AT&T recently attracted nearly 1,400 developers to its 9th annual Developer Summit held on the eve of the Consumer Electronics Show in Las Vegas and its hackathon held for the first time in Guadalajara, Mexico. The goal behind the two events working in conjunction was to drive innovation globally and help spur the proliferation of 4G LTE in Mexico -- a market of growing significance to AT&T thanks the company's recent $2.5 billion acquisition of Iusacell and $1.88 billion purchase of Nextel Mexico.
Mobile consumers are divided on which they prefer, mobile apps or mobile Web, according to a recent report from Quixey. The firm commissioned a survey of about 1,000 people to get an idea of how they prefer to use mobile internet.
For current or soon-to-be Android developers, welcome to the cool kids' table! There is high demand for those who possess the skills and know-how to create Android apps, which is reflected in recent data.
Virtual reality (VR) and augmented reality (AR) are nascent mobile development areas that have seen significant investment this year, from startups to Google, Microsoft and Facebook. Just how disruptive VR/AR will be for the mobile ecosystem remains to be seen, but boosters are banking on a massive platform shift to create an immense amount of opportunity for developers and everyone else.
Google won't get around to talking too much about the next version of Android until its annual Google I/O developer conference rolls around again months from now, leaving plenty of time to speculate about what junk food it will be named after.
Only now can the truth be told: I've never played Angry Birds. The same goes for most mobile games, other than the ones I've had to help my three children try to figure out. I do not own an Apple Watch, and have no intention of buying a similar wearable anytime soon. The apps I check most often are the same big monoliths that everyone else uses: Facebook, LinkedIn, Twitter and (because I do a lot of reading) Pocket. How on Earth did a guy like me get a gig running FierceDeveloper?
The Coca-Cola moment: PlayRaven, Etermax, Maxplay outline strategies for making apps, games stand out in 2016
Mobile game developers have all kinds of heroes and role models who have shown them how to be successful, but Lasse Seppänen may be one of the first to publicly salute the founder of Coca-Cola, John Pemberton, as an inspiration.
Apple Watch apps have surpassed the 15,000 mark, according to App Annie. The marketing analytics firm took a broader look at the company's wearable ecosystem following the release of its first smart watch and most recent watchOS 2 platform update.
It's become nearly as popular as e-mail within some businesses, but a new directory and funding program may soon make Slack equally appealing to app developers.
Futureplay Games, Tapjoy, AppLovin explore using mobile video ads to transcend in-app purchase problems
Jami Laes believes changes in the mobile app industry happen in much the way your kids grow up: you don't really notice the changes until after they happen. He is bullish on the concept of what he calls "view to play" because he is trying to stay one step ahead of the trends.
The average app asks for five permissions, which can be divided up into 235 categories, according to the Pew Research Center. The data was based primarily on an analysis of more than 1 million Android apps in the Google Play store last year.
Android developers have probably been asking themselves this question for months: tvOs is great and all, but why should those operating in Apple's ecosystem have all the fun? Google's remote plugin for Unity on Google Cast may be considered a thoughtful response to that question.
How long does it take to journey from Dol Gorith to Golear, and from there to Azadom? It may depend on how adversaries come your way, and what powers you can use to fight them off, among other factors. As sophisticated as it is, that's one piece of information your Apple Watch can't really provide.
It's an ambitious development studio with a growing collection of apps in areas like productivity and education, but if only it could improve its odds of being discovered in the App Store. That may sound like the dilemma of most studios, but of course it's a different story when the apps in question were designed by Apple itself.
Seventy-five percent of smartphone users worldwide will use an over-the-top (OTT) mobile messaging app at least once a month, according to eMarketer. Its Mobile Messaging Apps: Global User Forecast, Leaderboard and Outlook on Monetization is the first its research arm has devoted to such apps' worldwide impact.
It may not have garnered much consumer attention compared to the latest iPhones or even the most recent version of iOS, but Apple's recent decision to make its Swift programming language open source has both shocked and delighted app developers.
The future of mobile gaming may wind up requiring some form of goggles, but when developers start debating the merits of augmented reality and virtual reality, they stop just short of accusing each other of wearing rose-colored glasses.
I think there's almost a collective feeling of embarrassment when an Apple product flops. Isn't this supposed to be the company that can do no wrong? Well, there was the Apple Cube, the Xserve enterprise gear and a few other misses, but the case of the iPad Pro -- whose fate is still up in the air, I should add -- may be a bit unique.
App sessions growth in Europe is 12 percent higher than those in the U.S. based on data tracked over the past year by Flurry. The Yahoo-owned service recently published it's first "deep dive" based on 725,000 apps across 564 million devices in Europe.