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.
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.