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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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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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Posted by on Mar 29, 2013 in Apps, Mobile | 0 comments

In-App Purchases (IAP)’s Generating Record Revenues

In-App Purchases (IAP)’s Generating Record Revenues

According to app analytics company Distimo, in-app purchases generated a record 76% of total App Store revenue in the U.S. in February.  The report only tracks revenue generated through the app store, so this does not include ad revenue. In Asia, at least 90% of all revenue came from in-app purchases according to Distimo.  Interestingly, freemium apps were found to generate the least amount of revenue per download, with just 93cents per download (based on the top 250 apps in the U.S.’s) Apple App Store.   Meanwhile, paid iPhone apps w/o in-app purchases generated on average, $2.25 per download.  Paid apps with in-app purchases generate even more revenue. iPad paid apps averaged $4.04 in revenue per...

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