Showing posts with label apps. Show all posts
Showing posts with label apps. Show all posts

Monday, August 26, 2013

Trends in Local Media News App Use

Mobile is booming.  Half of U.S. adults have smartphones, and 1 in 4 have installed an app from a local media source.  Overall, that's not an overwhelming number (yet), but its enough to get a look at how these early adopters and utilizing those apps.
StepLeader conducted a large scale survey of mobile users, and for this report looked at the roughly quarter of them that indicated that they had installed and used an app from a local media outlet on their smartphone, a tablet, or on a connected-TV.  It's not a random sample, but good enough to provide an initial look.

Local news apps were overwhelmingly on smartphones (92%), while more than a third (37%) have local news apps on tablets.  (Only 4% have them on connected TVs, but penetration of those sets remains very low).  Demographically, local news app users are well-educated (92% have at least some college) and affluent (71% reported incomes of $50K or more).  When asked their reasons for downloading a local news app, the top responses were that the apps were best for local news and for local weather.  In fact, news, weather & sports account for 97% of app interest.  The apps were used fairly consistently throughout the day (except for overnight (11pm - 6 am) and dinner time (5- 8 pm).  Some 26-36% of respondents reported using local news apps in all  of the other dayparts.  Users were also generally happy with the apps - 60% said they would be Likely or Very Likely to recommend the app to others.

Despite this use, local news app users indicate that local TV broadcast news remains their primary choice for getting local news and information.  In what's got to be a disappointment for traditional newspapers, more of the sample identified local newspaper websites (7%) than local print newspapers (6%) as their primary news choice.  Breaking these down by age, the proportion citing local TV news broadcasts as their primary source increased over age groups - only a third of the 18-29 age group cited broadcasts as their primary source, while 62% of those 60 or older did.  Online sources, apps or websites, trended in the other direction, being cited more frequently by younger respondents.

The survey also asked how frequently respondents used various local media sources.  Here, the proportion that accessed that outlet every day was only slightly higher for local newscasts (36%) than it was for local news apps (32%).  The proportion of occasional users (2 - 5 days a week) were slightly higher for local news apps (10-14%) than for local news broadcasts (8-11%).

Now for the bad news for local news outlets - 82% said they would not be willing to pay for local news apps (primarily because its available free on other outlets, and/or available elsewhere).  Only 4% expressed a willingness to pay (but two-thirds were willing to pay only $1.99 or less).  The other 14% said they might be willing to pay if the app offered something valuable - like no ads (29%), or unique content (63%).  In addition, only 11.9% reported relying only on a local news app rather than also using national or international news apps - and thus faces competition.  The news apps most frequently reported were CNN (40%), Fox News (33.4%), Yahoo News (32.3%), USA Today (22.0%), NY Times (18.2%), and the BBC (16.8%).

Source -  Local Media App Trends, Summer 2013: Survey of Local Media App Users,  StepLeader report.

Tuesday, March 19, 2013

Apps rule! (among users)

A new study of more than 3500 smartphone and tablet users around the globe has found an overwhelming preference for using dedicated apps, rather than mobile websites, for information.
Some 85% of the survey's respondents preferred using apps, citing their speed, convenience, and ease of use.  The study found that people spend an average of almost 2 hours a daily with apps, twice the time they spent with apps a couple of years ago.  Those factors help explain why global app store revenues are expected to reach $25 million this year (a 62% increase).
  Happiness with apps isn't uniform, however.  Two-thirds of respondents indicated that they had a bad app experience - the app crashed, froze, or returned an error message.  Almost half (47%) had experienced slow launch times, and 40% have tried an app that failed to even open.  Users weren't very tolerant of problematic apps - 79% said they'd try an app that failed initially only one or two times before deleting it.
  Finally, the study found that app ratings were very influential when looking at apps.  84% said user ratings posted in app stores were an important component in their decision whether or not to try the app.

Source -  Speed Wins: Users Favor Apps Over MobileOnlineMediaDaily

Thursday, March 14, 2013

CBS takes shows mobile

CBS has released an app for Apple mobile devices (using iOS) that will provide direct access to current network programming.  (The network indicates that Android and Windows 8 versions are in the works).
  The free (but ad-supported) app allows users to watch full shows streamed in HD, and includes live social feeds for fans to chat with one another.  The network indicated that most daytime and late-night programming will be available within 24 hours of initial broadcast, but prime-time programs will normally be available only after 8 days.  It also seems that for now, at least, not all programs will be available through the app.

Source -  CBS holds Big Bang Theory, The Mentalist from iPad app, FierceCable

Tuesday, December 4, 2012

BI's Future of Digital - Mobile

Last, but not least among the areas covered by the BI Intelligence slide show at the IGNITION: Future of Digital conference last week is the Mobile sector.  Here's some highlights -

 As pointed out in my initial post - mobile is booming.  The explosive growth is driven by two complementary trends - the expansion of broadband networks (especially wireless broadband), and technology going "tiny."
  By "tiny", I'm talking about the continued miniturazation of digital devices - we've gone from mainframes filling a large room, to desktop minicomputers, to lug-able portables and laptops.  Now, smartphones and tablets offer more speed and processing power than mainframes, combined with screens and batteries capable of providing a day's service on the move.  And as with everything digital, capabilities continue to grow even as prices drop.  Today, mobile devices are outselling desktops and laptops, offering personal connectivity and 24/7 net access wherever service is available.
  Broadband Internet access is poised for explosive growth.  With fiber replacing coax in terrestrial fixed networks, telecomm operators have been able to offer high-speed (high-bandwidth) digital connections to users.  As the fiber infrastructure extended closer to the home, the bandwidth available to users increased.  Now, the definition of "broadband" (i.e. available bandwidth or data transmission speed) varies a great deal - one international standards group set a minimum speed for "broadband" of 1.5 Mbs, but the latest FCC report on broadband diffusion in the U.S. looked at services offering speeds from 1 Mbps to 50 Mbps.  In the meantime, Gigabit broadband networks (1 Gbps, or 1000Mbps) are being tested in Kansas City (Google) and Chattanooga, TN (provided by local power utility).
  Still, what's driving the rapid expansion of mobile isn't coming from the fixed networks, but the rise and growth of wireless broadband.  Wireless broadband began with local Wifi hubs bringing broadband capabilities to mobile devices - but with very restricted range per hub.  (Wifi "N" standard can reach 300 Mbps).  Meanwhile, wireless telecomm operators have been making inroads in their ability to handle data services.  3G wireless networks can offer data access speeds approaching the low end of what's considered broadband speeds - depending on which system/standard being used, 3G can offer speeds up to 14-16 Mbps (shared).  Like Wifi, though, the available bandwidth is shared by however many users are downloading through the local hub/tower.  The big gain in this sector will come with the transition to 4G services.  As before, there are multiple technologies and standards falling under the 4G umbrella, but they all offer data speeds between 20 Mbps up to 300 Mbps (and one claims that data speeds can reach 1 Gbps under ideal conditions). Other wireless broadband networks are being discussed, from interconnected Wifi networks to wholly data wireless services in newly available areas of radio spectrum, that could expand access and bandwidth.
  There's extensive diffusion of fixed telecomm networks offering  broadband in industrialized areas - but terrestrial networks remain costly, which limits their viability in rural areas and poorer countries.  The explosion of cellular provides a much cheaper option for bringing Internet connectivity and data services in those areas.  Already 90% of the world's population live in 2G service areas, and thus have Internet access with "smart" mobile devices.  Global mobile penetration hit 87% early this year.  As for broadband, almost half (45%) the world's people live in areas with 3G service that currently provides low-end broadband access, and Ericsson is predicting that half of the people of the world will have 4G access within five years (85% will have 3G service).
  Studies are showing that people are adopting connected mobile devices (i.e. smartphones and tablets) and using them for a lot more than talking to people.  Mobile users are increasingly using their devices to access a wide range of content and programming - and doing so while they also use traditional media content formats.
  Around 40% of smartphone owners report using their devices while watching TV on a daily basis, more than 60% do so at least several times a week, and about 85% report multitasking at least monthly.

  They're also beginning to show that mobile devices are impacting traditional media habits and usage patterns.  Streaming music listening is shifting to mobile: 70% of Pandora listening goes through mobile devices, 55% of music listening via Twitter is on mobile, as is a third of music listening through Facebook. A recent study by NPD Group (see this post) suggested that people are increasingly listening to Internet radio or other streamed music services - and that listening through personal mobile devices is replacing listening to music on physical discs.
  Mobile's also starting to impact news consumption (see this post), watching recorded online videos and TV programming (check here); watching live events); and magazine reading.  Not only are tablets emerging as viable alternative for media consumption, their ability to expand access and consumption options are starting to change long-established traditional media behaviors.

  Still, the preeminent concern is whether content and online service providers can benefit financially from the shift to mobile devices.  Research suggests that mobile users can and will pay for content read and viewed through mobile devices.  In the U.S. more than half of mobile users report that they've paid for books, movies, and music consumed through personal media devices.  Other research suggests that tablets, in particular, are becoming the preferred medium for consuming online content.
  As for the advertising potential of mobile devices, that's emerging - although at this point it's not seen as competitive (the screen's too small, the audience too fragmented, etc.)  While the effective CPM (cost per thousand exposures) for online ads going through desktops is around $3.50, but averages $0.75 for online ads delivered through mobile devices.  Mobile online advertising is also going primarily to web portals (Google gets over 60%).  Still, mobile online advertising market is in its early stages, and should grow rapidly.

While online advertising will grow, for mobile as well as generally, for now the dominant mechanism for monetizing mobile lies in apps.  Apps are dominating mobile device use, and are generating significant revenue growth.
  Apps also have a variety of ways that they can generate revenues.  Money can come from purchasing the app outright, and it can also come from in-app commerce (advertising, or purchasing upgrades or special content/features).  How big is in-app commerce?  Two-thirds of the top-grossing iPhone apps actually generate all of their revenue though in-app commerce.  That is, they're free to download apps that make money from people's continued use of the app.  In-app commerce is widely used in iPhone and Android apps (93% of top 100 iPhone apps include in-app commerce features).
  At this point, Apple's iOS platform is dominating mobile revenues, accounting for three quarters of app revenues in 2011, and around 70% of Ecommerce-related traffic from mobile devices.  However, the latest rounds of Android OS smartphones and tablets are matching Apple's technical capabilities at lower price points, and are beginning to eat into Apple's share of device OS for smartphones (Android has already overtaken Apple in this segment) and tablets (Apple still dominates, but Android is overtaking).  Eventually, the revenues will follow the leading OS/device pairings.

  So is mobile real? Here's one last slide illustrating the growth in sales of mobile devices.

Certainly looks like connected mobile has a future.

Source - The Future of Digital [Slide Deck],  Business Insider


Tuesday, November 20, 2012

Does the world really need an app for that?

For fun (and/or outrage" - 2012's most inappropriate iOS, Android apps (from FierceMobileContent blog)

HoboHunt - After 5 rejections from Apple for excessive offensiveness, it was ported to Android.  The game calls for players to stalk the homeless, take their pictures, and overlay those with crosshairs and weapons - before sharing them online.  Claimed to "raise awareness of homeless issues."

iScab -  the goal of this game is for players to pick at sores as they randomly appear on a patch of virtual skin.  Picked scabs get deposited in the jar and starts a new round of itching, scabbing, picking, etc.  If you're good enough, you can collect "special scabs."

Poo Blaster challenges gamers to clean a series of befouled toilets by directing a virtual stream of urine at the polluted areas of porcelain.

Read more: 'Poo Blaster' - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/poo-blaster-most-inappropriate-ios-android-apps-2012#ixzz2CnAbpzWJ
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PooBlaster - The gameplay's a little tougher - you have to clean disgustingly dirty toilets by directing a "virtual stream of urine" at the messes.  (Or should that be a "stream of virtual urine"?).  The makers tout this app as a "simulation of how men clean toilets."



Gayometer Pro - from the app's Google Pay page: "Ever wonder if you or someone you know is gay, but aren't quite sure? ...With the patented technology behind our new Gayometer, you can, with the click of a button, know for a fact which team anyone plays for!"
All in fun, of course.


Need I really go on?

Source  -  The most inappropriate iOS, Android apps of 2012FierceMobileContent
Ever wondered if you or someone you know is gay, but aren't quite sure?

Read more: Gayometer Pro - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/gayometer-pro-most-inappropriate-ios-android-apps-2012#ixzz2CnEweq8P
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"Ever wondered if you or someone you know is gay, but aren't quite sure?"

Read more: Gayometer Pro - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/gayometer-pro-most-inappropriate-ios-android-apps-2012#ixzz2CnElmOOj
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"Ever wondered if you or someone you know is gay, but aren't quite sure?"

Read more: Gayometer Pro - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/gayometer-pro-most-inappropriate-ios-android-apps-2012#ixzz2CnElmOOj
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Poo Blaster challenges gamers to clean a series of befouled toilets by directing a virtual stream of urine at the polluted areas of porcelain.

Read more: 'Poo Blaster' - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/poo-blaster-most-inappropriate-ios-android-apps-2012#ixzz2CnAbpzWJ
Subscribe: http://www.fiercemobilecontent.com/signup?sourceform=Viral-Tynt-FierceMobileContent-FierceMobileContent
Poo Blaster challenges gamers to clean a series of befouled toilets by directing a virtual stream of urine at the polluted areas of porcelain.

Read more: 'Poo Blaster' - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/poo-blaster-most-inappropriate-ios-android-apps-2012#ixzz2CnAbpzWJ
Subscribe: http://www.fiercemobilecontent.com/signup?sourceform=Viral-Tynt-FierceMobileContent-FierceMobileContent
Poo Blaster challenges gamers to clean a series of befouled toilets by directing a virtual stream of urine at the polluted areas of porcelain.

Read more: 'Poo Blaster' - most inappropriate iOS, Android apps of 2012 - FierceMobileContent http://www.fiercemobilecontent.com/special-reports/poo-blaster-most-inappropriate-ios-android-apps-2012#ixzz2CnAbpzWJ
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Sunday, November 11, 2012

Apps & Personal Data - Android, Not So Good

Two recent research reports are raising questions about just how much free apps are costing you - in terms of personal & private data.  Android apps in particular.
  The Bit9 study, found that more than a quarter of Android apps access personal data such as contacts and email, while 42% get GPS information, 31% access phone calls and phone numbers, and 9% could cost you money (mostly through premium SMS text message charges) - and not always with your permission.
"What's interesting about the mobile world is that [risky] apps aren't always malicious," Bit9's Sverdlove says.  In a (mobile-friendly) enterprise, the key is apps with access to potentially sensitive information could be exposed or abused, he says.
  Juniper Networks looked at 1.7 million apps available through Google Play,  They found that free apps were four times more likely to track locations than paid apps, and more than three times more likely to access user address books and contacts.
"It's OK for a free app to check location if they want to advertise. That's reasonable. But what's not is not being transparent and clear [about necessary permissions], and not providing the end user with really good data to make decisions" on whether to download the app, (Juniper's Dan Hoffman) says.
Juniper found that almost 7% of free apps can access address books, 2.6% can send text messages without the user knowing, 6.4% can make calls, and 5.5% can access the device's camera.  And only a small fraction of the apps actually used the personal data they collected to target third-party ads.
  Juniper also found that the worst offenders were cards and casino games apps (84% of those apps can use the device's camera, and 85% can text) and racing apps (99% can send SMS texts, 95% can place phone calls).

The full Juniper report is available here, and the full Bit9 study, here. 

Source -  More Than 25% Of Android Apps Know Too Much About You,  DarkReading

Saturday, November 3, 2012

App (OS) Battle Update: Google Improves

Google recently announced that 700,000 apps are available for its Android mobile OS, roughly the same number currently available for Apple's iOS platform.
  Despite the growth in app availability, app developers continue to earn less sales from the Google Play storefront than the get from Apple or Amazon's app stores.  Research from earlier this year found that for every $1 generated on Apple's App Store, Amazon drives $0.89, and Google Play $0.23.  The difference in returned value is leading some app developers to reconsider where to focus their efforts.  A survey of app developers found less than two-thirds expressed a strong interest in developing Android tablet apps, while 83% were very interested in developing iPad apps.
  The early concerns about the Google Play store and developing apps for Android tablets contributed to Google's efforts to offer an App Development portal and Tablet App Quality Checklist as ways to help and support Android app development.  Google's also tried to minimize the sales return differential by facilitating in-app purchases, and noting that about half of Android app revenues come from in-app sales and services.

Source -  Google catches up to Apple with 700K apps for AndroidFierceMobileContent

Thursday, November 1, 2012

Milestone: Pulse newsreader app

The folks at Pulse, a newsreader app available for both iOS and Android mobile platforms, announced that they've now delivered more than 4 billion news stories to their readers.
  Pulse says that it adds some 40,000 new users daily, and distributes more than 10 million stories a day to its users - while also collecting a lot of information about news reading preferences and practices.
  Pulse cofounder Akshay Kothari hopes to now share that information with news outlets - and their readers.
Over the last two and a half years, we have witnessed a pretty interesting shift in how people consume news. Gone are the days when we would only read the morning newspaper or watch the evening news. Today, people check news every few hours. They are always connected. In the last year, we started to convert this data into information. Every time we launch a new feature, we can look at data to figure out how we did. Every time a new publisher joins us, they get a dashboard of all their activity. Slowly, but steadily, we learned more and more about our users. With Pulse insights, we are sharing this with the world, hoping that this project will benefit the entire ecosystem of news publishing.
  The hope is that the Pulse can help drive online news consumption, while Pulse Insights can help online news publishers better understand who's consuming their content, and how it's being used.  Not all news outlets were initially supportive - the NY Times initially tried to get the app dropped from Apple's App Store, before wiser and cooler heads realized the app was driving readers to the NYTimes website and was likely to have a positive impact on online subscriptions.

I'm looking forward to the first of these Pulse Insights.

Source -  Pulse founders prep for next step of delivering news to millions (interview)VentureBeat.com

Monday, October 15, 2012

New Life for Phone Booths

In New York, City24x7 is turning old phone booths into Information HotSpots.  Replacing the old landline phone is a large net-connected touchscreen and free Wi-Fi hotspot.  The screen displays real-time information about what's happening nearby - local news, transportation info, reviews of local merchants, bars & restaurants, warnings of weather or environmental hazards and through WiFi, notify authorities of emergencies.  Eventually they want to add Skype functionality
"We’re trying to use technology and new social media to inform, project, and revitalize cities," says City24x7 CEO Tom Touchet.
City24x7 is currently finishing a pilot test in New York, which successfully integrated existing apps social input into a screen that provides information "tailored to your exact location and available in one place."  The pilot also generated a lot of interest from potential advertisers, who can use the displays to send out highly targeted messages.  Soon, the company hopes to install 250 SmartScreens throughout New York, and is already talking about expanding the service to some 20 other cities around the globe.  Once out of pilot status, cities will receive about a third of revenues generated by the screens.

Source -  Turning Old Phone Booths Into Digital Information Hubs, FastCompany Co-Exist

Tuesday, September 11, 2012

Instagram Gaining on Facebook

Distimo, an app analytics firm, has released a study showing that social networking apps are the fastest-growing category of mobile apps. Social apps on the iPhone, for example, have grown 193% over the last two years, compared to a 43% average growth for the top 100 popular apps.
  While Facebook still dominates, Distimo's definition of social apps includes a range of communication, media, and location-based services, and many of the new apps are gaining ground on Facebook, particularly outside the U.S.  Instagram has quickly grown to become the second most popular app globally - and last month it was the most downloaded app in the 10 largest markets the firm tracks.  In Asia, Line has replaced Facebook as the most downloaded app in Japan, Taiwan, and Singapore; WeChat dominates downloads in China and Hong Kong; and KakaoTalk was tops in Korea. Free calling service Viber surpassed Facebook as the most downloaded app in Spain and Australia.
  In addition, Ben Shachter, an analyst at Macquarie Securities shared some results of interviews with a panel of youg Facebook and Instagram users.  He found that they all became active Instagram users within the last year, and most indicated that while the still use Facebook, they expect to use it less in the future.  Part of that may be a result of a shift in their perception of the value of Facebook - less valued as direct social medium, while increasingly valued as an aggregator of all of their social connections.  Many also indicated that they were turned off by some of Facebook's newer features.  They found the Timeline feature, in particular,  too convoluted and "creepy."
Instagram was favored by the group as the best option “to capture a moment, highlights of my day,” and, counterintuitively, since most of their Facebook friends are not on the photo-sharing service. That suggests people are looking for ways to reach smaller groups of “real” friends, with females seemingly more drawn to Instagram than males. In addition to Instagram, people are also turning to social platforms like Tumblr, Pinterest, SnapChat, and Path as Facebook replacements.
As of July, Instragram had 22.7 million users - up 38% from the previous month.  It's got a ways to go to match Facebook's 955 million registered users (as of July), of whom 552 million log in daily.  And with Facebook's acquisition of Instagram, Facebook wins anyway.

Sources -  Rival Social Apps Chip At Facebook's DominanceOnlineMediaDaily
Instagram Gaining Griound on FacebookOnlineMediaDaily

Monday, September 10, 2012

Apple joins Music Streaming market

The Wall Street Journal is reporting that Apple is planning to offer a digital music streaming service to compete with Pandora and other online streaming services.  The service is said to include customized listening and on-demand options.
  At this point, Apple is still negotiating terms for digital music streaming rights directly with music publishers.  Pandora recently broke off negotiations with publishers, falling back on the default licensing rates determined by the Feds.  Apple seems to be counting on its long relationships with publishers established with the introduction and growth of iTunes music market to negotiate a wider set of streaming rights that could allow Apple's proposed service more options in terms of how listeners could interact with the service and use the music.  Such a move would likely increase royalties payments, but being able to offer a wider range of listening options than other streamers could also give Apple a competitive advantage - something that a late entrant into the market needs.
  The WSJ article was unclear on what kind of business model Apple hopes to use, or even if the service was developed primarily as a separate profit center, or as a means to expand Apple-branded apps for their mobile devices.  What is clear is that the digital audio streaming market is expanding rapidly - Pandora has 150 million registered users, Spotify reports 33+ million users, and Clear Channel's iHeartRadio pulls in some 45 million listeners a month.  If Apple does develop a pre-installed audio streaming app (especially as part of an OS upgrade), it will very quickly have access to millions of potential listeners - and if it offers better, or more, listening options, Apple could quickly become a major player in this growing market.

Source -  Apple Plans Digital Radio ServiceOnline Media Daily

Wednesday, August 29, 2012

Milestone: Flipboard passes 20 Million, Adds Video

Flipboard is a tablet must-have app - it's a combination content aggregator and specialized display system that sets the standard for online magazine/print content display on touch-screen tablets.Flipbook lets you choose to integrate content from multiple content platforms and social networks to create individualized online "social magazine."
Flipboard first launched on Apple's iPad in July 2010. Two years later, the app now boasts 20 million total users and 1.5 million daily users, adding a new user every second of the day. In addition, Flipboard averages 86 minutes per user per month, generating 3 billion page flips every 30 days.
Flipboard currently can access content from more than 2000 content partners, including a number of major news outlets (The New York Times, the Associated Press, ABC News, CBS News, and NPR).  It's also expanded to Android-based mobile platforms.
  And it's now adding video pages powered by YouTube channels, including channels focusing on music, fashion, cooking, science, news, and one featuring "Influencers."

If you don't have Flipboard on your mobile device, you're missing out on something special.

Source -  Flipboard unveils curated mobile video features, tops 20M usersFierce Mobile Content

Friday, August 24, 2012

Online piracy - and enforcement - hits apps

It was bound to happen at some point, given the rapid diffusion of smartphones and tablets, and the popularity of apps.
  The U.S. Justice Departments IP Task Force, in conjunction with French and Dutch authorities have seized three website domains for allegedly trafficking in pirated Android apps.  What happens with a domain seizure is that U.S. authorities work with Internet domain name servers to block access to the websites (replacing original content with a home page announcing the seizure), and where they can, they also seize website content on the servers that host them and try to arrest the site operators.  However, due to the nature of the Internet, site owners and operators are often outside US jurisdiction, or are hidden behind layers of fake names or companies.  Domain seizures have had a somewhat mixed record in terms of actually doing anything to slow down piracy or trafficking in counterfeit goods, and have at time seized websites in error.
  Still, this seems to be the first anti-piracy action directed at the unauthorized copying and sale of apps.  App developers have been worried for some time about the potential piracy of Android apps.
A 2011 survey of 75 Android developers by the Yankee Group and Skyhook Wireless found that more than half believed Google wasn't doing enough to prevent app piracy. Last month, developer Matt Gemmell also laid the blame at Google's feet: "People pirate Android apps because it's easy."
Google has implemented some additional security and encryption measures in newer Android licensing system and for apps sold through Google Play, but developers are concerned that these efforts aren't extended to all app developers and purchase platforms.  There is also some concern over whether Google's measures will be sufficiently hamper piracy and unauthorized copying of their apps.

Source -  Android App Piracy Leads Feds To Seize Websites,  Information Week

Monday, August 20, 2012

SideNote - Top Apps for Back to School

Fierce Mobile Content has a post on Top "Back-to-School" apps for both iOS and Android mobile devices.  Its aimed at primary and secondary education, but includes a couple of interest to University educators and even media professionals.

  • DropBox - A cloud storage to share your files across devices, or with other users.  And it's free for low-volume users.
  • AT&T Translator - a free real-time translator for your mobile devices.  For now, covers the following languages: English, Spanish, German, French, Japanese, and Chinese).
    AT&T Translator marks a new milestone in how quickly speech technology is progressing in mobile. While there are hundreds of apps that translate text from one language to another, they can be time-consume and tedious. AT&T Translator, developed through AT&T Labs on AT&T's Watson platform, identifies languages automatically, saving the user from having to manually input this information. AT&T has stated it is working to add additional languages to the app.
Source -  Best Back to School Apps for iOS, Android,  Fierce Mobile Content

Friday, August 3, 2012

Milestones: A Million for Viggle

Viggle is a "TV check-in" mobile app that has accumulated a million registered users since its launch last January.  If you're a two-screen TV viewer, you can use Viggle while you're watching to "check-in" and verify your TV watching habits - and have that record of viewing earn rewards.  Viggle uses your mobile device to identify the program you're currently watching, and if it's on one of more than 140 channels registered with Viggle, it notes your viewing activity.  Watch long enough and you can earn points that can earn a variety of awards.  Points can also be earned while watching certain video clips, playing games, or participating interactively with trivia games and live polls associated with some programs.  There is also a suite of social media options, whose use may also generate points for viewers.
To date, Viggle users have checked in to more than 63 million TV shows and, on average, spend 86 minutes per session within the app, according to the startup. Points have been redeemed 905,000 times for items including movie tickets, music, and gift cards through Best Buy, Amazon, Fandango, Hulu Plus, iTunes, and others.
  Viggle gets paid by networks, program producers, and advertisers for "check-ins", and has a second potential revenue stream from its ability to collect individualized viewing records. It's also recently released a developer kit that can allow networks and program producers to develop program-specific widgets that would allow viewers to interact with programs and other viewers in real-time - engaging viewers and audiences.  Viggle indicated that such third party widgets could also be used to generate revenues.

Source -  TV App Viggle Hits 1M Users,  MediaPostRaw blog

Sunday, April 29, 2012

Apps dropping Blackberry

Post contributed by Brittany Schumacher -

Visual Voicemail, a popular application that allows you to see your messages and choose which ones you want to listen to or delete instead of your voicemail dictating that for you, has decided to leave Blackberry behind. 
  YouMail, the company that owns visual voicemail, announced the decision in a blogpost, also revealing that it was a bittersweet decision as Blackberry brought the company their first million users and started their company's success. Which is no small feat as the application currently sits in the top-10 of Blackberry's "productivity" category of applications. The change comes as YouMail is finding that their number of Blackberry users has dropped below the number of Windows Phone 7 users, which is an application they do not even put out themselves. 
  As Android and Apple continue to generate and rapidly grow in numbers, the company has decided it is the best move for them to make. Other issues have risen between the compatibility  between the two companies as the platform for the software only took 2-3 days to build for Android and iPhone, but 2-3 weeks for the Blackberry. This is only another hit for the phone company on the tail of a gradual decline since the boost in sales of Android phones, while iPhone users have been on a rise for years. The expansion of the iPhone to other phone service companies, such as Verizon, have also been attributed to the falling in sales of Blackberry. 
  The CEO for YouMail, Alex Quilici stated, "We're all rooting for BlackBerry over here," he said. "IPhone was a success because it was different and cool, while Android got attention for being largely free and open. I hope RIM finds something like that to differentiate itself."

Monday, April 16, 2012

The surprising draw of 'Draw Something'


Post submitted by Reanna Mortensen

  Many smart phone users are utilizing an application called Draw Something. This game, which has the same play at your own pace as Words with Friends, is a mix of Pictionary and a bit of Hangman. It was developed by OMGPop and has 35 million users after only being released for two months.
   The game is played with two players. It can be connected to a social network to find other people you know that play the game. However, random games can be created also. Instead of competing against each other, the two players must work together to draw pictures. At the beginning of each round, one player is given three different words to choose to draw, from easy to hard. They must then doodle whatever word they chose. The other player has to guess the word using the letters they are given. If the word is guessed correctly, then both players are awarded coins based on the difficulty of the word. This cycle continues. The user of the application can have many games going at once. Sometimes easy words such as pizza or phone come up, but there are also harder ones to illustrate such as Adele or Twitter. The correct clues must be given for the other player to be able to guess the word.
    It seems that this app is so popular because it is leisurely. Also, there are no other games like it out there. One must have a phone with a touch screen to be able to draw the pictures with their finger or stylus.


Friday, April 13, 2012

Taking Magazines Mobile - a first step

Post contributed by Nicholas Belitz -


Magazines ON-Demand
  There is a new way to read your favorite magazines. A new service was launched in the first week of April, this service is called Next Issue Media. There is a new app available to Android users running Honeycomb, the iPad version is still in the works according to tech news site Gizmodo. The app is free, but it requires a subscription that ranges from $10 t0 $15 depending on whether the readers want access to weekly magazines or just want monthly magazines. There are 35 titles available now including “Popular Mechanics” and “Car and Driver”. There are more titles that are expected to become available in the coming weeks. The subscription includes unlimited access to as many magazines as users want.
"You download the Next Issue Media reader once, and all the magazines will be presented there in single format," Morgan Guenther, CEO of Next Issue Media said. "We think we'll have a compelling proposition."
Source:  Major Publishing Consortium Ready to Launch "Hulu for Magazines," Gizmodo

BJB -  This is more than an app, but a new marketing strategy - instead of paying for individual issues or magazine subscriptions, subscribers would pay a monthly fee for access to a range of magazines offered by a number of different publishers.  The move from sales to bundled access is new to the magazine industry as well as magazine readers.  It's an interesting extension of the rights-locker / Cloud approach and coming at a time when print magazines are exploring their digital options.  Still, for now, the app is available only on one operating system, and it's not the one that dominates the tablet market - so it's potential as a transformative application seems limited at this point. 

Tuesday, April 10, 2012

Instagram For Android

Post contributed by Sheena Hunley -


It has been 17 months since Instagram was introduced on the iOS; finally the wait for the Android version is over. The popular app is now available from Google Play for Android smartphones versions 2.2 or later. However, it is not readily available on Android tablets.
  Since the app was introduced, it has been a popular tool of many iPhone photographers, with
30 million registered users and 1 billion photo downloads with the iPhone app alone. The
company expressed in a press release that the Android version would emulate that of the iOS.
However, slight differences have surfaced. There are a few features that are unavailable: Tilt
Shift/Blur, Share from Feed and Live Preview. 
  Instagram co-founder Kevin Systrom says themissing features are due to trying to get the product out faster for Android users- omitting features that were least used by the iOS consumers. For example, live preview was only used by1 percent of all posters. But if you are an Android user who enjoys these features, don't worry.According to Instagram, feature updates will eventually workout the differences between the two
versions.
 Since the app has reached the Android market, it has already received stellar reviews in Google Play- reaching 3,000 5-star rankings. Overall, this is an efficient tool for some photographers to share camera phone shots. 

Source - Press Release, from Instagram

BJB- Added link to press release and did some minor editing and formatting.

Sunday, February 19, 2012

App-y New Year

The rise of apps as a significant revenue source continued in 2011, and seems headed for even more explosive growth this year.  The App Annie blog highlights 7 key trends in a creative new inforgraphic, Rise of the Planet of the Apps.
  1. East Asia - Land of the Rising Downloads - 2011 saw almost a three-fold increase in app downloads in China, and a 187% increase in app revenue.  In Japan, downloads doubled in number, with an 88% increase in revenues.  Look for international publishers to raise their game in understanding localization
  2. Norway - Planet of big money downloads.  Norway leads in generating an average of $0.37 per download (vs. average $.04 per app in China).  With only a loose correlation between GDP per capita and revenues per app, one needs to look at other factors, like smartphone penetration and local currency support.
  3. Biggest prize money in the US (and Japan).  The top-grossing app in the US hauls in 10x the revenue of China's top app.  On the other hand, the top grosser in Japan brings in revenues close to (90% of) the US top grosser, despite having only 1/6 the number of smartphone users.
  4. In-App Purchase (IAP) revenues skyrocket.  At the start of the year, the top apps with IAP and those without were generating roughly the same revenues.  By the end of the year, apps with IAP were monetizing more than twice as much
  5. Taking Flight - Growth of iPad downloads.  Downloads for iPads grew 200% in 2011, compared to 70% for iPhones.  Data suggests both notebook and smartphone users will convert to tablets.
  6. iPad - A significant slice of the iOS pie -  Revenues on iOS platforms currently split 30% for iPad, and 70% combined for iPhone and iTouch.
  7. iPad - double the dollar sunshine.  The iPad has a bit more than twice the number of pixels as the iPhone, but is generating an average of 2.4x more revenue per download.  This suggests that there may be differences in how the two devices are used, and/or a willingness to purchase more expensive downloads for tablet use.  It also suggests app design and development should go beyond scaling up image resolutions.
The rise of the digital network and the growth of new media forms and formats have left many traditional media outlets searching for new revenues, new ways of monetizing the content and/or services they provide to audiences.  There appears to be a significant and growing market in apps for mobile devices - a market that can be entered relatively easily and cheaply.  It may not work for all media outlets, or replace lost revenues entirely, but the app market certainly seems to be worth exploring.

Source -  Infographic: The Rise of the Planet of the AppsAppAnnie.com