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Posted by on Apr 5, 2013 in Apple, Apps, Mobile | 0 comments

Apple Releases Stats for its Share in ‘Job Creation’ and $8 Billion Paid Out to Developers

Apple Releases Stats for its Share in ‘Job Creation’ and $8 Billion Paid Out to Developers

It’s always nice to see how things like the mobile, and app industry is affecting every-day lives. People who may otherwise have no place to go. Today we’re going to take a look at a company that has clearly got their sh@t together, and is clearly helping others achieve the same. While there are a lot of stats included in Apple’s report, we’re going to emphasize the ones pertaining to the App Ecosystem. As written on Apple’s website, “Based on a study by Analysis Group in February 2012, Apple has directly or indirectly created 307,250 U.S. jobs.* These jobs — spread across all 50 states — include thousands of jobs in numerous industries, from the people who create components for our products to the people who build the planes and trucks that carry them to our customers. For example, this figure also includes workers in Texas who manufacture processors for iOS products, Corning employees in Kentucky and New York who create the majority of the glass for iPhone, and...

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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 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 30, 2013 in Apps, Marketing, Mobile | 1 comment

Android vs iOS Monetization Secrets

Android vs iOS Monetization Secrets

No point in pre-facing as to why I’m writing this, fact of the matter is: time is our enemy, and if you’re a developer for every second, or minute you spending reading this you could be missing out on potentially more downloads than what you’re getting with your currently implemented tactics.  So let’s jump right in.   User Acquisition There are some major differences between iOS and Android, the biggest being – iOS doesn’t allow for incentivized installs within the in-app environment.  In fact, they’re so strict they’ve barred several developers from the App Store because of what they considered ‘questionable distribution tactics’.   Android is a lot more flexible and friendly when it comes to distribution and monetization strategies. Developers are actually able to incentivize their installs in order to move up in the app rankings.  iOS however, does have a distinct advantage being; it only has one piece of hardware.   Android is on several different devices from several OEM’s. Because of this, it’s not easy to...

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Posted by on Mar 30, 2013 in Apps, Mobile | 0 comments

How to Build a Great Mobile App

How to Build a Great Mobile App

It goes without saying that Smartphones and Tablets are ubiquitous in the world we live in today.  According to a recent eMarketer report, nearly 80% of people of people will reach for their phone within 15minutes of waking, 62% will do so immediately, and 44% also use their device as an alarm clock.   Today however, we’re not going to talk about why people do these things, (while it is likely to get our morning fix of the internet) we’re going to discuss how you can BE one of those things ON their device that they’re so eagerly awaiting to ‘check’.  With more than 1 Billion smartphones around the globe, and more Android devices being activated than babies being born, it just goes to show how fast this market is growing.   As a mobile developer, (a smart one at least) you’re aware of the many challenges presented in getting your app into the market, the decisions you need to make prior to even getting started, and what to...

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