.2.1
Classic Advertising
The first form of advertising for mobile applications described is similar to the classic Internet advertising business. The application shows some form of banner or full screen ad, like web sites show advertising banners. This type of application can use an ad provider to deliver ads into the application, but it is also possible that the application display exclusive ads for the application developer, for example, to advertise another application offered by the developer. An ad provider is a middleman between the application and a customer who wants to advertise his products. Every time the application is active the ad provider is notified, and the ad is delivered through a server, and the application displays the ad. The ad provider is the hub used to connect advertiser, publisher and application developer. The advertiser is able to advertise his products on the different mobile applications and the developer is able to monetize his user base. The ad provider pays for the impressions provided by the application or for clicks on the ads displayed by the application. Therefore a relativly large user base is needed to generate a substantial revenue stream. The fact that a big user base is needed constrains this business model to applications with a mass appeal. Many ad networks are available, the most important ones are: [13] Admob (Google Inc.)
Figure
4:
iTranslate
App
/
FTD
App
The iTranslate application has an area below the application design itself where ads are displayed [11]. In the Financial Times Deutschland application the displayed ad is part of the article layout [12].
2.1.2.2
Promotion Advertising
The second kind of advertising applications are promotional applications. They promote all different types of goods. There are many of these applications in the Apple App Store: some of them contain interactive information about the promoted goods, some of them are intended to be games with promoted goods. The common thing promotional applications share is that the revenue is generated through selling more of the advertised goods. Here are some examples for such applications: Mercedes-Benz C63 AMG App [14] Volkswagen Touareg Challenge [15]
2.1.2.3
Affiliate Marketing is similar to the earlier mentioned classic advertising, but the money is not generated through impressions, the money is generated through commissions instead. The affiliate will be paid from the merchant based on the success. The affiliate uses ads or other marketing possibilities to direct the traffic in his application to the merchants website or application, if a business between the merchant and the user is established the merchant pays a commission to the affiliate. In many cases the merchant provides a partnership program to make it easier for the affiliate. There are several common options: per-click (for example: 0.05 $ per new user on the web page) per-sale (for example: 5 % provision from the value of the commercial transaction) per-lead (for example: 0.50 $ per new newsletter subscription)
Affiliate Marketing
A good example for affiliate marketing in the mobile space is the iTunes Store or the Apple App Store - they pay a small amount for sold music or application. The affiliate market has the same problem as the classic advertising: To earn a substantial amount of money and to work in a cost- covering way the application needs a very large and active user base [16].
App Store contains more paid applications than free applications. To generate enough revenue a paid application needs an initial marketing push. Only submitting the application and waiting for success is not enough because the App Store contains so many applications that it is hard for the user to find a specific application [7].
2.1.3.1
Priced Applications
The standard model to earn money in the Apple App Store is to create a mobile application, price it according to its functionality and sell it in the store. There are thousands of applications that are sold this way. This model works for almost any application. A drawback is that this is not a substantial business model like advertising, because once the application is sold there is no way to sell the application to the same customer a second time.
2.1.3.2
This model consists of two applications - a free one and a paid one. The free application is used as demo to show the user how powerful the paid application is. The free application is more likely to be downloaded than the paid application and therefore the free application can be seen as marketing move. The user is able to test the free application and decide if he/she will buy the paid application.
2.1.3.3
With this model the application itself is free and the main revenue stream is generated through the In App Purchase. The applications consist of an initial usable part and a part that is only usable if the customer decides to buy it. For example, a game has five free levels and to play the sixth level the user has to buy the level. It is not necessary that the application is free. There are many examples for paid applications with an In App Purchase model. The In App Purchase model can also be used to create a substantial business like advertising. There are many different forms of the In App Purchase model. The application can be used as hub for the developers store where it is possible to sell goods like books, virtual goods etc. [17][18].
2.1.4 Subscriptions
A subscription means that the customer has access to a service or product as long as a fee is paid. The fee is paid for a limited period of time, if the time is over the customer has to repay the subscription. Magazines or newspapers work with this model, but this model is also usable for the mobile application market. For example the applicationOrder & Chaos Online [19] is a game with a monthly subscription to play it online [17].
Therefore one has to differentiate between peak sales and sustained sales. Of course there are applications that combine both kind of sales, but such an application must have a usage pattern (as described in chapter 2.1) that supports a sustained sale [8]. A classical peak sale approach has some interesting characteristics. The sale starts with a peak and then slowly declines. Such a pattern is common for applications that implement a one-time usage approach because through its usage model the application is not able to generate a sustained sales pattern. An example is the game Trism [22] - it was quite successful, but after some time the sale slowed down. Other examples include event centered-applications, e.g.: Soccer World Cup, Rugby, etc [23]. Sustained sales as mentioned work for an application with a small user audience, therefore the price can be higher. The application will generate the revenue over a longer time period, because the download numbers will be relativly low. An application with a small audience does in most cases not generate as much revenue as a similar application with a big user audience. The application Omnifocus for iPhone [24], a professional personal task planner, is a good example for sustained sale. If an application has saturated the market, and the sales decline to a level that is not sufficient anymore the application could be pushed up in the Apple App Store ranking to gain enough attention to start the sales again. To achieve a marketing push, the application needs attention from the user. Not every application is suited for such a treatment, but a sustainable sold application could benefit from it. The next chapter will describe how user attention is created.
2.2.2.1
The Email Newsletter is an email sent to inform the user about new products or new features in the advertised product. Many application developers use the email newsletter as a marketing tool. They collect email addresses through an application teaser page, filled in by the user, so that he/she can be notified at the application launch. Many companies also collect email addresses of people who ask for application support to use them for marketing. The company Tap Tap Tap, Inc. is a good example for email marketing. They use more than 500,000 email addresses during an application launch. The more email addresses you have, the more users can be reached at the launch of the application. This is necessary to generate enough initial downloads to get on the top of the Apple App Store [20][21]. Not every company or developer has a similar list of addresses, but companies like Tap Tap Tap,
Inc. are able to push other applications, if the owner is willing to pay for their service.
2.2.2.2
Social networks can also be used to generate attention at the launch of an application. There are many social networks that can be used to reach the potential consumer, who will download or buy the application. The company Tap Tap Tap, Inc. for example has more than 100,000 followers on Twitter. This can be an advantage for every application launch.
2.2.2.3
It is possible to use money to pay users for downloading the application at the time of its launch to push sales. There are several ad networks like Tapjoy that are able to push your application through a incentive based download model. The ad network supports a virtual currency in any application implementing the ad network service. Through this the user can gain virtual currency in exchange for a download or any other action that may be useful to an advertiser. If the application was downloaded, the user obtains the virtual currency to consume it. The publisher of the application can buy this virtual currency from the ad network to support its launch. There are some drawbacks from this approach [25][26]: It is very expensive to push an application into the Top 100. Apple has changed its policy to prevent such actions. For Andriod application is it still possible to push applications this way [26].
Purchased Downloads
2.2.2.4
Information of the application is spread through word of mouth [29]. This is very difficult because chances are that the word of mouth could be negative. Tap Tap Tap, Inc. showed at the launch of their application The Heist that this is a possibility to advertise an application. They used a mystery price to encourage the user to talk about the application [20].
Word of Mouth
2.2.2.5
Advertising can also be used at the launch to push the application. There are some ways to advertise an application. Classic advertising Application reviews Reports in the media Cross promotion
Advertising
Classic advertising is a way to promote the application through the use of an iPhone/iPad ad network like Admob to publish ads on these devices to push your application. This kind of approach needs money to work and to reach a large audience. Another way to promote applications is to use review sites like AppCarver or AppStorm. The review site will create a review of the application to inform the site audience about the application. This will generate traffic to the application download site. It is also possible that a news outlet like Techcrunch or Mashable will publish an article about the application. This is the case if the application handles controversial content or currently important issues. This should be exploited at the application launch to generate attention. There are also many blogs on the Internet that will write about and comment on applications. It is common practice to contact these bloggers and provide them with application promo codes [10].
2.2.2.6
The Apple App Store featuring is a very powerful way to push your sales or downloads. Apple uses its own store to promote third party applications. These applications are available under the store category Highlights and are therefore on a very prominent place. It is also possible that the application gets a big banner at the top of the Highlights category. However since there are more than 400,000 applications, it is not very likely to get an Apple App Store featuring.
The App Store application on the iPhone shows the featured categories and applications in the upper half of the store. They use big images to gain attention. In the lower half a scrollable area with currently featured applications is displayed.
Figure
5:
Apple
App
Store
for
iPhone
Only the described methods are not enough to gain enough attention to push an application. It is necessary to combine them. The next chapter will show how to plan the launch of an application.
If the basic application requirements are fulfilled, a point in time is needed to launch the application. That is important for any application, because it is counterproductive, for example, to launch an application for school grades at the end of the school year. Depending on the launch date, the measures mentioned above should be taken to push the application. That means, if possible, the application should be sent to news outlets or bloggers before the launch to give them a chance to test and review the application. The application has to be reviewed and approved by Apple, after that the application will appear in the store. At this moment the application is available for the customer, but not yet visible because it has a poor ranking. The newsletter or a similar measure should be ready and sent to the customers. The application will now go up in the ranking. To prevent losing momentum it is necessary to start with the classic advertising and other active measures. The actions taken before the launch will expand their impact and then support the active measures after the launch. The application should now have a decent ranking. Of course not every application is able to become a success but with this it is possible to minimize the chance of failure. The launch is only possible in a small time window, because to reach a good ranking a high number of downloads in a short time frame are needed. Therefore is it necessary to bundle them in a small amount of time.The next chapter will show a case study of a successful iPhone application.
3 Case
Study
This
case
study
focuses
on
the
application
iTranslate
~
the
free
translator.
The
application
uses
a
combination
of
three
mobile
business
models:
In
App
Purchase,
Classic
Advertising
and
Freemium.
iTranslate
~
the
free
translator
was
an
all
time
Top
100
application
in
the
Apple
Store.
3.1.1 History
The
history
of
the
application
was
an
evolutionary
process
that
started
with
a
free
application.
3.1.1.1
Free Application
The first version of this application was developed, by Richard Marktl, a student of the Graz University of Technology, in the forth quarter of the year 2008. At first the application was not created to earn or generate any revenue. He implemented the application out of pure curiosity and for a better understanding of the iOS SDK. The application launched on the 22nd of October 2008. No measure more than releasing the application was taken, but the application was a huge success. It gained momentum very fast and during the first days it created more than 1,000 downloads per day and never fell below this number. In retrospect the success can be explained as it follows: The application targets a large audience and solves an important real world problem. Moreover, it was only the second translator in the whole Apple App Store and at that time the application store was very small and did not provide too many applications. Another reason for the success was the fact that the application had a good user experience and an adequate appearance.
3.1.1.2
Paid Application
The application had the potential for more sales and with the help of a designer and another developer, a new version was released. The first business model, two quarters after the launch, was a classic advertising model. The ad network Admob was integrated into the application. The revenue generated through the Admob was not sufficient because the user base at that time was not big enough. This lead to a new iTranslate application: iTranslate Plus. The free version was used as demo version for the iTranslate Plus version. There are several differences between these to applications. The iTranslate Plus version has no ad banner and therefore the entire screen of the iPhone is used. The iTranslate Plus version also has a translation history, but this feature was also available in the normal version after some time. This business model was quite successful. This success enabled Richard Marktl and his cofounders to found a company in 2009, Sonico GmbH.
3.1.1.3
In App Purchase
With iOS 3.0 the In App Purchase was made available. This was very important for iTranslate because it made it possible to sell the new TTS feature. TTS stands for text to speech and is used to convert text on the phone to speech delivered through the audio speaker. The TTS system was licensed from a third party company, Loquendo. The TTS feature is usable in every iTranslate version available.
3.1.1.4
Application Launch
In 2010 an iPad version of iTranslate was developed. The launch of the iTranslate version was planned very carefully. Before Apple announced the iPad, Sonico started to collect email addresses for newsletters and also started a Twitter account. Both iTranslate versions were used to generate Twitter followers. During the launch iTranslate for the iPhone was used to push the iPad version. Through these 3 measures it was possible to push iTranslate for iPad into the Apple App Store top rankings.
3.1.1.5
Usage Tracking
Shortly after the launch of iTranslate for iPad, a tracking server was started to analyze the traffic generated by the user. The first thing tracked was the most used language pair combination and what kind of text the user translated. The research delivered some interesting facts: There are only very few language pair combinations that are really heavily used. More than 40 % of the translated texts are one-word translations.
The results of the tracking made clear that there was enough potential to improve the translation itself. Sonico bought dictionaries for 16 different languages to improve the one-word translation. The dictionaries were converted into a digital form and stored on a server. An API was created to make the dictionaries available to any iTranslate application. Since then one-word translations for the available languages have been responded by a special server. This improvement was very important, because the Google API only returns a single word to any one-word translation. With these dictionaries it is possible to create better results. The most recent feature added to iTranslate was the automated speech recognition (ASR). This feature is also based on a third party company, Nuance. ASR is transaction based, because Nuance doesnt support another model to monetise its technology. The user is able to buy 75 transactions through an In App Purchase. This business approach of Nuance is not user friendly, because it is not very convenient to rebuy new transactions after every 75 transactions. A better approach would be a temporary subscription.
The chart above shows the daily downloads from the application launch on the 22.10.2008 to now. The trend chart looks like a classic saw tooth trend. It can be seen that the Christmas holidays are very important for the Apple App Store. The Christmas holidays are responsible for the biggest peak in 2008 and 2009. The peak in the middle of 2009 was caused by the new iPhone and the peak in the fall 2009 was caused by the Thanksgiving holidays. The peak during April 2010 was the first time iTranslate was able to reach the United States Top 100 category. The number of downloads were doubled during this day. There is one important fact visible in
the chart: after every peak the average download number is higher than before the peak, which means a steady growth. The following chart shows the download numbers per day since the launch of iTranslate Plus. The numbers for iTranslate consist of three elements: iTranslate the free version (see Figure 6) iTranslate Plus In App Purchase of the iTranslate Plus Packages. These packages are sold in the free version to remove the advertising.
Figure
7:
Combined
iTranslate
Sales
The iTranslate Plus Package started on the 1st of June in 2009. Like in Figure 5 the chart trend is similar to a saw tooth, and after every peak the average number of downloads is higher than before the peak. The trend shows a steady growth. There is one exception: An Apple App Store featuring caused the peak during October 2009. This shows how powerful an Apple App Store featuring is. During Christmas 2009 the voice feature was introduced and the sale was boosted from approximately 400 sales per day to 1,000 sales per day. The small peaks between the big peaks are weekends. The big peak in December 2009 was caused by the Christmas holidays and the peak in January 2010 by the New Year holidays. The peak at the end of April was caused by the Easter holidays. Another important fact is that the peaks made during holidays or special events were not made with any help of advertising or any other measure to push the application downloads or sales. The good ranking in the store was sufficient to generate such download peaks. The application was of course updated and polished before any holidays or events, but that was the only measure. Therefore is it very important for the success of the company to maintain the good rankings and the quality of the applications. The application iTranslate for iPhone and iPad made it possible to launch a successful and sustainable business. It also was possible to use the revenue to buy dictionaries and to focus on the development of the iTranslate applications.
3.1.3 Outlook
The
In
App
Purchase
Model
and
the
Freemium
model
were
very
successful,
but
the
competition
has
become
fiercer
during
the
last
year.
There
are
many
other
translator
applications
and
also
Google launched one - Google Translate. The application from Google is free, and supports features like TTS or ASR. Therefore is it necessary for iTranslate to change and focus more on the advertising model to compete with the competitors. As described in the second chapter, a business model based on a free application needs a big user base to generate enough revenue. To reach such sustained download level it is necessary to keep your application clean and fast, to hold existing customers and to get new customers. The free iTranslate application was updated 26 times during the last three years. These updates were used to encourage the user to use the application and to preserve the user base. The updates introduced new features in the application and of course solved problems. As mentioned in the previous chapter it is very important for an application like iTranslate to track the user behavior and the application usage. Through the tracking results Sonico was able to improve the translation itself to sustain the number of downloads and also to preserve the user base. [28] Currently Sonico works on a solution to decrease traffic to the Google translation API, because Google will start to demand a fee for its Translation API. They will price one million characters with 20 $. This is a threat and also an opportunity, because any competitor with an advertising business model, whose user base is not big enough, or a business model based on sales cannot generate enough revenue to carry the arising cost. They will have to stop using the Google Translation API. Therefore is it possible for iTranslate to replace these applications, but the Google API usage of iTranslate might be to expensive. Therefore iTranslate will try to reduce the usage of the Google API.
4 Conclusion
The
Apple
App
Store
and
many
other
marketplaces
in
the
mobile
space
offer
opportunities
to
start
or
create
successful
business.
Every
business
model
discussed
in
this
paper
has
the
chance
to
be
successful,
but
there
is
a
big
difference
in
the
way
the
models
generate
revenue.
The
difference
lies
in
the
monetization,
models
that
monetize
a
customer
more
than
once
are
prefered.
The
nature
of
the
store
makes
it
difficult
to
create
one
Top
100
applications
after
another.
Therefore
sustainable
business
models
are
better.
If
an
application
is
able
to
become
a
huge
success
a
real
business
can
be
created.
It
is
also
easier
to
create
and
maintain
only
one
application
instead
of
many.
A
good
example
for
such
an
application
is
the
iTranslate
described
in
the
case
study.
Another
important
aspect
is
the
usage
of
third
party
services.
The
advantage
of
a
third
party
is
in
most
cases
to
prevent
an
expensive
in-house
development,
but
the
application
depends
on
it.
This
has
negative
consequences
for
the
application,
for
example,when
a
provider
like
Google
changes
the
pricing
from
zero
to
twenty
dollar
per
one
million
characters.
Such
a
sudden
change
could
in
the
worst
case
destroy
the
application.
Third
party
dependencies
also
limit
the
choices
of
business
models.
Therefore
an
application
should,
if
possible,
prevent
third
party
dependencies.
5 References
[1]
[2]
Wendy
Jansen,
Wilchard
Steenbakkers,
Hans
Jegers, What is a business model in New business models for the knowledge economy,Hampshire, EnglandGower Publishing, 2007
Apple
Inc.
(2011,
07,
07).
Apples
App
Store
Downloads
Top
15
Billion.
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6 List of Figures
Figure 1: iPhone Sales[5]................................................................................................................. 4 Figure 2: Number of Applications in App Store [7].............................................................. 5 Figure 3: Number of free and paid Applications [7]............................................................ 7 Figure 4: iTranslate App / FTD App ........................................................................................... 8 Figure 5: Apple App Store for iPhone ..................................................................................... 12 Figure 6: iTranslate Download Numbers .............................................................................. 14 Figure 7: Combined iTranslate Sales....................................................................................... 15