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The Flurry Blog - Mobile Application Analytics

The Flurry Blog - Mobile Application Analytics

Q3 ’11 Results: 220 Million iOS Devices Sold (So Far), Product Transition Coming Mockups of iPad 3/HD which surfaced earlier today. During Apple’s Q3, 2011 conference call, in which the company announced record revenue of $28.57 Billion for the quarter just closed, alongside confirming tomorrow’s release of Mac OS X Lion, CFO, Peter Oppenheimer, opened the call by stating the company had sold a staggering 220 Million iOS-based devices thus far. If that figure blows your mind, we should remind you that, during Apple’s Q1, 2011 conference call the company unveiled that it was selling 366,666 iOS devices per day at the time. The most interesting part of the call, however, was the line: “There is also a future product transition that we are not going to talk about today.” – @Bennomatic quoting Oppenheimer. Interesting to note, Oppenheimer claimed this transition would take place in Apple’s September quarter. One of the reasons the statement could relate to the iPhone is that it is now officially Apple’s largest selling product. Daily Updates

Measure or Die: Analytics and F2P Mobile Game Design | Jeferson VALADARES Rating: 5.0/5 (3 votes cast) The free-to-play (aka “freemium”) business model on mobile is changing the gaming landscape – thanks to a new segment of mass market casual gamers, proliferation of connected devices and revolution in digital distribution. With its roots in retail distribution and selling “gold” content for an up-front fee, the incumbent gaming industry must rethink core game design principles to maintain growth, or risk being left behind. In this new world, revenue per active user has replaced units sold at retail, and the connection to end users is persistent. Monetization now depends on engagement, retention and driving micro-transaction purchases. Advanced measurement and continuous game design iteration are the new mantra. Delivered at Casual Connect Seattle, July 2011. Jeferson Valadares has over 10 years of mobile and Facebook game studio leadership experience. Measure or Die: Analytics and F2P Mobile Game Design | Jeferson VALADARES, 5.0 out of 5 based on 3 ratings

Propelled by in-app purchases, mobile gaming revenue to hit $16 billion in 2016 Revenue from mobile gaming is expected to reach $16 billion in 2016, ABI Research said in a report released last week. ABI expects the growth, which is a big jump from the current $5 billion in revenue expected this year, to come from in-game purchases. “An ever-larger share of mobile gaming revenue is coming from virtual goods and other purchases that take place within the game,” ABI Research senior analyst Aapo Markkanen said. “These in-app payments will account for about one-third of the 2011 revenue base, but by the end of 2016 their share will increase to almost half of the total. Also, the in-game advertising revenue will increase considerably, as more and more advertisers take advantage of mobile games’ mass-media potential.” Mobile Gaming Revenues Will Exceed $16 Billion in 2016, as In-App Payments GrowLONDON – July 27, 2011 Mobile gaming is establishing itself as a serious form of mass entertainment, appealing to a diverse group of consumers across the world.

Casual Connect Seattle Paris-born, serial web entrepreneur Mathieu Nouzareth is CEO of FreshPlanet, the New York-based developer of the highly-popular social mobile game SongPop, the turn-by-turn, simulated real-time play game for music lovers that has built a global following of over 80 Million, players since its launch in June 2012. Mathieu Nouzareth began his career in 1995 at 23 by co-founding WebConcept, one of France’s first e-business consulting firms. WebConcept was sold to Sweden’s IconMedialab of Sweden in 1999, and is one the largest internet consultancy companies in the world. From 1999 to 2001, Mathieu acted as CEO of IconMedialab France. In 2001, Mathieu and his brother Romain started Boonty.com, a digital game distribution company. Operating in over 30 countries with a staff of 180, the company was sold to Nexway (France) in 2008 and is currently one of the world’s leading game distribution platforms.

Android leads iOS in mobile app downloads Out of all mobile app downloads in the third quarter of 2011, 44 percent were Android apps, making Android the market share leader over iOS’ 31 percent, according to data from ABI Research. The research firm attributed the large shipment of phones running Google’s Android operating system as the reason for the high market share. The total number of Android devices activated worldwide has now reached 190 million (or an estimated 600,000 per day), according to Google. By comparison, growth in iPhone shipments fell for the second straight quarter — from 15 percent in the first quarter 2011 to nine percent in the second. Also worth noting from the research firm’s data is that Android’s installed base (the number of phones running Android) is 2.4 to 1 over devices running iOS. But number of downloads doesn’t necessarily mean Android is besting Apple. Finally, ABI reports that the total number of mobile app downloads ever will reach 29 billion by the end of 2011.

Dungeons and Dragons and iPad There was a thread about board games some weeks ago, and a few of us brought this up. There are a lot of ways an iPad could be used to assist a traditional D&D game... from keeping track of characters to dungeon mapping, rolling dice, and more. I think the neat thing about D&D is that it is a social game - it includes a lot of interactions between real people. In my mind, this is where the iPad really shines - as a device to enhance traditional social situations. What I'm trying to say is that there might be a tendency for someone to write ro want an app that "does it all for you", but what you'll wind up with is something like everquest or WoW. I could envision a situation where each player has an iPad running a D&D app... plus a DM has one. Sure, that's a lot of iPads... but considering you can use the iPad for other things aside from D&D, it's more a worthwhile investment. Anyway, to answer your question - I have no idea if anything is in the works.

Console wars Video game industry term In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes. While there have been many console wars to date, the term became popular between Sega and Nintendo during the late 1980s and early 1990s as Sega attempted to break into the United States video game market with its Sega Genesis console. Background and etymology[edit] Sega versus Nintendo[edit] Background[edit] The second push in 1991[edit]

Forum - Deathtrap Dungeon Released for Kindle Tim Cook: ’300M iPods, 250M iOS Devices’ Sold, 6M Mac OS X Lion Downloads Apple's CEO Tim Cook at yesterday's "Let's talk about iPhone" event in Cupertino, Calif. dropped some big news: the company has sold 250 million iOS devices.However, the biggest segment of this comes from the iPod, which commands a 78% percent market share in the personal media player business. Cook said some 300 million iPods have […] Apple's CEO Tim Cook at yesterday's "Let's talk about iPhone" event in Cupertino, Calif. dropped some big news: the company has sold 250 million iOS devices. However, the biggest segment of this comes from the iPod, which commands a 78% percent market share in the personal media player business. Cook said some 300 million iPods have been sold around the world, and 45 million of them were sold in the year that ended in June. This is followed by the iPad, which has a 74% market share of the mobile tablet market. Cook says that iOS holds 43% share of the domestic smartphone market, it holds only about 5% of the global market. Among Cook's other revelations:

Choose Your Own Adventure: The Case Of The Patent Application 1) You are an employee of the United States Patent Office. Early one sunny morning you are asked to examine a patent claim from IBM. Its first claim reads: If you understand this, turn to 2. If not, turn to 3. 2) You now have to consider if this sounds at all familiar. 3) Never mind. 4) A co-worker walks past your cubicle and notes that you are reading the Wikipedia page for Choose Your Own Adventure. 5) Seriously, you’ve not heard of Choose Your Own Adventure? 6) After examining the similarities between the book series and the IBM proposal, you conclude that there is a difference: IBM is proposing to have an audience vote on the decision, rather than it being down to a single reader or viewer. 7) Your coworker gleefully exclaims “Oh wow, you are going to LOVE this. 8) It appears that you have little reason to object to this patent. 9) You are correct in your suspicions. 11) You rubber stamp the approval. 13) You place the patent application on the reject spike. You chose…. poorly.

Android tablets now represent 27% of total market | TabTimes More Choose Your Own Adventure On iPhone -- Courtesy Of Kindle Posted 11/21/2009 at 7:49am | by J.R. Bookwalter The classic Choose Your Own Adventure series already had a brief flirtation with the iPhone a year ago (courtesy of Magnetism Studios) with a 99¢ app featuring two books — Return to Atlantis and Journey Under the Sea. Timed with their 30th anniversary, parent company Chooseco, LLC recently inked a deal with Amazon to make their titles available on the Kindle, including the ever-popular The Abominable Snowman and Terror on the Titanic. The series, which has been helping kids read for three decades now, was launched in 1977 with R.A. This is an extra benefit to iPhone and iPod touch users, since the free Amazon Kindle app (and soon, a Mac version of the desktop software already available to Windows users) already opens up the e-book floodgate, negating the need to buy Amazon’s pricy hardware.

total iPads sold « The path reaching 100 In 2010 the total iPads sold totaled over 14 million world-wide, the total tablet market rose to 19.7 million same year. David Zeiler said that the “research firm IHS iSuppli expects sales of media tablets”, which are mainly iPads, go from “17.4 million units world-wide in 2010 to 202 million in 2015″. The overall market, which include tablets and pc-tablets, will go from the 19.7 million in 2010 to 242.3 million in 2015. The 2015 forecast in a first view could seem exaggerated, but if we consider that in the past CES show at Las Vegas 100 tablets were unveiled, well it is no such an exaggeration. Of this over 100 tablets 17 are exclusively eReaders, showing that the eBook trend is up and going and far away from a mere bubble waiting to burst and end, as some publishers may want. In a not so far forecast he International Data Corporation (IDC) estimates that in 2011 will be sold more than 40 million tablets and in 2012 will be sold more than 70 million.

Choose Your Own Adventure: Return to Atlantis App for the iPhone and iPod Touch Makers of fine products since 2007 Share with Anyone.CardMagnet lets you share your contact info with anyone - even if they don't have the CardMagnet app. Built for touch.No more getting papercuts from business cards Strangely Fun.Play with the interactive card - it's fun to tinker with with even if you don't like meeting new people! Spontaneously makes it easy to share your plans and invite friends to get together more often. Streamlined InterfaceYou can track your habits and view your progress all from one screen thanks to an interface modelled after Apple's Weather and Stock apps Share with Friends, Not GroupsNot all your friends are necessarily friends with each other — rather than focus on a group interface, you can handpick which friends you want by tapping their faces. SMS CompatibleSpontaneously lets you make plans the way you already do — via SMS. Restful is a new interface for something that's a big part of our day — the alarm clock. Have a burning question?

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