With major studios like Rovio announcing layoffs, abandonment rates continuing to climb and increasing challenges with in-app monetization, there have to be days when even the most optimistic mobile game developer wonders if the best days of the industry are behind it.
Three-quarters of app users will "churn" and become inactive within the first three months, and 58 percent will do the same within 30 days, according to Localytics. The company recently released data based on 40 million Android and iOS devices downloaded in May.
Malware attacks are never fun, and developers sounded less than amused by a security issue in Apple's App Store involving a modded version of Xcode.
The word "premium" can have many connotations. It could mean "exclusive" in some contexts, "expensive" in others or generally referring to higher quality. In the case of mobile game developers, it's probably supposed to be a mixture of all three.
One of the most challenging things in a mobile game is knowing when to call it quits. If you're the developer of the mobile game in question, it might be all about what makes best sense for your business. Earlier this month the mobile gaming community was taken aback by a decision from Electronic Arts (EA) to discontinue a dozen of its titles.
iOS 9 will likely be three days faster in attracting half of all Apple device users to upgrade compared with previous versions, according to Crittericism. The mobile app performance testing firm created a forecast for the platform's adoption based on more than 26 billion app loads.
For a device that was once known only for keeping track of time, app developers were like everyone else in finding irony that the operating system behind the Apple Watch, watchOS 2, will be late.
Most indie developers are probably pretty comfortable with creating apps that make use of "pinch" and "zoom" gestures by now. Mastering the art of "peek" and "pop" on an iPhone 6S may be another story entirely.
If you work for a technology success story long enough, you're bound to eventually get the question Phil Libin recently struggled to answer: "What are your favorite apps?" The former CEO of Evernote was a guest in an episode of the Tim Ferriss Show podcast, and he was quizzed about his personal preferences on all manner of things. When it came to mobile apps, though, he sounded stumped. In fact, he gently suggested the death knell for apps is nearer than developers may realize.
An app hits the point at which it accounts for 50 percent of its total life span in as little as five to six months since installation, according to Adobe. The firm's Mobile Benchmark Report 2015 is based on data from Adobe Mobile Services, which tracked more than 65 billion app launches across various industries and regions.
Consumers were probably excited to hear about the idea of an app-driven Apple TV, but based on developers on social media it's the platform behind it, tvOS, which deserves most of the interest.
Like the rest of the world, iOS developers would like Siri to "give them a hint" about this week's Apple product launch, but they've been content to discuss the possibilities on Twitter in the meantime.
FunPlus explains its approach to bringing greater transparency to developer programs with PublishingPlus
A few months ago, mobile game developer FunPlus announced PublishingPlus, a developer program that would include not only money and marketing help but the ability for indies to keep their intellectual property. Chief strategy officer Dan Fiden spoke with FierceDeveloper by phone to provide more context around how PublishingPlus will work.
When Amazon recently said it would change the way it pay writers whose work is available on Kindle Unlimited based on how many pages consumers read, the literary world flipped out. The authors of books aren't accustomed to being tracked so granularly, and to some it seemed unfair because there are plenty of people who buy books they never read, but want to save for later (or for some kind of bragging rights). The same is not true for mobile apps -- we don't have friends admiring all the unused mobile games in our smartphone "libraries" -- which is why Amazon's "actually free" category in its new Amazon Underground app store sounds intriguing.
Forty-four percent of those involved in creating enterprise apps said user experience (UX) is the most important thing to focus on, according to Progress's State of Mobility Survey 2015. The software company got responses from 3,000 people, including a mix of developers, CEOs and IT professionals.
Twenty years ago, long before smartphones and mobile games were a worldwide phenomenon, Stuart Duncan was sculpting. But even then, he had an inkling of the human-computer interaction he is only now starting to create.
While the world starts to get to know its new virtual assistant, there's at least one thing app developers can be pretty sure Facebook M won't do: help them to create a more engaging mobile experience.
The next iPhone could lead 12 percent of Android users to consider switching, according to Phoenix and SessionM's mobile insights platform mXP. The stats are based on a one-question poll that ran for 24 hours last month.
The big announcement was around in-app sharing and ad integration with its Tumblr blogging platform, but app makers were buzzing about all kinds of things on Twitter as they attended Yahoo's recent developer conference in New York City.
By Caroline Lewko's estimate, less than 10 percent of developers are women -- and she's excited about that. Lewko, who is the CEO of Wireless Industry Partnership, a company that supports mobile developers, said the number of women working as developers is slowly growing.