Pontiflex now counts 100 million opt-in signups for its mobile ads

Mobile advertising platform Pontiflex announced today it has driven more than 100 million opt-in signups for advertisers through its Signup Ads and location-based AdLeads platforms.

The company’s Signup Ads work much like one would expect them to — users are shown an ad inside a mobile app, and can sign up for more information if they’re interested. App developers get paid for every valid signup they deliver.

While Pontiflex’s Signup Ads are typically the domain of multinational corporations with large advertising budgets — the company counts the likes of Disney, Hasbro and Southwest Airlines as customers — its self-serve, location-baed AdLeads program is designed for small businesses that want to advertise on a local level, serving ads to users that have opted to share their location information with an app.

The Brooklyn-based company says its ads provide developers effective costs per thousand impression (eCPM) rates many times higher than rival mobile ad providers can deliver. According to CEO and co-founder Zephrin Lasker, the top 50 apps in the Pontiflex ecosystem can see eCPM up to $25 on some days.

Out of the 100 million people that have signed up, 90 percent have come from the U.S. and 10 percent are international customers, but Pontiflex’s self-serve platform is seeing as much as 40 percent of their signups coming from outside of the U.S., owing to the growing popularity of the AdLeads program in places like Asia and Western Europe.

Lasker also points out that Pontiflex’s smaller local ads can do just as well as its national ads. “A nationally recognized brand and a geo-targeted offer will actually have a similar engagement rate,” he says. “It speaks to the power of the platform. People are interested in interacting with local brands.”

This is the strength of the opt-in model, he says, explaining that opt-in advertising is better for advertisers because they get real leads, and better for customers because they dictate what advertising they get, instead of having things pushed at them.

Pontiflex’s ads currently reach over 75,000 apps, either directly through its own SDK or an HTML-based network SDK that allows the company’s ads to be seen in other networks. The company is backed by $8.75 million in Series A and B funding from New Atlantic Ventures, RRE Ventures and Tribeca Venture Partners.

Red Robot dips toes into publishing to expand its R2 platform

Red Robot Labs, the company behind the top grossing location-based game Life is Crime, announced today it will publish three new-location based games made by third party developers.

The new games will be developed by ShortRound, 50 Cubes and Box of Robots, and will all use the R2 Engine and platform, Red Robot’s in-house developed, proprietary location-based game technology. In addition, Red Robot’s own Supermono Studios and investment partner Next Media are also working on games using the technology. All five games are scheduled for release by the end of the year.

While the deals with ShortRound, 50 Cubes and Box of Robots are all publishing deals that grant the companies access to the R2 platform, and come with technical help, product development support, funding and revenue share arrangements, Red Robot’s co-founder Pete Hawley explains the move is more about furthering R2 as a platform than jumping into the mobile publishing business.

“This isn’t some sort of fund we’ve set up where we put some of the Series A aside and we’re trying to reach out to any and all comers,” he says, telling us part of the reason Red Robot took such a significant initial investment from Benchmark Capital was to ensure that it could expand the underlying technology required for location-based gameplay, not just release first-party games.

“We’ve got a very selective group that’s really passionate about location,” he adds. “It’s not some sort of carpet bomb to just trying and find content.”

As part of today’s announcement, Red Robot has also committed more than $2 million to further the development of location-based games on its R2 platform.

“I think the underlying theme with all of the developers we’re working with is that it similar to the PlayStation mentality,” adds co-founder and CEO Mike Ouye. “Sony has always made its own games, but it also went to third parties to produce great content. We’ve worked with all these guys before, and they’re all very bullish on mobile and location.”

Red Robot has raised more than $15.5 million in venture funding from Benchmark Capital, Shasta Ventures, Rick Thompson, Chamath Palihapitiya and Taiwan’s Next Media. Unlike most other location-based games, Red Robot’s flagship game, Life Is Crime, has been a big success, particularly on Android. The company plans to preview its next game at this year’s upcoming consumer-focused gaming convention PAX Prime.

Location analytics service Placed is now tracking up to 20 million locations a day

Mobile app location analytics provider Placed is now measuring up to 20 million pieces of user-generated location data a day through its free service, Placed Analytics.

Backed with $3.4 million in Series A funding from the Madrona Venture Group, the Seattle-based company is looking to break into the analytics market by providing developers location-based information that can tell them where, and how their mobile app are being used. Since launching its free open beta in June, Placed has already signed up several hundred developers, and their apps are now sending anywhere from 17 to 20 million locations back to the company every single day.

CEO and founder David Shim describes Placed as similar to the services provided by Flurry or Google Analytics, but for the outside world. While other mobile analytics services can show a developer what city a user is in, Placed can developers know what specific neighborhood a user is in and what kind of businesses they’re close to. Placed can even differentiate between three levels of movement: stationary, walking and in transit.

Although the information might seem excessive at first, it opens up many new possibilities to optimize an app for how it is actually used, explains Shim. “A developer can see what situations his app is used, so he can know not to rely on precise controls if the application is mostly used while walking,” says Shim. Developers can also track their location analytics month-over-month to determine trends and emerging usage patterns.

The service works by using GPS data and Placed’s own 300 million location meta-place database. For businesses that are located next to one another, Placed references time-based information to determine which business a user is more likely to be interacting with. For example, Shim says, if there is a McDonald’s and toy store located side-by-side, Placed can determine which business a user is more likely to be visiting based on how popular those locations are during the day. Placed also has home and work models to tell if users are actually out and about, or if they just happen to live or work in densely populated urban areas.

Of course, all this detail also raises concerns around privacy, something Shim tells us the Placed team has put a considerable amount of thought into. First, the service only tracks location when an app using Placed has received location permission from a user. Second, Placed doesn’t provide what Shim calls “individual level data” to developers — that means the most a developer can learn from Placed is that a user is in an area that measures 150 by 150 meters. “It’s all about aggregation,” says Shim. “You can’t see a random device ID and this is the places that they went to. That’s specifically for privacy reasons. That’s also why we’re not going into the ad targeting business.”

What Shim means by ad targeting business is GeoFence advertising — ads that are pushed to consumers when they enter a pre-defined area or pass near a specific business. The eventual monetization goal for Placed isn’t to serve location-based advertising, but to help developers understand the broader location landscape around their apps, something that will make location-based advertising more effective in the long term.

“If an application doesn’t have enough inventory of people actually going by 7-11, then you can sell [GeoFenced 7-11 ads] for a high CPM but they will have a very low value at the end of the day,” Shim explains. “The other obvious thing from an advertising perspective is you can start to understand what inventory is available. Imagine going to McDonald’s and saying ‘people who use my app are four times more likely to be nearby a McDonald’s then any other app out there, so you should really advertise.’ Alternatively you can say the same to Burger King, so they can get in front of those people before they step into a McDonalds.”

 

Mobile app news roundup: 46 million iOS apps a day, 300 million Fruit Ninjas and 100,000 Angry Birds credit cards

Meeker: 46 million apps downloaded on iOS every day — About 46 million apps are downloaded from Apple’s iTunes App Store every day, according to Kleiner Perkins Caufield and Byers partner Mary Meeker. Meeker revealed the information during this week’s D 10 Conference.

Pre-paid iPhone coming — Apple has given Cricket Communications the right to sell pre-paid iPhones under a $55 per month voice, text and data plan, reports The Loop.

MoPub launches private ‘buy it now’ market — Mobile advertising company MoPub has created a private marketplace to let select advertisers and publishers in its network set up deals directly, reports TechCrunch.

Minecraft sells over 1.8 million copies on mobile — Staff at Mojang have revealed to PocketGamer that the mobile edition of Minecraft has sold more than 1.8 million copies. The article did not detail how many of those copies were sold as part of the Google Play 10 billion downloads sale that discounted the game to $0.10 in December 2010.

300 million people play Fruit Ninja — In celebration of Fruit Ninja’s second birthday, developer Halfbrick has released some statistics about the game. The game, which is the second highest selling app of all time, has 300 million players. Cumulatively those players have spent more than 100 years in the game and sliced more than 1.5 trillion pieces of fruit.

PlayPhone wins Red Herring Award — San Francisco-based PlayPhone has won a 2012 Red Herring Top 100 Americas award. The award celebrates promising private technology companies.

Angry Birds credit card, park on the way — This week in Angry Birds merchandising news, the Moscow Times reports Russian bank Promsvyazbank is releasing a limited run of 100,000 Angry Birds credit cards. Meanwhile the Huffington Post reports Angry Birds fans in the UK will be able to get their fix by visiting a new Angry Birds-themed amusement park in Nottinghamshire’s Sundown Adventureland.

Banjo updates UI — Popular social discovery app Banjo has updated its UI to increase the size photos are viewed at. Users can now also comment and Like Instagram and Facebook posts directly from their Banjo feed.

Fiksu updates SDK — User acquisition company Fiksu has updated its SDK. The service now supports user tracking through HTML cookies, digital fingerprinting, OpenUDID, MAC address and UDID.

Viddy updates iPhone app — Video sharing service Viddy has updated its mobile app. Users can now choose their own thumbnail art and access upgraded production packs. The app’s rendering speed has also been doubled.

[Funding] Buddy raises $1 million seed round — Seattle-based Buddy has raised $1 million in seed funding for its new cloud-based, cross platform app development platform. The round was lead by Transmedia Capital with participation from Crestlight Venture Productions.

[Funding] Mindshapes raises $4 million — Educational app developer Mindshapes has raised $4 million in new funding from Index Ventures, Richmond Park Venture and existing investors, reports The Next Web.

WeottaGo reinvents local with smart data intelligence

San Francisco-based startup Weotta is looking to solve all-too-common problem of “what should we do tonight?” with its new iOS app, WeottaGo.

The app functions like a local recommendation engine, using sophisticated data processing technology to provide suggestions for what to do, based on location, time, and a user’s established preferences. Partnerships with StubHub, Ticketmaster, Fandango and OpenTable allow WeottaGo to provide up-to-date inventory information, such as if tickets are still available for the nearby concert that starts in 30 minutes. The app’s recommendations are displayed as photos that can be saved, emailed or dismissed with a swipe.

It’s simple, but it’s also proving to be sticky. In the first two weeks after launch WeottaGo is boasting some impressive retention and engagement figures. According to Weotta co-founder Grant Wernick, 75 percent of WeottaGo’s usersbase have used it twice, and 50 percent have used it at least three times since installing it.

“People really don’t know what they want to do,” says Wernick. “So we decided to build an app to solve the problem. This is the app for everyone who wants to explore the world around them here and now.”

According to Wernick, WeottaGo’s stickiness comes from the technology behind it. Wernic and his co-founder Jacob Perkins spent two years working on WeottaGo’s data processing capabilities in order to create something that doesn’t just catalogue local information, but understands it. This allows the service to give users better recommendation than competing services because it can understand that a user is looking for things to do that fall into fuzzy categories like “going out with friends.”

The app starts with suggestions that are already popular, and over time WeottaGo learns what a user likes and starts to add more customized recommendations. While it may seem counterintuitive to have the service improve gradually, rather than have the user input information to ensure its recommendations hit the mark immediately, Wernick tells us this approach actually improves WeottaGo’s engagement.

“People often are looking for something new and interesting now,” he explains. “They don’t want to train a system. They want an app that magically already knows them. As you say no to some things, and maybe to other things, the app starts giving you feedback. In the mood for drinks? Are you entertaining clients? Going out with the girls?”

Although Wernick tells us Weotta doesn’t have plans to monetize the app immediately, he sees the service generating income in a non-intrusive way down the line.

“Being able actually know the kind of stuff people like because it’s been trained over time, means we can actually give you the right kind of stuff,” he says. “We’ll know you want to go to a U2 concert this weekend, so here you go. We can be very pro-active about stuff, but it should actually be a very nice relationship because we’ll actually be giving people the things they want. It won’t feel like the whole pushy ad world.”

WeottaGo is currently available in 20 metropolitan areas in the U.S., and the Weotta team is working on expanding the app’s coverage, with more U.S. cities and major Canadian ones like Vancouver and Montreal slated next for development. The team is also working on adding a future tab to the app that will let users see events seven days in the future in order to make advance plans.

The company is backed by what it calls a lean amount of Angel funding from investors like Matt Ocko, Eric Chin and Omar El-Ayat.

Advanced location-based services come to Titanium 2.0 with Geoloqi partnership

Developers working in the Titanium 2.0 development platform can now add advanced geolocation services to Android and iOS apps, thanks to a new partnership between Appcelerator and Geoloqi.

With Geoloqi’s API, developers can enable persistent location awareness in their apps, but without the typical drawback of location-tracking apps — heavy battery usage. Unlike other geolocation services, Geoloqi’s platform pulls real-time location data from a variety of sources like cell towers, GPS, Wi-Fi and indoor tracking systems, which allows the service to run in the background without needing to run a phone’s battery intensive GPS system all the time.

Although Appcelerator already offered some basic location-based services like check-ins through the company’s new Appcelerator Cloud Services, developers using Geoloqi’s API can set up pre-determined location zones called geofences and enable location-triggered events in their Titanium-built apps. This enable apps to perform more sophisticated location-based tasks, such as sending a registered customer a push notification with a coupon attached as soon as they enter a store.

Starting today and running until June 30, Titanium developers who want to try out Geoloqi’s services can use them for free for two months, after which the price increases to either $19 or $119 a month, depending on how many geo-triggered events and push messages a developer wants their app to send. Developers who don’t work with Appcelerator can also still use the Geoloqi platform, using the company’s Android and iOS SDKs or the Geoloqi API.

Trouncing its rivals on engagement, Banjo leads the social discovery app race

With 1 million users and engagement five times higher than its closest rival, Banjo appears to be the app to beat in the emerging social discovery category.

The service, which allows users to see location information, geotagged updates and check-ins shared on Twitter, Facebook, Foursquare and Instagram, took nine months to reach the 1 million member milestone.  However, what is most impressive about Banjo isn’t how quickly users are trying the service, but how sticky its proving to be.

Although Banjo doesn’t provide exact useage figures on a regular basis, at the beginning of the month the service reported it had just over half a million monthly active users and 900,000 total members. According to Banjo’s founder and CEO Damien Patton, Facebook and Twitter are the social networks users most commonly add to their Banjo accounts. While logging into Facebook is optional, looking at the number of members who choose to use Facebook Connect can provide an estimate of Banjo’s growth and retention.

According to our traffic tracking service AppData, Banjo currently has 290,000 monthly active users and 250,000 daily active users logging in through Facebook, giving the service an incredible 86.2 percent engagement rate. If about half of Banjo’s MAU are logging in with Facebook Connect — high for a mobile app, but not unlikely, given the nature of the Banjo’s service — it means almost all of Banjo’s active users log into the app every day. When we asked Patton about Banjo’s retention he declined to provide specifics, only saying his app’s “active user rate and engagement rate is extremely high.”

By comparison, Banjo’s clostest competitors Highlight and Glancee (both of which prompt users to log into Facebook on the launch screens of the app) post retention rates five to 10 times lower. According to AppData, Highlight currently has 60,000 MAU, 4,000 DAU and an engagement rate of 6.6 percent. Glancee shows 20,000 MAU, 3,000 DAU and a 15 percent engagement rate.

Patton credits Banjo’s success to the fact that the service can be used in many different ways. Users can log into the service to check up on their friends and see the content they’ve been sharing, but one of the most popular use-cases for the app is virtual travel. “During Carnival in Rio we saw a tremendous amount of people from all over the world come in to Banjo and look at what was going on there,” he explains. “People were using the service to look at the pictures shared from Instagram and see what people were tweeting about.”

The majority of Banjo users are in the U.S., but the app is also extremely popular in Spain, Italy and Turkey; Patton tells us the Banjo team is working hard to make the app appeal to users all over the world. Banjo is currently available in six languages, but support for more languages and international social networks is coming soon. Patton did not reveal which social networks Banjo would support next, but did tell us the most requested services were Vkontakte, Sina Weibo, Renren, Mixi and High5. Banjo is backed by BlueRun Ventures and Lightspeed Venture Partners.

Mobile App Roundup: Android, UDIDs, Draw Something clones, Deer Hunter and ODIN

50 percent of U.S. smartphones are Androids — According to ComScore’s latest mobile subscriber report, Google’s Android is now the most popular platform with 50.1 percent market share, up from the 46.9 percent it held in November. iOS was second with 30.2 percent, up from 28.7 percent. RIM and Microsoft declined to 13.4 percent and 3.9 percent, respectively.

ODIN looking to set new UDID replacement standard –  Following Apple’s move to begin rejecting apps that use UDIDs to track users, mobile advertising companies Velti, Jumptap, RadiumOne, MdotM, StrikeAd, Smaato, Adfonic and SAY Media are teaming up to create a focus group called ODIN. According to TechCrunch, the companies are hoping push the mobile advertising industry to quickly decide on a UDID replacement. The group currently favors using a secure, hashed version of the iOS MAC address.

Zynga’s Draw Something cloned in China — With the blockbuster success of Draw Something, its not surprising others are looking to get in on the social-Pictionary action. According to Tech in Asia, the game has been cloned in China by Tencent as Guess What and MelonZone as Draw I Guess.

Diamond Dash hits 11 million downloads — The iOS version of Wooga’s Diamond Dash has been downloaded 11 million times in four months. 64 percent of iOS players log in with Facebook.

Angry Birds coming to the small screen – Rovio has revealed it is working on an Angry Birds animated series. Each of the 52 episodes will be about three minutes long, according to VentureBeat.

Indie hits coming and going from iOS — Indie games are crossing to and from mobile. Team Meat is working on a brand-new iOS version of punishingly difficult platformer Super Meat Boy, and Canadian studio Capy Games is bringing its award winning iOS game, Superbrothers: Sword & Sworcery EP to the PC via Steam.

Glu Mobile buys Deer Hunter brand – Glu Mobile has bought the trademark to Deer Hunter from Atari. Glu has been releasing mobile Deer Hunter apps for seven years, earning more than $21 million in revenue from the brand.

Windows Phone Marketplace up to 80,000 apps – All About Windows Phone reports that the Windows Phone Marketplace now has 80,000 apps, some of which may have been directly financed by Microsoft itself, according to the New York Times.

Latest version of Android OS only on 2.9 percent of Android devices — According to the latest update from Google’s Android developer platform data, Android 4.0 — aka Ice Cream Sandwich — is installed on just 2.9 percent of Android devices. The most popular Android OS is still 2.3, aka, Gingerbread, with a 63.7 percent market share.

Flurry ditches UDID in latest SDK, adds more features – Flurry has updated its iOS SDK to version 3.1.0. According to the Flurry blog, the SDK no longer collects the iOS UDID. The company has also added Funnels, Alerts and Custom Dashboards to its iOS, Android, HTML5, BlackBerry and JavaME analytics products.

Halfbrick gets in on GetJar Gold — Halfbrick is the latest developer to integrate GetJar’s GetJar Gold virtual currency. The currency, which is only available in GetJar’s independent Android app store, is based off advertising, but players can use the currency to purchase premium in-game items.

Kontagent adds new data mining tools — Kontagent has launched a new kSuite DataMine platform. The cloud-hosted tool allows developers to create detailed, custom queries in order to mine user data.

Samsung launching own mobile ad network — Samsung is partnering with OpenX Technologies to create its own mobile advertising network, reports the Wall Street Journal. The as-yet-unnamed network will launch in the second half of the year.

[Funding] The Tap Lab untaps $550,000 — Cambridge-based The Tap Lap has raised $550,000 in investment funds to work on location based games and its own location-based game engine.

[Launch] MocoSpace debuts HTML-based True Night — HTML5 gaming platform MocoSpace has launched its thirty third HTML5 game, the vampire themed True Night. It was developed by New Game Town.

Red Robot enters Asia with $5 million investment from Taiwan’s Next Media

Red Robot Labs is expanding to Asia, announcing today it has inked a deal with Next Media that will see the Taiwanese conglomerate invest $5 million in Red Robot and license the company’s proprietary R2 geo gaming platform. Next Media’s subsidiary, Next Media Animation will be the first third-party developer to license the engine.

Although Next Media Animation isn’t a game developer (the company is best known in the U.S. for its computer animated news spoofs) according to Red Robot’s co-founder and chief executive officer Mike Ouye, the two companies actually share similar goals.

“When we decided to expand and partner in Asia, we wanted a partner who has a big distribution presence and the creative talent to build games on our platform,” he explains.

For its part, Next Media had been investigating the potential of location-based gaming, but only discovered what chairman Jimmy Lai refers to as “the right technology” after seeing the R2 engine in action.

While Red Robot is beginning to follow through on its plans to license the R2 engine to other developers, co-founder Pete Hawley says the company is still focused on creating first party games.

“I think it’s important to lead with a first party game in the same way Nintendo, Microsoft and Sony push the boundaries of what’s possible with Zelda, Halo and Gran Turismo,” he says. “Life is Crime has taught us a lot, good and bad about what works and what doesn’t in location gaming. Our next game is taking big leaps forward in a few ways that push that learning further.”

So far Life is Crime has been a success for Red Robot, succeeding where similar, location-based social games like CrowdMob’s Mob Empire have failed. The game has seen more than 3 million downloads between its Android and iOS versions and is currently the No. 16 top grossing Android app.  A localized version for Hong Kong is launching today in the territory’s Google Play store, and an iOS version is forthcoming. Red Robot and Next Media are planning upcoming simultaneous iOS and Android releases of the game in Japan and Taiwan.

With Next Media’s $5 million investment, Red Robot has now raised more than $15.5 million dollars in funding. The company is backed by Benchmark Capital, Shasta Ventures and well-known industry investors like Playdom co-founder Rick Thompson and Facebook’s former vice president of user growth Chamath Palihapitiya.

Mobile App Roundup: Mobage, App Launches, RIM, & More

MobageAT&T & ngmoco Bring Mobage to Android — Last week, ngmoco and DeNA brought the Mobage social gaming platform to Android Market. This week, AT&T and ngmoco announced a new agreement stating that Mobage will act as a hub for AT&T Android users to discover and play games as well as connect with other global users.

[Launch] iSpeech Launches Speech Recognition SDK — TechCrunch has reported the launch of a new iOS, BlackBerry, and Android SDK from iSpeech this week. Through the SDK, developers can integrate text to speech and and speech recognition into their apps for free.

[Launch] eBay Brings Instant Sale App to iOS — eBay has released its Instant Sale program for iPhone this week. Through the app, users can identify old electronics to sell or recycle. After being quoted a price based on the device and its condition, users mail the item and receive payment via PayPal.

[Launch] FBI Launches Child ID App — Highlighted by TechCrunch, the FBI has launched a new iOS app by the name of  FBIChild ID. The new application allows parents to store photos and vital information, such as height and weight, to have on hand should the child ever go missing.

[Update] Skype Brings Video Chat to 17 New Android Devices — Skype launched its iPad version of Skype this week, and now the company is announcing version 2.1 for Android. The new iteration will support video chat for 17 more Android devices such as the HTC Desire HD, HTC Evo 3D, the Samsung Galaxy S, and the Sony Ecricsson Xperia PLAY.

MyTown[Announcement] MyTown Expands to Japan — Earlier this week, social and mobile apps developer Booyah and YUMEMI announced a partnership that will bring the location-based iOS title of MyTown to Japan as a new product for iOS, Android, and other feature phone platforms come this Fall.

Klout Now Supports Foursquare Users — Klout, the site that measures user influences based on their activity within social networks, has added Foursquare and YouTube to said activity measurements, reports VentureBeat. Activity on YouTube, Twitter, Facebook, Foursquare, and LinkedIn will now all help determine a user’s Klout Score.

PlayBook Won’t Receive Android Apps Until Fall — According to Engadget, the BlackBerry PlayBook will not be able to run Android applications until “late fall.” The statement is noted to be from a “reliable source” and is later than RIM originally anticipated.

RIM Introduces New BlackBerry 7 Devices — On the lighter side of things, Research In Motion has announced five new BlackBerry 7 smartphones this week. It is slated to be RIM’s largest global launch ever with over 225 carriers and distribution partners having already begun or completed over 500 certification programs for the new devices.

T-Mobile Adds Carrier Billing Option — A new form of payment is now available as T-Mobile has announced, this week, that it has opened its carrier billing option to online retailers. Users may now charge goods to their monthly bill.

T-Mobile Loses 50,000 Subscribers — On the downside for T-Mobile, the carrier reported its Q2 earnings this week as well. The company states a lose of 50,000 subscribers as well as a revenue drop to $5.1 billion, from last quarter’s $5.1 billion.

Instagram Reaches New Milestone — Popular mobile app Instagram has released a new set of stats. Thus far, Instagram has noted 150 million photos uploaded with about 1.3 million a day, from over 7 million users. Moreover, 80 percent utilize the app’s filters.

Mobile Dating Apps Out Perform the Web — Analytics firm Flurry has released another report noting that when it comes to online dating, the mobile space is doing better. As of June, 2011, users spent an average time of 8.4 minutes on mobile dating apps as opposed to 8.3 for online dating. Additionally, the former hosts 17 percent unique users with the latter holding 13 percent.

Flurry Stats

Apple Ships 20.3M Units — IDC has released a report noting that Apple has topped the smartphone market, in terms of unit shipments, in Q2 with 20.3 million units. (19.1 percent of market share). Year-over-year, this is a 141.7 percent growth. Samsung comes in at second with 17.3 million units.

Android Dominates Smartphone Share — Though Apple hosts the most units shipped, comScore has released mobile subscriber numbers noting that it is Android that walks away with 40 percent of that market share for June. Apple was second with 26.6 percent.

comScore Stats

Globant Acquires Nextive — Argentina-based software developer Globant has announced a new acquisition in the form of Nextive. The San Francisco-based company specializes in both mobile and social applications, having worked with companies such as Zynga and CrowdStar. The amount for the acquisition was not disclosed.

InMobi Acquires Sprout — In more acquisition news, mobile ad network InMobi has announced the purchase of Sprout, for an undisclosed amount. Sprout hosts a platform for creating HTML-5 based advertisements.

Dashwire Purchased by HTC — Smartphone maker HTC has announced its own acquisition, having purchased mobile, web services group Dashwire. The price is noted at a maximum of $18.5 million and is intended to boost mobile cloud services for HTCSense.com.

More Malware on Android Discovered — Dinesh Venkatesan at security firm CA Technologies has come across the latest malware issue with Android. When an infected application is installed, it implements a configuration file that, in short, activates once an outgoing call is made, recording all conversations to one’s SD card.

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