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Posted by on Apr 2, 2013 in Apps, Marketing, Mobile | 0 comments

3 Things the Mobile Industry Can Learn From Ads in Games

3 Things the Mobile Industry Can Learn From Ads in Games

As ubuquitous as the mobile industry is becoming, and as fast-changing of a world we live in, it’s important to sometimes PAUSE for a moment, and really look and ask – “is what everyone else is doing really working?”  Often times, the ‘heard mentality’ takes its toll where firm after firm is following the others ‘best practicies’ from analysts who who get their data from the same set of people who are implementing the  meteocur practices that are imposed by no other than themselves.  The system goes around, and around..and marketers who are following the ‘best practices’ are really just following the ‘statuos quo’.  As the saying goes, if you follow the heard – you’re bound to step in some sh#t.   Today we’re going to look at things we can learn from the mobile gaming industry, advertising in particular.  So let’s jump into it.   Bye-bye Banner Ads But really, when was the last time you PURPOSELY clicked on one of those small rectangular banners on the top...

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Posted by on Apr 2, 2013 in Apps, Mobile | 0 comments

Flurry’s Latest Report – Phablets Just a Phad?

Flurry’s Latest Report – Phablets Just a Phad?

App analytics firm Flurry (who now detects near 1 billion smartphones and tablets use around the world every month) has released a report (yesterday) that concluded  mid-sized phones dominate, Phablet’s are a Fad. Also stating, “They dont’ show significant, or even disproportionally significant app usage.   To arrive at this conclusion Flurry focused on the top 200 device models, as measured by active users in Flurry’s system, which account for more than 80% usage.  Doing so allowed 5 leaders to emerge based on the screen sizes below: 1. Small phones (e.g., most Blackberries), 3.5” or under screens 2. Medium phones (e.g., iPhone), between 3.5” – 4.9” screens 3. Phablets (e.g., Galaxy Note), 5.0” – 6.9” screens 4. Small Tablets (e.g., Kindle Fire), 7.0” – 8.4” screens 5. Full-size tablets (e.g., the iPad), 8.5” or greater screens   The image below reinforces the statement showing ‘Phablets’ with the lowest %’s of shares for: Device Models, Activer Users, and Sessions.   It’s important to note that while 16% of device models in the market...

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Posted by on Apr 2, 2013 in Apple, Mobile | 0 comments

iPhone 5S Coming Soon?  WSJ Thinks So

iPhone 5S Coming Soon? WSJ Thinks So

According to news from the Wall Street Journal earlier today, Apple is to begin production on its next generation iPhone during Q2 (this quarter) of 2013.  The update reiterates past claims of Apple’s next flagship smartphone having a design similar to the iPhone 5.  If this ‘iPhone 5S’ is actually to begin production this quarter then that means we could see a release this summer, perhaps as early as August.   From the WSJ, “Apple Inc. AAPL +1.09% plans to begin production of a new iPhone similar in size and shape to its current one in the second quarter of the year, according to people familiar with the device’s production, teeing up a possible summer launch for the next version of its flagship device.” The WSJ also reiterated its previous claims that a cheaper iPhone is, “in the works for this year”.  Which, if true – could be on track to launch in the second half of this year.  If that is the case, it is likely the ‘cheaper’ iPhone will have similar...

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Posted by on Apr 1, 2013 in Mobile, Startups | 0 comments

Mobile Monday Accelerator Program – Momentum

Mobile Monday Accelerator Program – Momentum

For those of you working on a mobile startup that want help accelerating your business, Read on.. MobileMonday has assembled an amazing team of partners, mentors, and sponsors to help startups operationalize their businesses and land commercial deals. Momentum is a ten week program in San Francisco, providing workshops and events that help startups accelerate their business and develop deeper relationships within the mobile industry. The program is geared to startups that already have a shipping product and some amount of funding. This is more of a graduate program as opposed to teaching startup basics. It’s free to participate and  no equity is taken either. If you’re interested in finding out more.. Check Out the site, or apply...

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Posted by on Apr 1, 2013 in Apps, Mobile | 0 comments

Clash of Clans & HayDay Publisher Supercell now valued at $800 Million

Clash of Clans & HayDay Publisher Supercell now valued at $800 Million

Finnish Publisher Supercell (creator of of Clash of Clans and Hay Day) has reportedly sold a chunk of its stock to existing investors Institutional Venture Partners, Atomico and Index Ventures. With Supercell’s newest round of funding being between $100 and $150 (for 16-20% of the company) positions the company to be valued at $800 million.  In the initial days (2011), when Supercell was developing games for Facebook its first round of funding came from Accel Partners which raised them $12 million.  With only two games created (one being on iOS) it is said to be generating more than $1 million per day. With that being said, it means they don’t actually need the investment for anything, which could include: expansion, operations, marketing – or anything along those lines.  This deal is likely a result of the founders and original set of investors drawing in more money to cash-out with some substantial gains, while also providing the larger VC’s (new investors) some stability in ownership for whatever happens next moving forward, (which...

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Posted by on Apr 1, 2013 in Apps, Marketing, Mobile | 0 comments

Mobile Game Developers – AreYou Targetting the Rght Audience?

Mobile Game Developers – AreYou Targetting the Rght Audience?

When developing a mobile game, it may not be un-common for developers to assume that their key demographics are going to be 3-18yr old teen boys that will  naturally consume their games to their fulest.  Interestingly, a new study by EEDAR has shown that adult women now represent 30% of the gaming population.  This exceeds that of the aforementioned teen boy demographic. Much of the rise in growth for older female women gamers is said to have come from the rise in smartphone availability/ usability.  Also, 60% of people who play mobile games claim to do so, “just to pass the time”. Geoffrey Zatkin EEDAR research said, “We basically have a gaming device in every single pocket,” “It’s now social acceptable to play games anywhere.”   Taking a look at ‘reviews’ EEDar’s study also found that games in the 90-100 review score have proven to sell far more games than those who scored at any other levels of reviews.  Grossing an average of 1,123,000 units solid in the initial...

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Posted by on Mar 31, 2013 in Marketing, Mobile | 0 comments

4 Most Common Mobile Mistakes

4 Most Common Mobile Mistakes

Today we’re going to discuss 4 of the most common Mobile Mishaps/Mistakes people encounter. While much of this was covered yesterday in my presentation at www.marketingcampsf.org I figure I’ll write a separate article to emphasize some key points. Let’s get started. Porting to Mobile Some may think this is just common practice, and requires the least amount of effort and investment (of any kind). With that assumption, they’re right. Unfortunately, “porting” rarely works because a mobile device as well as the experience that comes with it, is not the same as a desktop. Instead.. Think – what problems are people having on mobile, and how will they be able to solve them with your app, on a mobile device? Design for the 80%, not the 20%. Start simple, then expand once you’ve honed in on what’s working and what isn’t.   Unclear Controls Because icons are not synonymous across iOS and Android this sometimes makes things very difficult for developers who have to choose between standardizing their apps across platforms or creating different versions...

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