Inside Social Apps profile: DeNA’s Doug Scott

Doug Scott headshotEditor’s Note: Doug Scott is vice president of marketing and revenue at Japanese mobile-social gaming company DeNA. For a taste of what will be discussed at the “Platform Opportunities for Social Apps” session at Inside Network’s Inside Social Apps conference June 6 to 7, Doug answered a couple questions regarding the prospects of current mobile app platforms.

Inside Mobile Apps: Now that Google I/O just concluded, where do you see the Android platform for mobile development in the future?

Doug Scott: We have found Android to be a great development platform for several years now but the announcements at Google I/O take it to another level. By focusing on features to enhance gameplay and support game developers further, I look at this as a watershed moment for mobile gaming. This will certainly encourage more game developers to embrace Android and will allow developers of platforms such as Mobage to focus on even deeper, richer tools and communities for developers on top of these features. It is a testament to the power of gaming as the most engaging activity on these platforms.

IMA: Is there a difference between the iOS and Android platform in terms of monetization for DeNA?

Scott: There can be differences between the platforms depending on the product but we have found that it’s possible to monetize extremely well on both Android and iOS. Without question, great businesses can be built on both platforms.

Developers adapt to Apple’s crackdown on app discovery services

Google Play versus Apple App StoreEver since Apple instituted clause 2.25 in October 2012 to its App Review Guidelines, the Cupertino, Calif.-based corporation has been cracking down on app discovery services violating the clause like AppGratis, which was removed from the Apple App Store in an effort to stop third-party tools that directly compete with the store. Clause 2.25 states that “Apps that display Apps other than your own for purchase or promotion in a manner similar to or confusing with the App Store will be rejected.” Another relevant clause is 5.6, which states that “Apps cannot use Push Notifications to send advertising, promotions, or direct marketing of any kind.”

Inside Mobile Apps first heard of AppGratis when we spoke with CEO Simon Dawlat back in January about the company’s raising of $13.5 million in Series A funding and that its service was delivering up to 700,000 installs for app developers. Essentially, AppGratis offered developers burst campaigns by getting their app featured by AppGratis for a certain amount of money. Now that the app is removed from the Apple App Store, for those who still have the app installed on their devices, the app just prompts users that daily deals will be delivered to their email instead of through the app via push notifications. App discovery remains one of the largest hurdles for app developers, so when engines like AppGratis get taken down, developers need to start looking at other avenues for discovery. In a guest post from Side-Kick Games marketing director Noya Polliack, she adds that it’s clear Apple wants to remain “hands on” with picking the “right” apps for its users.

This wasn’t the first time Apple cracked down on limiting outside influencers from its app ecosystem. Apple shook down incentivized install practices back in April 2011, where developers offer their apps in other games and pay for downloads when users install their titles for virtual current.

PocketGamer.biz reported earlier this month that Apple apparently expanded the language in clause 2.25. PocketGamer.biz was sent an email conversation between Apple and an anonymous developer who’s developing an app “primarily focused on sharing recommendations to your friends.” In the email from Apple to the developer, Apple pointed to apps that “include filtering, bookmarking, searching, or sharing recommendations are not considered as significantly different from the App Store.” The additional language to clause 2.25 is not present in Apple’s guidelines. This expansion to the regulation 2.25 has left iOS developers confused about what is and what isn’t acceptable in terms of app promotion. (more…)

Guest Post: How startup app developers can thrive amid competition from big enterprise

Ilya Gelfenbeyn headshotEditor’s note: Ilya Gelfenbeyn is the co-founder and CEO of Speaktoit, which develops talking virtual assistants for Android, iOS and other platforms.

As mobile apps have grown into a multi-billion-dollar industry, large corporations have adopted an increasingly hefty presence within that industry. This fact may worry some independent developers and startups, especially those that find themselves in direct competition with much bigger, better-capitalized, better-established enterprises.

But startup developers shouldn’t necessarily fear competition from their bigger brethren. Being small comes with its own set of advantages, and the presence of big enterprise in a space can often be a help, rather than a hindrance. Here’s some advice for small developers on how to hang with the big boys.

1. Embrace being small. Who says bigger is always better? Large, well-capitalized companies may have more resources, staff members and time, but that doesn’t necessarily mean they’ll come up with a better app.

  • Take advantage of the lower bar to entry. And thanks to the relatively low bar to entry for creating a mobile app, which tend to be much less sophisticated and much more easily brought to market than, say, computer software, the field is wide open for small startups or single developers. In 2009, Ethan Nicholas developed the game iShoot in his spare time, and the app eventually rocketed to the No. 1 spot on the Apple App Store. Try telling Nichollas (and plenty more examples like him) that a bunch of staffers at a large gaming company could have done better.
  • Take risks. If you’re just starting out as an indie developer, you don’t have shareholders to please, payroll obligations to meet, or a brand to uphold. You may have bills to pay or a family to support, but hopefully you’ll be in a position to experiment. This puts you at an advantage to many corporations, who are often too concerned with making a safe play than to seize the next big opportunity.
  • Leverage your flexibility. Bureaucracy can stifle innovation, and it can also make it tougher for companies to respond to the market. At a large corporation, a new idea might have to go through several layers of approval before developers are even allowed to start working on it. In the time it takes them to get off the ground, you may be able to pre-empt them with a similar offering.
  • Develop partnerships. It tends to take much longer for large companies to agree on partnership terms with other players, whereas you can start working right away with partners who can help advance your progress. Being an indie app developer means that you are a part of a very large community of highly motivated, talented people. Rely on them! (more…)

Xbox SmartGlass reaches 10M downloads, integrates with Xbox One

Xbox SmartGlass app iconAt today’s Microsoft unveiling event for the new Xbox One game console, corporate vice president of Xbox Live Marc Whitten revealed that its second-screen companion app Xbox SmartGlass reached the 10 million downloads mark and that it integrates with the Xbox One, calling it a “native” part of the Xbox One.

Microsoft first revealed Xbox SmartGlass at the 2012 Electronic Entertainment Expo and its currently available on smartphones, tablets, Windows 8 PCs, for use with the Redmond, Wash.-headquartered corporation’s Xbox 360 game console, displaying companion content for entertainment content like films and games.

With the Xbox One, users can now watch live TV via an HDMI pass-through, meaning a cable or satellite box or similar device can connect directly the Xbox One. An HDMI-out port acts as a middleman for the signal between the cable device and TV. Since users can now watch live TV, the SmartGlass can be turned into a remote control of sorts that will allow any other input device a user desires to use SmartGlass for. Fore example, a user can change channels with a no-look flicking motion. The Xbox One will also let multiple users connect to the console with SmartGlass for multiplayer and shared experiences.  Aside from that, not much else was mentioned about Xbox One and SmartGlass integration.

Burstly restructures company and opens SkyRocket to all mobile developers

SkyRocket logoApp monetization platform Burstly today announced that it has restructured the company into an end-to-end mobile app development solution for developers. Now Burstly, which was founded in 2009, will be offering its app testing platform TestFlight, app analytics tool FlightPath and app monetization service SkyRocket (formally the Burstly monetization platform) to all developers, not just for some of the largest apps in the world.

“For the first time, we are our opening up our monetization platform to all mobile developers and publishers through the launch of SkyRocket,” said Evan Rifkin, CEO of Burstly, in a statement. “With Burstly, developers now have the option of using a full suite of integrated services which are incredibly powerful when mixed together, or the flexibility to use each service on its own.”

With the opening of its products to all developers, the Santa Monica, Calif.-headquartered company, which is used by some of the top mobile publishers including Electronic Arts, Rovio, Zynga, and more, will be allowing developers to now create custom segments of users in FlightPath and then using those segments to create different monetization experiences in SkyRocket. For example, developers can choose to not display ads to valuable users, or apologize to users which have experience an app crash by giving away virtual currency in a game. Burstly is now becoming a service that can possibly compete on a level with the likes of Tapjoy, PlayHaven, Millennial Media and more.

Before today’s announcement, Burstly was last making news when it opened its TestFlight for Android private beta to all users, and in just 45 days of closed beta, 5,000 developers uploaded 4,500 apps which have seen more than 50,000 downloads. Burstly also recently announced the private beta launch of FlightPath, its mobile analytics service for mobile app developers, featuring real-time data that can be customized and segmented to the developer’s liking.

DeNA partners with Peter Molyneux’s 22cans for Godus

DeNA 22cans logosJapanese mobile-social gaming giant DeNA and 22cans today announced a partnership to publish Godus, a God game from game studio 22cans.

22cans, which is led by game industry veteran Peter Molyneux, chose to partner with the Tokyo-headquartered DeNA to distribute and market Godus when it launches for Android and iOS. No official release date was revealed. The game will also utilize DeNA’s mobile social-gaming platform for western territories, Japan and Korea.

“We have huge respect for DeNA’s successes in mobile gaming,” said Peter Molyneux, founder of 22cans, in a statement. “By fusing their expertise and experience with our passion and dedication, we are going to make Godus a truly groundbreaking reinvention of the god game genre. As a global leader in developing and publishing mobile games, DeNA is the ideal partner for us to collaborate with on the launch of Godus. Their breadth of expertise working with second and third-party game developers is invaluable as we prepare for the release of Godus on mobile devices.”

Godus is God game in the same vein as Black and White, where in it the user is a God, able to wield divine powers over their devoted followers. The game starts off at the beginning of civilization, and as the user advances, the people in the game will grant the user belief. With this belief, users can create entire lands and shape them in their own vision. Also, there are other worlds and rival Gods to face and challenge via multiplayer. As a God, a user can unleash earthquakes, volcanoes, or tondos upon opponents, as well as deploy armies of their followers into battle.

“One of my first jobs in the video game industry was working on the quality assurance team for Peter’s Populous 2,” said Clive Downie, CEO of DeNAWest, in a statement. “That title and its predecessor set the tone for a whole new generation of games. Fast forward to 2013, and it’s an honor to have the opportunity to work with Peter again on the launch of Godus. Our team is looking forward to working with 22cans on a game that we know will set a new standard for the mobile generation.”

Google discloses how search for Google Play works for the first time; 12 percent of DAU search for apps daily

google-play-logoAt Google I/O today in San Francisco, head of search and discovery for Google Play Ankit Jain detailed how developers can get their apps discovered through search and other mechanisms on the Google Play app store.

“We’ve never discussed our search for Google Play until today,” Jain said.

Jain first explained major install sources for apps including browsing discovery features and search queries. Some browsing discovery features were charts (Editors’ picks, top free apps, etc.), personalized recommendations (a feature announced at Google I/O 2012), and related/cross-sell (“users also viewed” and “users also installed”). Jain then detailed two kinds of search queries — categorical and navigational. Categorical queries are broad search terms such as “free games,” “train schedules,” and “multiplayer games,” while navigational queries are exact search terms like “Angry Birds,” Hotel Tonight,” and “Beautylish.”

“For the average app, search actually makes up the vast majority of installs,” he added.

To follow up his statement, Jain reveals some Google Play search data for the first time. He said 12 percent of daily active users (DAU) search for apps daily, 50 percent of DAU search for apps weekly and Google sees six million unique phrases searched monthly. (more…)

500px Review

500px

500px is an iOS and Android app from the company of the same name. It is available now as a free download from the iTunes App Store and Google Play, and contains in-app purchases.

500px is a photo-based social networking app that encourages users to browse through the gallery of uploaded photos, upload their own, and connect with others who are checking out the same image. When 500px is first opened, users are given four options for logging in: Facebook, Twitter, Google+, or a proprietary 500px account.  Signing up for a proprietary account doesn’t seem more or less beneficial than linking to a social network, as users are able to link numerous profiles to their account regardless of how they signed up. Once an account is created, users can opt for brief overview of the app, or jump right into the sea of pictures.

Users who like finding and sharing all types of photographs will find no shortage of content in 500px. Fortunately, sorting through the vast lineup of pictures is a rather simple task. Users are given a variety of sorting options, such as looking through popular images, editors’ choice, and recently added photos, among others. Users also have the options to search by certain categories. While options such as “animal” and “nature” are expected, there are some sorting options that are broader, such as “Black and White.” The lineup of photos currently available will be far more than most users will ever need, but this variety means that performing a keyword search, even for an obscure keyword, is bound to produce results.  (more…)

Google I/O 2013: How to make magical Android apps

Android jelly BeanIn the final part of a three-leg series about Android development pro tips, Reto Meier, Android developer relations tech lead at Google, presented some tips for Android developers to make their apps “magical.” Meier wanted to answer the question “How do we build apps significantly enough to feel like magic?”

For his first tip, Meier says the easiest way for a developer to make an app magical is by looking at competitors.

“You can use your competitors as an eye for where you should be,” he says. But there’s a downfall when analyzing what competitors are doing. “Aiming for the past or where your competitors have been isn’t magic,” he adds.

Meier also says developers shouldn’t focus on the current breakdown of the Android operating system, which Google provides publicly at its developer dashboard.

“If you wait for Jelly Bean to hit 50 percent, you’re going to be behind,” he says. Meier adds that developers should build apps for users with the latest Android OS, especially.

An example of a magical moment is when two users hold their handsets together, tap the devices together, and initiate a multiplayer session in a game, similarly to the sharing capability in Samsung’s Galaxy S3 and newer handsets. “For regular people, this is the sort of stuff that creates magical experiences,” Meier says.

Meier provided some additional tips including not transmitting or storing contact details or location of users, supplying a privacy policy on Google Play and allowing users to delete stored data as well as not storing data that’s more than a few months old.

Meier continually drove the point home on designing a personalized app for everyone. To do that, a developer has to create context through tracking. A developer can implement tracking abilities in their apps such as location tracking, activity recognition (which can tell if a user is running, walking, cycling, etc.) and social tracking of a user’s Google+ profile. Utilizing a mobile device’s sensory abilities such as sight, sound, and touch, can create a rich sensory experience for the user that will feel magical.

King to launch Pet Rescue Saga on Mobile this summer; now has more than 70M DAU

New King logoThe London-based game studio behind Candy Crush Saga today announced that it’s launching Pet Rescue Saga on iOS and Android early this summer, while also revealing that it has more than 70 million daily active users (DAU) across all platforms — mobile, Facebook and web.

Pet Rescue Saga, which first launched on Facebook in October 2012, joins Candy Crush Saga and Bubble Witch Saga as the third mobile title from the U.K. company. Pet Rescue Saga is a match-3 puzzler in the same vein as the mega popular Candy Crush Saga. The title will launch with more than 72 levels, providing cross-platform gameplay across mobile and Facebook, meaning a user’s game state including their leaderboards, scores and progress remain synchronized. Cross-platform play has been a feature that has shown to be very successful for King’s mobile games so far. Pet Rescue Saga for mobile was developed by King’s Malmo studio.Pet Rescue Saga Facebook screenshot

King’s 70 DAU is significant because it topped Zynga’s 52 million DAU, which it announced during its latest earnings call. When comparing the companies, King is a private company with 450 employees, while on the other hand, Zynga is a public company with a much larger workforce. (more…)

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