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.
It doesn't matter how big of a company you are, when you release a major new product, you hope customers will be happy. Suffice it to say, the developers in the Twitterverse are pretty excited about what Google has done with Android 2.0.
It's the one question on every mobile game developer's lips, the issue that will take until next year to resolve but which seems crucial to the future of the industry: Will the Angry Birds movie be any good?
Developers make five times more money with a "great" app -- defined as one that doesn't crash, conserves power, saves time and provides quick access to features -- than a merely "good" app, according to Forrester Consulting. The company recently conducted a survey for IBM of 1,000 consumers in the U.S., Canada, U.K. and India, as well as a number of companies and mobile professionals.
Sometimes there are problems so deep and entrenched that when someone proposes an original and innovative solution it comes as something of a shock. Or at least that's how I felt when reading something by Alex Austin.
Nobody likes an error message, including developers, which is probably why iOS app makers were chatting on social media about how Apple recently responded to some of their complaints.
Anyone who's been a die-hard fan of playing consoles or even a PC will already be familiar with triple-A games, as they're also called. Although some definitions vary a little, triple-A is generally used to describe titles that have a high quality standard in terms of visual aesthetics and sophisticated gameplay mechanics.
Looking back -- and we're only talking a about a week, here -- the only thing Rumblr would have needed was to somehow fake getting put in Apple's "Featured" section of the App Store to become the ultimate envy of the developer community.
The good news: 92 percent of consumers expect to use apps more or the same in the future. The bad news: They'll only use new apps on average 4.5 times before deciding to stop using it due to boredom or lack of perceived value. These were just some of the data points from a survey of 1,000 mobile app users conducted by Research Now for Localytics in October.
Let's say you're an iOS developer. You want to make something for Apple TV but haven't really gotten up to speed on tvOs. Good news: Apple has some education coming your way.
Kik's Ronalda Clifton explains how the messaging app runs all kinds of programs to experiment with analytics and improve its goals. App Annie suggests others should do the same to put a stop to churn and collect more user information.
Of all the possible competitors to enter the mobile app space, it's hard to imagine developers encountering anyone more versatile than Miranda July.
Developers may be eager to bring their apps to TV screens, but the initial launch of the Apple TV App Store has many worried that consumers will be tuning out.
Nearly 2,000 app and mobile game developers make more than a million dollars a year, according to a report from Pollen VC and Priori Data. The data in the study shows revenues from paid/premium apps and in-app purchase revenues only and is based on estimated revenues for Q2 2015.
Q&A: Prelaunch.me CEO explains its approach to help game devs create a fan community as early as possible
After all the work it takes to create a mobile game, developers often have to immediately turn around and start finding players once it goes live. Prelaunch.me is a way to help them get a head start on that process. FierceDeveloper recently spoke by phone with Asakura about what PreLaunch.me will mean for the future of mobile game user acquisition and retention. This interview has been edited and condensed.
I have nothing against Snapchat, even though I'm so old I've discovered that none of my friends use it. I'm a regular Uber-er, and have recently started using Duolingo to teach myself Italian. There comes a point, though, when even the best apps can be a little over-celebrated.
Users return to social networking and messaging apps on average three times per day, according to the Q3 Mobile Benchmarks Report from Adjust. The mobile app analytics and attribution firm looked at app retention among consumers a week after they had installed an app.
All mobile game developers would like to get five-star reviews, but many of them on social media sounded disgusted with a recent incident involving Rock Band 4 maker Harmonix.
The photo is from April, and it shows a group of five developers, all with what look like multi-colored straws or perhaps pipe cleaners in their mouths. They have their hands behind their backs and they are trying to push little paper cut-outs of hands around a table. It's a scene from "Game Jam 2015," and they all look a lot happier than if they were working on their own.