Yodo1 reveals Kryptanium, a social games platform with 100% adoption rate

kryptlogo

Full-service Chinese mobile games publisher Yodo1 revealed a social games platform it plans to launch in Western markets. The platform, titled Kryptanium, allows developers to add social and cross-promotional features into every game, including single-player games, with an API.

The Kryptanium platform emerged naturally out of Yodo1’s localization and publishing business, helping Western developers monetize their games in China. In Western markets, social networks like Twitter and Facebook are invaluable tools to developers for marketing their games, and can, in the best cases, have a viral affect. But this is much harder to achieve in China where Google, Twitter and Facebook are blocked.

Kryptanium aims to solve this problem by integrating with the popular alternatives to Facebook in China (Sina Weibo, QQ and Tencent Weibo) and pulling them all to one platform which can then cross-promote to a large audience. An added benefit to the platform is that the user can interact with the platform, tap on cross-promotions and download new games all without exiting their current game session. “Never leave the game,” is the guiding philosophy, Yodo1’s vice president and lead on Kryptanium Spencer Liu told us.  “When the developers we work with saw Kryptanium in action, the response was very enthusiastic. They asked us how they can use it, right now and in the U.S.”

Read the rest on our sister site Inside Social Games.

Animoca: 7-inch tablets dominate the Android tablet market, Samsung the leading manufacturer

Animoca logoAndroid-focused mobile game developer and publisher Animoca today released Android tablet data gathered from its network of users, which showed that four of the five most used tablets were of the 7-inch screen variety, and Samsung devices were the first and second most popular tablets overall.

The Samsung Galaxy Tab 2 7 (includes p3100 and p3113) took an 11.8 percent share and the Samsung Galaxy Tab 2 10.1 grabbed an 8.3 percent share. Amazon’s Kindle Fire devices also faired well, coming in at the No. 3 and No. 4 spots, with a 7.5 percent share for the standard Kindle Fire and a 4.9 percent share with the HD model. Another notable tablet was Asus’ Google Nexus 7, which generated a 3.8 percent share.

Beyond the No. 7  spot, the remaining tablets each claimed less than a one percent market share. So, given an error margin of 0.1 percent and the slight differences between the No. 8 tablet onward, Animoca says it couldn’t be sure of the correct ordering.

Developers should be creating mobile apps made for their target audience, and knowing which devices to develop for like tablets, in terms of screen size, hardware specifications, and platform market share, is important.

Animoca previously released similar data that analyzed for most used devices on its network, taking a look at the top Android smartphones in markets like the U.S., Japan, Singapore, Hong Kong and India.

The Hong Kong-based game company collected data for this report from 978,000 users worldwide who used Google Play and played an Animoca game on a tablet device between February 18 to March 20.

CocoaChina’s Fishing Joy generating more than $6M a month worldwide

CocoaChina logoChinese mobile game developer and platform maker CocoaChina today revealed that its flagship franchise Fishing Joy is now generating $6.28 million per month in revenue worldwide, with more than 10 million daily active users (DAU), doubling its monthly revenue in two months.

CocoaChina attributes the game’s success to continued optimization and the rapid growth of the Chinese smartphone user base. The company also increased the game’s reach by reducing the game’s package size, making it more attractive to users with limited bandwidth and data plans.

Last month, the company’s U.S. general manager Lei Zhang told Inside Mobile Apps that Fishing Joy 2 (responsible for the vast majority of the revenue) was generating $4 million in gross revenue as of February.

Inside Mobile Apps also talked to CocoaChina in Nov. 2012 about the company’s strategy for the Chinese market. Zhang attributed Fishing Joy 2’s success to his company’s broad distribution strategy, a stringent anti-piracy policy, and most importantly, access to carrier billing. Back then Fishing Joy 2 was pulling in $1.6 million a month from the Chinese Android market.

Fishing Joy’s 10 million DAU is nothing to sneeze at as well. Monthly active users (MAU) and DAU figures are generally kept close to the vest by mobile game developers. For comparison, Electronic Arts’ hit resource management game The Simpsons: Tapped Out was said to have reached 2.8 million DAU after the title was ranked No. 1 on the iOS top grossing apps charts in October 2012.

Inside Mobile App also recently reported on CocoaChina’s high profile hire of Kai Zhao as its U.S. VP of Engineering and its plans to launch a social gaming platform in 2013.

Animoca: Japanese Android smartphone market wide open, Jelly Bean OS not a factor

Animoca logoMobile game developer and publisher Animoca today revealed more data from its massive Android portfolio, focusing specifically on Japan. The company saw no dominant smartphone in the country and little usage from Android’s most recent OS version, Jelly Bean.

Since October. 2012, Japan is the leading country worldwide in revenue on Google Play, ahead of both the U.S. and South Korea, coming in at No. 2 and No. 3, respectively. The market is especially important for mobile game developers, where 88 percent of total revenues across all categories for Google Play came from the games category.

South Korean-headquartered Samsung had two of its handsets in the top three on Animoca’s chart of the top 10 Android smartphones in Japan. The Galaxy S3 ranked No. 1, with a 6.2 percent market share of smartphones, and the Galaxy S2 ranked No. 3, with a 4.45 percent. Animoca’s data showed the fragmentation of the Japanese market, with a wide-variety of brands in the top 10, including the likes of Samsung, Sony, Panasonic, Sharp and more. Also, Samsung’s flagship Galaxy S3 handset only nabbed the top spot by 0.1 percent over the Sony Xperia Acro HD, which had a 6.1 percent market share.Animoca Top Android phones in Japan

Moving on to the top Android OS versions in Japan, Ice Cream Sandwich (version 4.0.3 and 4.0.4 combined) was running on 48.3 percent of smartphones in the country. Interestingly, Google’s most recent Android OS version, Jelly Bean, didn’t event make the top five in Japan.

On Tuesday, the Hong Kong-based company released similar data for the U.S. Samsung’s Galaxy S3 handset was the No. 1 Android smartphone in the states as well, based on usage of Animoca’s games between Jan. 15 and Feb. 15, with an 8.8 percent market share. Ice Cream Sandwich was also the top version of the Android platform in both the U.S. and Japan, grabbing a 33.5 percent market share among the top Android OS versions in the U.S. Although, Jelly Bean did rank in the top five in the U.S. at theNo. 3 spot, grabbing a 15.4 percent of devices running the Android OS.

Animoca collected data for today’s report between Feb. 4 and March 6 from Japanese users of Animoca’s Android smartphone games downloaded through Google Play — tablets excluded.

App Annie analyzes the social networking category in the app stores

App Annie logoApp store analytics company App Annie today released its Index for February 2013, analyzing the social networking category in the app stores, and apps dominating the space including WeChat, Line, Kakao, Zoosk, Badoo, Find My Friends, Facebook and more.

From January 2012 to January 2013, the social networking category moved from the No. 12 largest category in terms of monthly iOS revenue, to the No. 3 spot, behind the games and productivity categories. That translates to an 87 percent increase year-over-year, when the social networking category represented only 3 percent of total Apple App Store revenue in January 2102.

App Annie saw revenue growth in the category across all major countries. Japan showed the most growth, with a tenfold increase in monthly revenue year-over-year from social networking apps, led by messaging app Line. South Korean NHN Corp.’s Line was already at the top of the download charts at the beginning of 2012, and later moved up the top grossing charts in April 2012.App Annie top categories by monthly revenue iOS January 2013

App Annie vice president of marketing Oliver Lo, formerly of Zynga’s China office, tells Inside Mobile Apps that App Annie is seeing the same regional trend social networks went through on the web, where social networks like Orkut, Mixi and Friendster dominated certain regions until Facebook took over and became the dominant social network globally.

“Social networking in mobile is in an early stage, and we’re seeing that it’s more akin to the early stages in web, where it is regional and the top social networking app in each region isn’t the same app,” he says. “It will be interesting to see if that continues or if one player dominates globally.”

Although the social networking category jumped nine spot on App Annie’s top categories by monthly revenue for iOS, the category dropped down 1 spot from No. 5 to No. 6 year-over-year on the top categories by monthly downloads for iOS. Despite the drop in ranking, downloads for apps in the social networking category were up 30 percent year-over-year, and social networking apps account for 5 percent of total downloads on the Apple App Store. China was the notable country that showed the fastest growth by downloads for social networking apps, seeing monthly downloads double from January 2012 to January 2013. Currently, half of the downloads in the social networking category worldwide come from the U.S. and China — although revenue from social networking apps in China remains low. Apps that contributed to China’s download growth in the social networking category were Micro Love — For Lovers from Discovery Bay and Love Chat — Free Call, published by Ailiao.

App Annie listed the top social networking apps worldwide by monthly downloads for iOS in January 2013, showing Facebook Messenger at the No. 1 spot. At the same time last year, the Facebook app was the No. 1 app, only to be dethroned by one of other apps in its portfolio like Instagram and Poke. Lo believes this is a sign that Facebook’s multi-app portfolio strategy is working.

Interestingly, Apple’s Find My Friends app catapulted up App Annie’s chart from the No. 15 spot to the No. 2 spot year-over-year. The release of iOS 6 in September 2012 contributed to the surge in downloads for Find My Friends, as users were promoted with the option to download the app among other Apple apps when upgrading from iOS 5 to 6 or activating a new iOS device. Other notable apps in the top 10 were Pinterest at the No. 8 spot and Tencent’s WeChat, the dominant messaging app in China, at the No. 6 position.App Annie top social networking apps by monthly downloads iOS January 2013

The top iOS social networking app by revenue for January 2013 was NHN Japan’s Line, thanks to its in-app purchases of a special emoji, known as “stickers,” which were mostly purchased by the Japanese audience. WhatsApp Messenger, the popular messaging app in the states, came in at the No. 2 spot. What’s interesting about WhatsApp is how it monetizes. On iOS, its a premium download for $0.99, while on Android a $0.99 per year subscription kicks in after the first free year ends. Dating apps rounded out the top 10, with the likes of Badoo, eHarmony and Match.com, as well as gay dating apps such as Grindr Xtra and Scruff.App Annie top social networking apps by monthly revenue

“The [dating apps] are embracing the in-app purchase model,” Lo says. “They are essentially selling various dating features like extra messages, getting your profile to the top so more people see your dating profile and a bunch of other social features and mechanisms that can monetize people through microtransactions.”

Lo explains that the apps at the top of the download list predominately monetize through an ad model, while apps on the revenue list monetize through an up-front cost or predominantly from in-app purchases.

“Clearly monetizing through mobile advertising is a challenge. No one has figured that out yet. No one is able to monetize at the same rates as web advertising. Whereas those [apps] monetizing through the [app] store are monetizing at same, if not, a higher rate on mobile. (more…)

Animoca releases data on the top Android handsets and OS versions in the U.S.

Animoca logo

Android-focused mobile game developer and publisher Animoca released data showing the Samsung Galaxy S3 as the top Android handset in the U.S. and Ice Cream Sandwich as the top version of the Android platform.

Samsung’s flagship smartphone, the Galaxy S3, grabbed an 8.8 share among the top Android smartphones in the U.S. The Galaxy S2 landed at the No. 2 spot, with a 6.1 percent share. In total, five of the top 10 Android phones in the U.S. were manufactured by Samsung. It should come as no surprise that the South Korean conglomerate is the top Android smartphone manufacturer in the U.S., with data from both mobile ad network Millennial Media and analytics firm ComScore showing the same result. Korean manufacturers, in general, dominated the top three spots, with the Galaxy S3, Galaxy S2 and the LG Motion 4G MS770 accounting for 19.7 percent of U.S. Android phones.Animoca top Android smartphones

What’s interesting about Animoca’s data is how much different its Android platform data varies when compared to Google’s developer dashboard, which breaks down the Android platform usage on devices by version. Animoca showed Ice Cream Sandwich (version 4.0.4) as the top Android version, with a 33.5 percent share of devices running Android. Comparatively, Google showed Ice Cream Sandwich taking a 29.0 percent share (version 4.0.3 and 4.0.4 combined). According to Animoca’s data, Gingerbread (both version 2.3.4 and 2.3.6) only grabbed a 22.9 percent share at the No. 2 and No. 5 spots, while Google’s data showed Gingerbread (versions 2.3 to 2.3.2 and 2.3.3 to 2.3.7) leading all versions with a 45.6 percent share.Animoca top Android versions

Animoca released a similar report that showed its findings on the top U.S. Android handsets and platforms back in Nov. 2012. Android devices running Jelly Bean or higher accounted for a 46.1 percent of the overall share back in Nov. 2012, but it’s now up to 61.5 percent in its most recent report.

The Hong Kong-based game company collected data for this report between Jan. 15 and Feb. 15 from users of Animoca’s Android smartphone games downloaded through Google Play — tablets excluded — in the U.S.

UPDATE: Shortly after publishing, Google updated its developer dashboard. Below are Google’s updated market share figures of the Android platform usage on devices for Ice Cream Sandwich, Gingerbread and Jelly Bean:

  • Ice Cream Sandwich (version 4.0.3 and 4.0.4 combined): 28.6 percent
  • Gingerbread (versions 2.3 to 2.3.2 and 2.3.3 to 2.3.7): 44.2 percent
  • Jelly Bean (Both versions 4.1 and 4.2): 16.5

Animoca’s David Kim on his company’s 7-Eleven business approach, South Korea as trendsetters and Silicon Valley’s myopia

Hong Kong-based mobile game developer and publisher Animoca is known for its Android-focused development approach, with notable games in its “app supermarket“-sized portfolio including Star Girl, Aqua City and Pretty Pet Salon.

The company, which was founded in January 2011, has reached the 115 million downloads mark and now serves 100 million game sessions a month.

We sat down with Animoca CEO David Kim who filled us in on his company’s 7-Eleven business approach, South Korea as trendsetters, Silicon Valley’s myopia and the mobile game industry tsunami in 2013.

Inside Mobile Apps: Since it’s the beginning of 2013, what did Animoca learn in 2012 that it will bring into this year?Animoca CEO David Kim headshot

David Kim, Animoca CEO (pictured right): I don’t know if this is a lesson unique to us, but our biggest surprise to us that we quickly adjusted to was the meteoric growth of Android. Everybody kind of talks about it. Everybody kind of knows it. For all of us that are more Bay Area, Silicon Valley-focused, you forget how ubiquitous Android is everywhere. Right now, the number overseas have surpassed iOS a long time ago. The pace of change on Android, and the newer versions, and what that’s abled us to do, in terms of developing games that are slightly cooler. It really is small adjustments that make all the difference in what takes an average game to a cool game. That’s the biggest pleasant surprise and what we adjusted to very quickly in 2012.

IMA: Can you compare Animoca’s long-tail game development approach to the velocity, hit-driven approach?

Kim: Animoca, being based in Hong Kong, we’re easily overlooked because we’re not in your face all the time in the Valley. I don’t come knocking at your door every other week. Looking back at how Yat [Siu] and I built the business, understand that we’re actually from Internet 1.0 and we’ve seen the blowup and we’ve seen cycles. As individuals, we have built games on PC, Wii, DS and various other platforms over the years. While the mobile industry itself is new, we’re actually very familiar with games. We’re not that old, but in the industry, we’re very much old timers in terms of games as well as Internet slash new media. If you’re going back to the mid-90’s, that’s as far as you go, and we were there. Not to disparage the younger folks who are in the industry now, you need that vivacious energy. You need that raw, aggressive energy, but we’re not jumpy. If you look at our approach, we’ve got 250-plus games, and we’ll be somewhere in between doubling that into 2013. The reason why we have this broad portfolio approach, and not the hub-and-spokes model, is the hit-driven business. Quite frankly, we’re not Miramax of old. We’re not [The Weinstein Company] where we can throw out a movie and we know it’s going to be a hit because we’re going to make it so. We’re a little bit more humble than that.

We’re taking a broader, portfolio approach what we’ll call the Safeway approach where you’ll find our products in each aisle. We might not take the biggest space on the shelf, but you’ll certainly see it, and with enough time, if the users are actually looking around, you’ll be familiar with our games, if not necessarily Animoca. We’re not as dogmatic as having our brand out there as a company. We want our products, our games, to do its own talking. What’s been happening in our board approach is, if we do what we do well, which are simulation games that are a little bit more female skewed and younger skewed, we know this segment extremely well now.  We’ve thrown a lot of different IP at it, and we’ve done a lot of different formats of the simulation strategy game. We know what’s going to work. We now have enough of these games that are small cash cow calves that we as a business can run this indefinitely. We have a 7-Eleven, which is never going to be a Whole Foods or Trader Joe’s with this meteoric rise and take over the world. But your 7-Elevens, they are everywhere because each one of them make money. We have a collection of these 7-Elevens, if you will. That’s our steady base. Once in a while we have our super hits like Pretty Pet Salon and Star Girl, with huge numbers. I won’t say that those aren’t pleasant surprises, because we’ve been working at it, but sometimes things just work extremely well. That’s how we get our gravy on top. This is how we actually run our business. We can run this any which way. As a business, I would prefer that over super hits, super driven and here today, gone tomorrow.

IMA: Talking about more international, emerging markets, you guys are Hong Kong-based, what do you think is the key to success in emerging markets such as China?

Kim: China is its own animal. Whenever you talk about the international market, or the emerging markets, you have to caveat China because [China is] its own thing. Few companies, even American-Chinese companies, have a difficult time penetrating China. It’s a tough market to crack. [Animoca is] in a great geographic, and figurative, location. We’re seeing everything. Although we’re Hong Kong-based, our view is global. We’re almost evenly distributed, slightly skewed more toward the U.S., then Asia about a third, and then the rest of the world. Of the companies that are public and have their numbers out in the open, I don’t know of companies that are as evenly distributed. Rovio is everywhere. But other than those exceptions, companies like ours, that produce, develop and publish games, to have even distribution of revenue is unique.

We’re able to do that because we’re not in [Silicon Valley]. When you’re in the Valley, enough people have myopia, they think the world starts in the Valley and ends in New York. While that is the single largest market, it certainly isn’t the only market, and certainly not the majority of the global market. We refer to [certain countries] as emerging markets economically, but in Korea, Hong Kong, the penetration rate is higher than it is in the U.S. You can actually get a lot of trends if you pay close attention to a market like Korea. There are a lot of things that happen there where you can see that’s where the rest of the world is going to go. Korea showed that they were ahead in search before Google. Before Facebook, there was a company in Korea called Cyworld that took over the market. Korea exports Samsung, Hyundai and games. Somewhere between Samsung being there, mobile taking off as it is, and having games in their DNA, they are the trendsetters. You can see the viral social growth of games on the Kakao platform in Korea. That’s probably a foreshadowing of a lot of things that are going to happen elsewhere. Being in Hong Kong, not so much the geography, but being outside the U.S., and being able to see a more broader view of what’s happening globally, you’re actually able to see that pattern a lot more clearly. And not so much the blinders, California and New York view. Great states by the way. (more…)

CocoaChina hires Kai Zhao as its U.S. VP of Engineering, plans to launch social gaming platform in 2013

Chinese mobile game company CocoaChina today announced it hired of Kai Zhao as vice president of engineering as well as revealing some of the company’s plans in 2013.CocoaChina logo

Zhao is tasked with leading the technical direction for infrastructure supporting mobile games published in the U.S. Before joining CocoaChina, he was most recently the co-founder and chief technology officer for photo sharing startup Keepsy. He also co-founded Chinese translation website Yeeyan and worked for more than 15 years with major tech companies including AOL, Netscape and Motorola.

In 2013, CocoaChina has big plans for the U.S. and for the rest of the world. The company’s most important plan for this year will be the launch of its own social game platform around Q2 2013, which will be similar to GREE’s platform, DeNA’s Mobage platform as well as communication platforms with gaming platform elements like KakaoTalk and Line. It’s other plans include publishing third-party games in the U.S. from top Chinese developers, as well as its own titles, and launch a beta version of its development toolset for cocos2d-x, an open-source, cross-platform 2D game engine, by the end of Q2 2013.

Zhao’s experience building and maintaing large scale infrastructures for AOL products such as AOL web mail and AOL photo will translate to doing the same for CocoaChina’s upcoming social gaming platform, says Lei Zhang, CocoaChina’s U.S. general manager.

“We are looking to build an infrastructure that supports that scale, so Kai’s experience both hands-on and management experience in that scale, for the U.S., is tremendously valuable,” he says.

In late November 2012, we reported that CocoaChina’s FIshing Joy 2 was raking in $1.6 million in gross revenue a month on Android in China, with a conversion rate of more than 30 percent and saw average revenue per daily active user (ARPDAU) of $0.40. Fishing Joy 2’s gross revenue figure has since increased, according to Zhang, by more than doubling to $4 million in gross revenue as of February 2013. Zhang notes that seasonality from the Chinese New Year may have attributed to the recent increase in monthly gross revenue.

CocoaChina as a company, which was founded in 2008, started as a developer community for iOS developers, sort of like a Facebook or MySpace but for mobile developers only. The company also develops and publishes first-party and third-party mobile games mainly in Greater China as well as for the rest of the world. CocoaChina has partnerships with companies such as Disney Mobile, U.S. mobile developer Z2Live, South Korean gaming giant Nexon, and more, where CocoaChina publishes its partners’ games in the Chinese market. Lastly, the company is the sole financial backer of cocos2d-x.

App Annie: Google Play revenue doubles quarter-over-quarter, revenue growth led by Japan and South Korea

Both of the top app stores — Apple App Store and Google Play — showed high growth in app revenue from Q3 2012 to Q4 2012, App Annie reports. Google Play, in particular, doubled app revenue from Q3 to Q4 along with a higher growth rate than the Apple App Store. Despite Google Play’s revenue doubling quarter-over-quarter, the Apple App Store gained more in absolute revenue, considering its larger revenue base. Apple is far and away the leader in app revenue, earning more than three-and-a-half times more revenue than Google Play in December 2012.Google Play versus Apple App Store

According to the company’s January 2013 App Annie Index, Apple App Store revenue grew by around one-fifth from Q3 to Q4, increasing revenues by 35 percent from November 2012 to December. In comparison, the Apple App Store’s revenue increased by 25 percent from November 2011 to December 2011. App Annie attributed users receiving new iPhones and iPads as gifts for the holidays that led to a spike in app downloads, and therefore, app revenue.App Annie iOS versus Google Play revenue

The top five most lucrative countries for iOS developers remained the same from Q3 to Q4. Starting from first to fifth is the U.S., Japan, the U.K., Australia and Canada. For the quarter, those five countries accounted for more than 60 percent of the Apple App Store’s revenue. China, in particular, is quickly moving up the top ranking countries by revenue on the Apple App Store list, changing from No. 8 spot to the No. 7 spot in October 2012, and from the No. 7 spot to the No. 6 spot as of December. It should come as no surprise as even CEO Tim Cook said in Apple’s Q4 2012 earnings call last week that China is its second largest region. The Cupertino, Calif.-based corporation has even been rumored to be developing a cheaper iPhone that would be aimed at emerging markets like China.

Japan and South Korea led the way for Google’s app store to double its revenue from Q3 to Q4, accounting for nearly half of Google Play’s app revenue in Q4. The three most lucrative countries for Google Play developers, in order from first to third, were Japan, the U.S. and South Korea. Coincidentally, all three of the same countries had the highest percentage of app money spent on games. In December 2012, 76 percent of app revenue came from games among U.S. users. In Japan, it was 88 percent and in South Korea it was 95 percent.App Annie Google Play revenue

After racking up 2 million downloads on Christmas Day, mobile-social game developer Storm8 was the only notable publisher to crack the iOS top publishers by monthly downloads chart, moving from the No. 14 spot in November 2012 to the No. 9 spot in December 2012.

On the iOS top publishers by monthly revenue chart, Electronic Arts reclaimed the No. 1 spot in December, with strong performance from its free-to-play title The Simpsons: Tapped Out. Japanese game company GungHo Online was the biggest mover, leaping six spots to the No. 5 spot. Earlier this week, we reported that GungHo’s Puzzle & Dragons is seeing massive success in Japan, and now the company is more valuable than Zynga. For Android, nine of the top 10 publishes by monthly revenue on Google Play were either Japanese or South Korean, French game company Gameloft was the lone Western publisher.

South Korean Naver Corp., developer of the messaging app Line, was the notable publisher on all four top publisher charts for iOS and Google Play by downloads and revenue. Line recently surpassed the 100 million user mark in less than 19 months. Line was also the top grossing non-game app worldwide for both iOS and Android, according to App Annie.

On App Annie’s top iOS game apps by monthly revenue chart, King.com’s Candy Crush Saga catapulted 28 spots from November to December, landing at the No. 5 spot. (more…)

Apple profits in Greater China jump 66% year-over-year to $6.8B, 26% quarter-over-quarter in Q1 2013

Apple continues to show growth in China, reporting $6.8 billion in revenue in Q1 2013, a 66 percent growth year-over-year and 26 percent growth quarter-over-quarter.china-flag

“It’s clear that China is our second largest region from data that we’ve given you, and it’s clear that there’s potential there,” CEO Tim Cook said in Apple’s Q1 2013 earnings call.

In Q4 2012, Apple generated 5.4 billion and 4.1 billion in Q1 2012. Cook also said that iPhone sales in China doubled over the last year, with triple digit growth.

It should be noted that Apple changed the way it reports revenue for the China region, now lumping mainland China, Hong Kong and Taiwan into a category Apple now calls “Greater China.”

Looking at sales across the globe, international sales, which includes the wider Americas, Greater China, Japan and the rest of Asia Pacific, accounted for 61 percent of Apple’s overall revenue of $54.5 billion, translating to $33.2 billion.

Multiple sources earlier this month reported that Apple is possibly looking into a cheaper iPhone, which would be aimed at emerging markets like China.

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