In the countercultural 1960s, the catchphrase among Flower Children used to be "turn on, tune in, drop out." Today, it might better be described as "turn on, tune in, make apps." A recent post on the Harvard Business Review blog explored the dark side of self-taught entrepreneurialism. What happens, for example, when young people pin their hopes on becoming an overnight app store hit and let their homework slide?
Mobile app stores like iOS and Google Play, along with mobile in-app ads, are significantly outpacing ads on PC or mobile browsers, according to a joint research paper from IDC and App Annie.
It's becoming conventional wisdom that paid downloads are out and the freemium model is here to stay, but half of the revenue from in-app purchases come from a meager 0.15 percent, according to Swrve's Mobile Games Monetization Report.
Ever since high school, I've known guys who put aside time in their week, no matter what else is going on, to get together at one of their friends' houses to play console-based video games from early evening until the wee hours of the following morning. These kinds of parties have a particular ambience, if I can call it that, that is charactered by a deep focus and intensive competitiveness, and more than a little trash-talking. It's hard to imagine that same thing happening virtually, using smartphones--but that's where we're headed.
If a developer takes the time to make a mobile app, it's reasonable to think consumers might be willing to pay for it. In the last few months, however, several experts are wondering if the traditional model for paid downloads is nearing its end.
Revenue remains an elusive dream to 40 percent of app developers, according to a survey released by organizers of the upcoming App Developer Conference taking place in Los Angeles in early November. The show's producers surveyed 250 people for its first-ever State of the Industry 2013 Results report.
Consumers usually want the same things from their carriers: fair prices, good wireless coverage, a wide selection of cutting-edge smartphones and customer service lines that won't leave them near tears. Few of us look to carriers to provide the best apps, too.
When developers submit an app in Google Play, they know what consumers will end up seeing: a name, an icon, a description and maybe some screen shots. Which is fine for the average Android app, but as the use cases for Google Glass begin to explode, the world may need a lot more detail about what's available for download.
I'm sure developers get their ideas from everywhere, especially when they're not sitting behind a desk, but I wasn't expecting to come across some inspiration while watching an episode (okay, several episodes) of HBO's Girls on a recent cross-country flight.
Developers need only three years, on average, to start seeing real money from the apps they create, according to a recent report from Toronto-based App Promo. The company conducted its second annual survey between March and April and got responses from more than 365 developers from around the world.