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It’s that time of year again. Now that all of the gaming companies have reported earnings, we’ve made our quarterly cheat sheet for industry observers summarizing smartphone earnings and growth. We’ve also added in annual earnings too. For the whole of 2011, revenues on Android and iOS came in at between $25 and 75 million for publicly-traded companies that I could tease out smartphone earnings fr
Another day, another DeNA departure. Jason Oberfest, who was vice president of social applications for the mobile-gaming platform, has left to co-found a mobile health startup called Mango Health. Oberfest joined Ngmoco in September of 2009, just months before it was acquired by Japanese gaming giant DeNA in a deal worth up to $403 million. Now that the first date has just passed for the $100 mill
As predicted, Christmas Day was a great day for mobile developers, as app download totals for both Android and iOS set new records. According to mobile analytics company Flurry, almost quarter of a billion iOS and Android apps were downloaded on December 25th this year – making the day the biggest in the history of both platforms. On average, 108 million apps were downloaded every day between Dece
It’s a question we often get from developers: how many downloads does it take to make it to the top? App tracking company Distimo has revealed data for top apps on a country-by-country basis for the biggest markets. According to the analytics company, the number required to get to the top of the free charts varies widely. Markets like Italy and Australia are easier to crack, requiring 10,000 downl
Facebook finally unveiled its long-awaited effort to help mobile developers market their native and HTML5-based apps through its platform today. iOS developers will get to take advantage of bookmarks, requests and the news feed in the same way that Facebook canvas developers do. The interesting parts of today’s launch are: Facebook is playing nice with Apple on viral distribution for native iOS ap
Younger players from ages 18 to 24 may be the most active gamers in terms of the minutes they spend in apps compared to other age groups. But older players account for the vast majority of revenue, mobile analytics company Flurry found. The company looked at 20 million users across all of the freemium games it supports. (Flurry has about 110,000 apps in its system.) The company found that while 18
OpenFeint, the mobile social gaming network Japan’s GREE acquired for $104 million earlier this year, was sued for a security breach that could have tied user’s mobile device ID’s to personally identifiable information like their Facebook or Twitter accounts and location. The plaintiffs, which are seeking $5 million in damages, say OpenFeint monitored and stored unique device ID’s along with users
Apple appears to be on a campaign to ban the practice of pay-per-install, where developers offer their apps in other games and pay for downloads when players install their titles for virtual currency. Developers often use this tactic of paying per download to break into the top of the app store charts. Developers began receiving rejection notices for dozens of apps late last week and yesterday, sa
(Updated: Added comments from Glu Mobile, Gameview Studios, W3i and more data about apps that have seen ranking shifts.) It looks like Apple made a number of changes to the app store’s ranking system last week, adding in new weights on top of download numbers to determine top apps, according to conversations we’ve had with a few pay-per-install and mobile advertising networks. “We’ve been noticing
Though last week was slow in the mobile hiring space, that trend has shifted in recent days. According to updates on LinkedIn, ten mobile-based companies have shown new activity. That said, the past week still remains void of major hires — even if the volume, in total, was quite high. We know there are many more mobile game and mobile social app developers who are actively growing, so if your comp
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