Google IO ’17 and Android O – Better Tools & A New Language

Posted May 23, 2017

Last week, Google ran through their vision for the next year. The show included highlights from all the various Google teams, including promising demos from the Google Pictures, AR/VR, and YouTube groups. While improvements to Google Assistant (including an iPhone release!) and the introduction of Google Lens are exciting for the consumer, it’s the developer…

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With the Switch, Nintendo Embraces Mobility & Mobile

Posted Mar 10, 2017

Last week, Nintendo launched the Switch, the hotly anticipated hybrid console designed for both traditional TV play when plugged in, and on-the-go gaming in tablet form. Nintendo certainly isn’t playing by its old rules anymore. Will the Switch cannibalize time from mobile apps? Is Zelda more engaging than any given mobile title? Switching it Up…

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With iOS 10.3, a 32-Bit Deadline Looms

Posted Feb 7, 2017

Developers who installed the most recent iOS 10.3 beta were greeted with a warning when launching some older apps. The latest version of Apple’s operating system pops up a message when 32-bit apps are launched saying, “This app will not work with future versions of iOS.” The message continues; “The developer of this app needs…

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Taking Advantage of the Latest iPhone Hardware and More

Posted Sep 8, 2016

Apple introduced its annual refresh of the iPhone this week, at a special event at the Bill Graham Civic Auditorium in San Francisco. In addition to the new iPhone 7, Apple also introduced the Apple Watch Series 2, announced the release date for iOS 10, and surprising everyone, an iOS-first infinite runner Super Mario title…

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WWDC Results vs. Android’s Growing Market Share

Posted Jun 16, 2016

At Apple’s World Wide Developer Conference (WWDC) Monday, the company announced that the App Store has grown to 2 million apps, with 130 billion total downloads, and nearly $50 billion paid to developers. Those are incredible numbers, but what do they mean? This time last year, Apple announced 100 billion downloads, and $30 billion paid to developers. Normally…

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Captivating the Senses: How Haptic Ads Improve Engagement

Posted Jun 9, 2016

Last year, we partnered with Immersion Technology to offer haptic-enabled video campaigns. Since then, quite a few brands and app marketers have leveraged the technology to captivate and engage mobile users. This morning, our parent company Opera Mediaworks unveiled the results of a few of these campaigns. The results? Long story short, adding haptic feedback to mobile…

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Taking Advantage of Apple’s Shorter Approval Process

Posted May 26, 2016

Apple has always had a bit of an issue with review times in the eyes of many developers. A major inconvenience but a fact of life has been the sometimes very lengthy review process. Luckily, relief is here. Last month, Apple made some major changes to its app review policy. Now that the numbers are…

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Apple’s Slow Quarter is Good News for Publishers

Posted May 5, 2016

Apple’s disappointing earnings call last week has already generated a lot of discussion in the industry. For the first time in 13 years, Apple saw its revenues decline, mostly due to slower iPhone and iPad shipments. Apple’s stock prices took an appropriate and expected dip as well. The silver lining to the bad news for shareholders is that…

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Clash Royale – Supercell’s New King of Engagement

Posted Apr 21, 2016

Supercell has another $1 billion mobile hit on its hands with Clash Royale. After taking the world by storm with Clash of Clans, including a $9 million Super Bowl 50 ad starring Liam Neeson, Supercell has once again proven its near-perfect understanding of user behavior and what it takes to keep users engaged long-term. With Clash Royale, Supercell blended elements of multiplayer…

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