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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>App Store, Marketplace, Play! An Analysis of Multi-Homing in Mobile Software Ecosystems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sami Hyrynsalmi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tuomas Makila</string-name>
          <email>tuomas.makila@utu.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antero Jarvi</string-name>
          <email>antero.jarvi@utu.fi</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arho Suominen</string-name>
          <email>arho.suominen@utu.fi</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marko Seppanen</string-name>
          <email>marko.seppanen@tut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Timo Knuutila</string-name>
          <email>knuutila@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University of Technology, Department of Industrial Management</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Turku Centre for Computer Science TUCS</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Turku, Business and Innovation Development BID</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Turku, Department of Information Technology</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2012</year>
      </pub-date>
      <fpage>59</fpage>
      <lpage>72</lpage>
      <abstract>
        <p>Multi-homing, a strategy where a developer is publishing products for multiple platforms, is studied in this paper using descriptive analysis. The data of over 850,000 applications and their developers were collected from Apple App Store, Google Play, and Microsoft's Windows Phone Marketplace. The developers publishing for several software ecosystems were then identi ed. The ndings show that multi-homing is utilized by only a small set of developers. In addition, the applications available at several platforms do not seem to di er by the type or the popularity from single-homing applications.</p>
      </abstract>
      <kwd-group>
        <kwd>application marketplace</kwd>
        <kwd>multi-homing</kwd>
        <kwd>software ecosystem</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>During the last few years, software ecosystems have been emerging as a signi
cant part of the mobile domain. The marketplaces of these software ecosystems
| e.g. Apple App Store, Blackberry App World, Google Play (formerly
Android Market), Nokia Ovi, and Windows Phone Marketplace | o er currently
hundreds of thousands of applications from tens of thousands of developers and
the ecosystems are in a tight competition. Not surprisingly, the size of the
marketplace and the application o ering have been used as an argument for the
superiority in the struggle of mobile ecosystems. For example, Apple used the
phrase \There's an App for That" in advertisements of its products in 20091.</p>
      <p>
        Application stores are working as two-sided markets, where the ecosystem's
orchestrator is enticing both the content vendors and users to commit to the
mobile ecosystem for achieving a positive feedback loop [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In this context, the
orchestrator is the economic platform provider i.e. the keystone player of the
two-sided market. From the software developer's perspective, the choice of a
ecosystem might be crucial. Some developers have chosen to target to two or
more ecosystems, balancing between a greater potential market share and the
costs of porting the product for di erent platforms [
        <xref ref-type="bibr" rid="ref3">2</xref>
        ].
      </p>
      <p>
        In this paper, we present the rst results of a study focusing on multi-homing
in the mobile software ecosystems. A multi-homing developer here is understood
as a developer who publishes its products or services for multiple mobile
ecosystems. This kind of publishing strategy is not new and it is known to be utilized
in the mobile domain. However, very little is known for multi-homing, and its
e ects on applications, developers and ecosystems. Although Idu, van de Zande,
and Jansen [
        <xref ref-type="bibr" rid="ref4">3</xref>
        ] recently studied multi-homing in Apple's ecosystem, their result,
due to restricting the analysis on Apple ecosystem, can not be generalized as
such. Furthermore, to the authors' knowledge, the e ects on to the ecosystems,
or the scale of multi-homing in mobile software ecosystems has not been
estimated before.
      </p>
      <p>Thus, the main research objective of the on-going research is:</p>
      <p>
        How does the multi-homing a ect the mobile software ecosystems?
The mobile ecosystems are a high competition area and the application o ering
can be used as a tool to distinguish from the competitors. However, if
multihoming is a common strategy for developers, the di erentiating is hard. To
understand the popularity of the phenomenon, we use quantitative analysis to
study the three major application stores. Especially, in this paper we address
the following questions:
{ How many application developers currently use the multi-homing strategy?
{ What type of applications are published for multiple platforms?
{ Are multi-homing applications more popular (in the number of downloads and
the number of users' ratings) than applications without multi-homing?
We assume that multi-homing strategy might increase the popularity of an
application. The e ect might be bi-directional, since either an application is
multihomed and therefore gaining more downloads or, due to popularity in a single
platform, it is ported to other platforms. Whatever the reasons may be, it is
expected that it would be an e cient strategy for a developer to publish the
product in multiple marketplaces. This argument is based on the low cost of
porting applications from platform to another [
        <xref ref-type="bibr" rid="ref5">4</xref>
        ].
      </p>
      <p>In order to assess our research question, we collected data from three
dominant mobile application marketplaces: Android operating system's marketplace
Google Play; iPhone, iPad, and iPod touch's Apple App Store; and Windows
Phone Marketplace. As a total, we parsed the data of more than 850,000
applications. The gathered data was then analyzed for identifying the developers who
publish in more than one platform. Furthermore, we identi ed the multi-homing
applications and, from these we investigated the types of these applications.</p>
      <p>The ndings show that a relatively small set of developers utilizes
multihoming publishing strategy for a small set of applications. Moreover, the
application types and popularity are similar to the single-homers. As well, the results
serve as a starting point for future research on the topic.</p>
      <p>The paper is structured as follows. Section 2 presents brie y the related
literature of software ecosystems and multi-homing studies. The research method
used is described in Section 3 and the results are reported in Section 4. Section 5
contains the discussion and the last section concludes the study with suggestions
for future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Background</title>
      <p>
        Although software ecosystems existed already in the `90s [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ], to the authors'
knowledge, the term was rst used by Messerschmitt and Szyperski [
        <xref ref-type="bibr" rid="ref2 ref7">6</xref>
        ]. The new
concept was then de ned by several scholars and practitioners, e.g., [
        <xref ref-type="bibr" rid="ref2 ref7 ref8 ref9">6, 7, 8</xref>
        ].
Jansen, Finkelsten, and Brinkkemper [
        <xref ref-type="bibr" rid="ref10">9</xref>
        ] see it as \a set of businesses
functioning as a unit and interacting with a shared market for software and services,
together with the relationships among them. These relationships are frequently
underpinned by a common technological platform or market and operate through
the exchange of information, resources and artifacts." This de nition emphasizes
the interactions and common interests of the ecosystem's actors.
      </p>
      <p>
        In addition to the software ecosystems, the concept of `mobile ecosystem'
has been recently discussed [
        <xref ref-type="bibr" rid="ref11 ref12 ref13">10, 11, 12</xref>
        ]. The mobile ecosystem is a larger
network containing e.g., as argued by Basole [
        <xref ref-type="bibr" rid="ref11">10</xref>
        ], mobile network operators,
cable providers and even silicon vendors. In the case of Android ecosystem,
Apple mobile ecosystem and Windows Phone ecosystem, it seems that a software
ecosystem partially overlaps with the mobile ecosystem. For example, the silicon
vendors are not players in the software ecosystem; although, they are crucial
in the mobile ecosystem. In this study, the application platforms are assessed,
however, from the software ecosystem point of view, as we focus our discussion
speci cally on mobile software applications and not on the overall interactions
within the mobile device domain.
      </p>
      <p>
        The application stores in the studied ecosystems are following the theory of
two-sided markets. The concept is de ned as an economic platform where
bene cial cross-group network e ects exist [
        <xref ref-type="bibr" rid="ref14">13</xref>
        ]. Described in detail through several
examples by Rochet &amp; Tirole [
        <xref ref-type="bibr" rid="ref3">2</xref>
        ] and Parker &amp; Van Alstyne [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ], markets with
network e ects are often characterized by the presence of two sides whose
ultimate bene t comes from the interaction through a common platform. Due to
the di erent needs of the two sides of the platform, the pricing in a two-sided
market is challenging and requires a distinct business model [
        <xref ref-type="bibr" rid="ref15">14</xref>
        ]. In the case
of mobile platforms, the users and content providers are the two sides of the
market. It should noted, in the context of this study, the mobile platform is not
the mobile device but the mobile application marketplace.
      </p>
      <p>
        Two-sided markets can be extended by the concept of `multi-homing' [
        <xref ref-type="bibr" rid="ref16">15</xref>
        ].
      </p>
      <p>Multi-homing describes a situation where several competing two-sided economic
platforms exist in the same market and the two sides of the market are free to
exist in several platforms. As an example, a software developer is utilizing
multihoming publishing strategy when o ering products in both Windows Phone and
Android ecosystem. Similarly, a user is multi-homing when he adopts mobile
devices from several platforms.</p>
      <p>
        Multi-homing in two-sided software ecosystem's markets has been studied
before. Burkard et al. [
        <xref ref-type="bibr" rid="ref17">16</xref>
        ] researched the phenomena in ve SaaS marketplaces.
They found only 70 multi-homers from the dataset of over two thousand vendors.
Idu, van de Zande and Jansen [
        <xref ref-type="bibr" rid="ref4">3</xref>
        ] investigated multi-homing in Apple ecosystem
with the top 1,800 applications of three sub-ecosystems | iPhone, iPad, and
Mac | and studied whether the developers o er the same product for all or
only a few of these. From their result, 182 out of 1,060 developers (17.2 %)
published at least for two stores. Only 22 publishers from the studied set have
applications in all three stores. As the iPhone and iPad platforms are remarkably
similar from the developers point of view (e.g. the same APIs and SDK), the
share of multi-homing developers is surprisingly low.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3 Research Methods</title>
      <p>We chose a quantitative research method to study the phenomenon of
multihoming in mobile software ecosystems. First, we collected data from all
marketplaces. This data was used to identify multi-homing applications and
developers. Second, we analyze the types and popularity of multi-homing applications.
Based on this analysis, we further discuss how the publishing strategy a ects
the ecosystems.</p>
      <p>In order to collect the necessary data, we implemented a set of small scripts
(with Java programming language) that gathered the application data in two
phases. In the rst phase, the scripts collect the unique identi ers of the
applications. In the Apple ecosystem, the identi ers were available directly from the
marketplace. From Apple's store, we included all mobile applications found. The
script went through all categories listing and stored the applications identi ers
into text les. In the end of this rst phase, duplicates were removed from the
list.</p>
      <p>In two other cases, third parties' listing services had to be utilized in the
rst phase due to the lack of easily readable lists in the stores. For Google Play,
we used AndroidPIT2 and for Windows Phone Marketplace, we used Windows
Phone AppList3. Furthermore, we collected directly from Google Play the most
downloaded applications of each categories to ensure that the most popular
applications are included into the data. These lists were then combined and the
duplicates removed. We consider it noteworthy that the list of Google Play's
most downloaded applications did not add new identi ers into the dataset. For
2 AndroidPIT | http://www.androidpit.com
3 Windows Phone Applist | http://www.windowsphoneapplist.com/
the Windows Phone ecosystem, we used only the third party's listing when
collecting the unique identi ers.</p>
      <p>In the second phase, for each identi ed applications the scripts collected
various attributes from the applications' public web pages at the marketplaces.
The gathered attributes varied depending on the stores, but for all marketplaces,
at least the name, price and the developer of each application was collected.
When possible, the US versions of the stores were used. If an application was
not available at a US store, other the stores of other countries were investigated
too; however, the scripts were run in a server located in Finland, and thus some
applications may have been ltered out by the marketplace due to the IP address
used. If an application was not available, the script wrote a note to the text le
and the application was assumed to have been removed from the marketplace.</p>
      <p>The information was gathered in the end of March (Google Play and Apple
App Store) and in the beginning of April (Windows Phone Marketplace), 2012.
The data was stored separately for each marketplace to a CSV le. In the
analysis, we used IBM SPSS Statistics Version 20 and Microsoft Excel 2010. In order to
identify which developers publish on several ecosystems we implemented a script
(with Python programming language) that compared the developer or publisher
elds from di erent marketplaces trying to match them against each other. The
algorithm utilized exact and approximate matching. In exact matching `Rovio'
(used by the publisher of `Angry Birds' in Windows Phone Marketplace) and
`Rovio Mobile Ltd.' (used in Google Play and Apple App Store) are considered
as two distinct cases. In approximate matching a certain amount of di erence in
the names is allowed. The reason for using two matching rules is that the exact
matching forms the lower bound whereas the approximate matching is closer to
the actual number of the popularity of the multi-homing applications.</p>
      <p>The evaluation of the multi-homing application types was done by analyzing
their categories in the marketplaces. All studied marketplaces o er a
categorization for the applications, however, each one uses their own set of categories. For
this study, we formed a general categorization and mapped the marketplaces'
categories to the general one. The general categorization tries to capture the
type of the applications, not the exact content or the target group. For example,
a majority of top `Sports' applications o ers news and information of a certain
sport, league, or club | the same basic functionality is found also in `News' and
`Weather' applications. It should be also noted that Android is the only
platform with the speci c `Personalization' category due to its highly con gurable
interface. The general categorization and the mapping are shown in Table 1.</p>
    </sec>
    <sec id="sec-4">
      <title>4 Results</title>
      <sec id="sec-4-1">
        <title>4.1 Descriptive Statistics of the Ecosystems</title>
        <p>In total, we gathered information of 857,411 applications from the three
application stores. The descriptive statistics | number of applications and developers,
General
Categories
Games
Health
Books
Music
News
Business
Travel
Social
Finance Finance
Education Education
Entertainment Entertainment
Lifestyle Lifestyle
Photography Photo &amp; Video
Personalization</p>
        <p>Apple Google Windows Phone
App Store Play Marketplace
Games (19) Games (8) Games (14)
Health &amp; Fitness, Health &amp; Fitness, health + tness (3)
Medical Medical
Books, Catalogs, Books &amp; Reference, books + reference (4)
Reference Comics,</p>
        <p>Libraries &amp; Demo
Music Media &amp; Video, music + video</p>
        <p>Music &amp; Audio
News, Newsstand, News &amp; Magazines, news + weather (2),
Weather, Sports Sports, government + politics (4),</p>
        <p>Weather sports
Business, Tools, tools + productivity,</p>
        <p>Productivity business
Business,
Productivity
Utilities
Travel, Transportation, travel + navigation (8)
Navigation Travel &amp; Local
Social Networking Social, social</p>
        <p>Communication
Finance personal nance
Education education, kids + family
Entertainment entertainment
Lifestyle, Shopping lifestyle (7)
Photography photo
Live Wallpaper
Personalization</p>
        <p>Widgets
percentage of applications that are available for download for free, and
percentage of developers with only one application | of the ecosystems are presented
in Table 2. Apple's ecosystem is the oldest and clearly the largest one. Windows
Phone Marketplace is rather young and small with less than 100,000 applications
o ered by only a few thousand developers.</p>
        <p>
          It should be noted that Windows Phone Marketplace contains built-in
support for so called Free to try -model where a user can install and use the product
for free, but the premium content is a subject to charge. In App Store and Google
Play, this feature is not directly supported and thus the developers often o er
both a free and a paid version of the same product (see e.g. [
          <xref ref-type="bibr" rid="ref18">17</xref>
          ]). This feature
decreases the total number of applications o ered in Windows Phone Marketplace,
and it also a ects to the ratio of free and paid applications.
        </p>
        <p>
          We normalize the Windows Phone Marketplace application count by
calculating `Free to try' applications in the marketplace twice (i.e. once as a free and
once as a paid one). With this, the total number of applications in Windows
Phone Marketplace increases to 72,748. Despite the di erences in the
measurement methods, it is clear that Windows Phone Marketplace is, at the moment
of data gathering, far behind its competitors in terms of number of applications.
However, the marketplace is rapidly growing [
          <xref ref-type="bibr" rid="ref19">18</xref>
          ].
        </p>
        <p>The applications distribution into the general categories (see Table 1) is
presented in Table 3. The similarities are noteworthy and the small di erences may
be due to the di erences in the marketplaces' original categorizations. For
example, Windows Phone Marketplace has the smallest share of the `Music' category,
however, it is clearly leading in the `Entertainment' category.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Multi-Homing</title>
        <p>We approach multi-homing by identifying both developers and applications
present in at least two ecosystems. In developer matching, we utilize exact
matching, i.e. the names have to be exactly similar, including additional words such
as `GmbH' or `Inc'.</p>
        <p>When identifying multi-homing applications, we are pairing the applications
from the di erent platforms and calculating the unique applications. In
application matching, we use two matching strategies for both applications and
developers: exact and approximate matching. Exact matching requires that the
application names and the publisher names are the same (case-insensitive).
Approximate matching requires that the application names are exactly the same,
however, a certain amount of di erence is allowed in the publisher names. In
the approximate matching we used Python's sequence similarity function4 in
the similarity metric. The exact matching gives the lower bound of the
multihomers, and the actual value is estimated with approximate matching.</p>
        <p>We tested the approximate matching with several sequence similarity
thresholds. The correctness of approximate matching was evaluated only by visual
examination; however, we clearly found pairs with small di erences in the names
such as the lack of post xes like `Inc'. Based on this analysis, we found the
threshold of 50 % was the lowest value with no signi cant false positives.</p>
        <p>With exact matching of developers, we found 14,451 (6.8 % of all unique)
developers publishing in at least two marketplaces. Figure 1 presents a Venn
diagram of application developers in the three studied ecosystems. Most of the
multi-homing developers (12,338) publish for Apple App Store and Google Play.
Approximately as many multi-homers publish only for Android and Windows
Phone 7 (796, 0.37 %), and only for iOS and Windows Phone 7 (725, 0.30 %).
Only 592 (0.28 %) developers publish for all three ecosystems.</p>
        <p>The results of the application matchings are presented in Table 4. With the
exact matching, we found 15,205 (1.83 %) multi-homers out of the 828,763 unique
applications. Only 268 (0.032 %) applications were found in all three ecosystems.
Although the number of found matches increased when the similarity
requirement was loosened in the approximate matching, the growth was relatively small
and the overall ratio of multi-homers out of all applications remained low. Even
at the most relaxed case of approximate matching, without clear false positives,
the multi-homing applications present only a mere 3.2 % of all unique
applications. As a consequence, multi-homing publishing strategy is used only by a few
developers and typically for a small set of applications.</p>
        <p>When comparing the results of the developer and application matching, it was
noted that several multi-homing developers had no multi-homing applications. A
small set of these were examined by hand. Some developers o er clearly di erent
applications for di erent marketplaces and some developers had published the
same application with a di erent name. In few cases, it was not clear whether the
developer was the same or just the name, e.g. two John Smiths, one publishing
in Apple App Store and another in the Google Play.</p>
        <p>The distribution of multi-homing applications into the categories is rather
similar than that of all applications (Table 5). We assume that the di erences
less than 2 percentage points can can be explained with statistical error. Thus
the only signi cant di erences were in `News', `Entertainment', and `Lifestyle'
categories. It was surprising that multi-homing is not popular in any single
category, e.g. we were assuming that the `News' applications are easily
multihomed.</p>
        <p>The popularity of multi-homing applications is assessed in gures 2 and 3.
Figure 2 depicts the distribution of the installation proportions of multi-homed
applications in Google Play. Because Apple App Store and Windows Phone
Marketplace do not reveal the installation numbers, the popularity of the
multihomed applications is illustrated through the distribution of user ratings in
Figure 3. From the gures, it can be seen that the application popularity proportions
are similar for all and multi-homing applications.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5 Discussion</title>
      <p>
        Although the overall number of applications available at the mature
marketplaces is large, the number of multi-homing developers is fairly small. This was
expected as the ecosystems seem to contain lots of developers who are
publishing just for fun or are lacking a clear monetization plan [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]. The multi-homing
developers are expected to be professional ones, and therefore, their presence
should be crucial for the ecosystem and its orchestrator.
      </p>
      <p>Based on the gathered data, it seems that a tiny fraction of applications
forms the majority of the content used by the consumers in the marketplaces.
These applications are usually published by professional developers and they are
often o ered for several operating systems. These developers are becoming more
and more critical to the whole ecosystem. Recently, when it was reported that
the sequel of a popular mobile game might skip the Windows Phone 7, market
analysts suggested that this might hamper the orchestrator's e ort to attract
gamers5. Therefore, the lack of popular developers and applications, such as
`Facebook' or `Angry Birds', might be a major handicap.</p>
      <p>The application ecosystems are primarily tools for ecosystem orchestrators
to leverage their main businesses. The intentions are not openly discussed by the
orchestrators; however, understanding them is bene cial in assessing the
ecosystems. The main objectives seem to be di erent in all three studied ecosystems:
App Store seems to aim at increasing Apple's mobile device sales that have
particularly high margins. Google Play seems to extend Google's on-line
advertising business into mobile devices. Windows Phone Marketplace and ecosystem
more broadly seem to aim at protecting Microsofts software sales in the ongoing
mobile-desktop convergence. Generating revenues directly from application sales
seem to be, at least for now, a secondary objective. The primary objectives of
all three ecosystem orchestrators seem to be to maximize the number of users in
their mobile ecosystems. The application stores can contribute by maximizing
both the number and quality of available applications, thus making the users
value proposition more lucrative. The key to this is boosting the developers' and
content providers' interest on the application store.</p>
      <p>
        In the interviews of commercial application developers, the nancial aspects
were highlighted as one of the major reasons to select an ecosystem [
        <xref ref-type="bibr" rid="ref21">20</xref>
        ]. Clearly,
the ecosystem orchestrators try to ensure good business opportunities for
de5 Jon Erlichman &amp; Diana ben-Aaron. Rovio Executive Says Angry Birds Space Skips
Windows Phone. Bloomberg. March 23, 2012. http://www.bloomberg.com/news/
2012-03-22/-angry-birds-space-edition-skips-windows-phone-in-blow-tonokia.html Last accessed on May 30th, 2012
velopers and content providers as well as lower the barriers for developing for
and publishing in an application store. Thus, these core business forces should
favor multi-homing as a strategy for developers, which in turn would diminish
the application ecosystems di erentiating value proposition for users. In this
situation the orchestrators have to carefully balance between these two con icting
outcomes: maximizing developer attractiveness ultimately leads to multi-homing
and smaller user attractiveness compared to competing ecosystems. This would
weaken the orchestrators' position in the ecosystems and strengthen the
positions of developers and other players, like platform independent publishers,
syndicators etc.
      </p>
      <p>Control and governance practices are the tool to manage this balance. In
practice, the orchestrator can help the developers with various monetization
opportunities, distribution means with broader or more focused target segments
and application discovery mechanisms, other sales funnel management and
analytics services. On the other hand, with content selection and orchestrators own
and partner's service o erings, the application ecosystem can di erentiated for
certain user markets.</p>
      <p>We believe that data on multi-homing can be used as an indicator on how
di erent ecosystems are evolving with respect to the con ict of loosing strength
while trying to gain it. For instance, a situation where all popular applications
are available in all ecosystems, is a clear sign of reduced signi cance of the
application markets as di erentiators, whereas strong di erences in the
distribution of application categories would indicate that the application ecosystems
are pro led di erently. To our surprise, we found no evidence of increased
multihoming with application popularity and no signi cant di erences in application
categories. We were expecting that the multi-homing applications are popular
in all marketplaces, and that the majority of multi-homed applications act as
front-ends for other services. However, the results suggest that the application
stores, as for now, are strongly di erentiated with respect to developers' value
proposition or that the cost to developers for multi-homing is prohibitive in
many cases.</p>
      <p>In order to really gain insight on how the ecosystems are controlled and
governed and what are the developers' and content providers' varying business
objectives in the ecosystems, more sophisticated indicators are needed. As an
example, data on where applications are rst published and how soon they migrate
to other ecosystems gives insight on which ecosystem provides the most
innovative new applications for users, which is certainly one possible way to enhance
the user attractiveness of an ecosystem. Re ecting this level of insight on
application ecosystems back to the ways how di erent orchestrators leverage their
main businesses could give us understanding on the health and success of the
application ecosystems, as well as trending data as the indicators are analyzed
over time. These topics will be considered in our future research.</p>
      <p>
        The rst results of our work-in-progress research on the application platform
multi-homing are presented in this paper. There are some factors that might
a ect the generalization of these results. For example, the third parties' listing
services were utilized when collecting the application identi ers for Google Play
and Windows Phone Marketplace. Therefore, it is likely that the gathered set
does not contain every single product of the marketplace. However, in these cases,
the number of missing applications should be rather small. It should also be noted
that the collected data only presents the situation of one day. For example,
during a period of one month, Google Play lost over 7,000 applications while
almost 19,000 new application were published [
        <xref ref-type="bibr" rid="ref20">19</xref>
        ]. Furthermore, the important
applications, the most downloaded ones, are most likely included in the dataset.
      </p>
      <p>Recently, Apple's press release6 stated that the marketplace has more than
550,000 applications. Our dataset of over 428,000 applications is not necessarily
complete and it is most likely missing applications that are not o ered for our
geographic area. We also have no knowledge on how the number of 550,000 has
been computed. However, we believe that the most important applications are
included. Finally, since the marketplaces are growing rapidly, we believe that the
exact numbers should not be as interesting as the trends and the overall picture.</p>
    </sec>
    <sec id="sec-6">
      <title>6 Conclusion</title>
      <p>In this paper we presented the rst results of our on-going research on
multihoming in application platforms. We studied three dominant application
platforms by collecting the data of over 850,000 applications. The results show that
the multi-homing publishing strategy is utilized only by a small set of
developers (6.8 %), and that there is no signi cant di erence in the multi-homing
vs. all applications' popularity and type. Based on our nding, we discussed
the potential e ects of multi-homing for the ecosystems. Further work includes
a qualitative study of multi-homing developers and applications to explore the
di erence to single-homers. A survey study could also explain better the
motivations and strategies of the companies working in the multiple ecosystems.
Furthermore, this paper presented a general view on the ecosystem; an analysis
from the user's, the orchestrator's and the developer's point of views are another
important topic for further research.</p>
      <sec id="sec-6-1">
        <title>Acknowledgments</title>
        <p>Authors thank Mr. Peter Virta, Dr. Tero Jokela, and Mr. Jesse Alho for excellent
technical advices. In addition, Hyrynsalmi is grateful for the grant of Nokia
Foundation.</p>
      </sec>
    </sec>
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