Separation of revenue by category, percentage of users who didn’t transfer to iOS7 and next claims to Apple regarding in-game purchases are the main mobile news of the week

    90% of iOS devices have already switched to version 7 of os

    In anticipation of the release of iOS 8, Apple has counted device users who switched to using iOS 7 and logged into the App Store in the past seven days. Based on the data presented, such users turned out to be more than 90%, about 9% still continue to use 6 iOS, and about 1% remained on earlier versions of iOS.
    iOS 7 bypasses the pace of adaptation of iOS 6, as well as Android KitKat, from its main competitor. As a result, the release of iOS 8 is also expected to be very successful and quick to be mastered by users. The interface of iOS 8 will be based on iOS 7, but many useful features will appear, including: interactive notifications, support for third-party keyboards, integration between iOS and OS X.

    The European Commission again looks at the in-ups of Apple

    The European Commission said that Apple does not solve the problems associated with in-app purchases on its platform, although back in February, clearly defined recommendations were put forward on how to work with such applications. The statement also said that no specific and explicit decisions were made by Apple, especially those related to payment authorization issues. And in general, they did not make any firm statements and promises to improve, and did not even indicate when they would be corrected, to be so! What the company objects to is that it certainly deals with the issues identified, and is deeply concerned about the topic raised somewhere ... it just cannot pinpoint the exact time when everything will become “as it should”. “Over the past year, we have made apps with in-app purchases clearly labeled, and we will continue to work on these issues with members of the European Commission.”

    Google, meanwhile, made these most solid statements and set a time frame - promising by September to stop advertising applications with the word "free" if the application uses in-app purchases. And besides, before each purchase will add a verification procedure. Would you like to? Hold on! It is not yet clear whether the changes will be applied to all over the world, or will affect only Europe.

    Mobile games account for 84.9% of total revenue in stores.

    Midia Research prepared a report in which it calculated the revenue of applications depending on the categories for Google Play and the Apple App Store.
    There are no surprises in this statistic; the vast majority of revenue came from gaming applications - 81.4%. This is followed by social networks with 4.1%, ratings with 3.9% and closes the four, travel applications - 2.3%.

    We can safely conclude that gaming applications are the driver of revenue growth from mobile platforms, and apparently no changes are foreseen, the main problem lies in the fact that the monetization mechanisms of games are understandable to the majority, while applications have not yet learned how to monetize. A popular trend is gemification, until it has paid off, and colleagues from Ubergizmo advise starting their processions on mobile platforms with gaming applications - though Ubergizmo forgot to mention how tough the competition is now on the market and there has been a shortage of places for a long time.

    Additional ways to increase revenue from your game.

    The competition is high. A game without marketing with a 95% probability will be buried immediately and forever in the bowels of the App Strore or Google Play. The article offers additional ways to increase the number of purchases of mainly Paid games by entering new distribution platforms.

    1. Maximize the spread. In addition to Google Play, there is Amazon and about 30 android application stores.
    2. Bundles. Bundle sites sell great small paid games, collecting them in one pack. I hope everyone at least heard about the Humble Bundle and its successes. But he is not so alone.
    3. Sites with daily discounts. Sales do not help much, but they can slightly increase downloads.
    4. Look for non-standard ways that people would know about you. For example, the creator of Ridiculous Fishing raised a big buzz in the media when they learned that they redirected users from a Twitch account to their online store and attracted a lot of attention.
    5. Forums and pirates. If for Paid games they are death, then for f2p games pirates are ideal distributors if the game is really good.

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