Skip navigation

Tag Archives: app-store

Apple is celebrating International Women’s Day with a full month of events across its retail stores, App Store and other platforms, including Apple TV, plus its Apple Books and Apple Podcasts applications. In March, Apple’s retail stores will host more than 5,000 “She Creates”-branded sessions as part of its “Today at Apple” event series focused on highlighting female leaders, artists, entrepreneurs and creators.

More than 100 sessions in select stores will be led by notable women, including co-chair of the Women’s March Linda Sarsour, as well as musicians Meghan Trainor and Victoria Monét and designer Carla Fernández. Two new sessions featuring the music of Alicia Keys are also now available, including a Music Lab where participants deconstruct her song “Underdog” and remix their own version with GarageBand.

In addition, a new Art Lab session called “Playful Portraits” will draw inspiration from three female artists from New York (artist Jade Purple Brown), Tokyo (illustrator Niky Roehreke) and Warsaw (illustrator Jula Borzucka). In these, participants will transform everyday photos into art using patterns, stickers and colors using the third-party Procreate app on iPad Pro.

Elsewhere across Apple’s platforms, the company will celebrate International Women’s Day with a variety of activities, including curated content on the App Store, Apple TV, Apple Podcasts, Apple Books and Apple Watch.

Notably, the U.S. App Store will feature an App of the Day and Game of the Day highlighting the work of female developers, designers and entrepreneurs every day during the month of March.

So far, Apple has featured titles like female-focused investing platform Ellevest, inspirational podcast network app Seneca Women and female-founded political donations tracker Goods Unite Us, for example. These are labeled with a “Women’s History Month” badge on the App Store’s Today tab. The App Store will also feature editorial content that celebrates women helping build apps and games.

On the Apple TV app, the company is offering an International Women’s Day round-up featuring collections that highlight women’s contributions to movies and TV, including “Bold New Voices,” “Women Directing Women,” “Rebellious Icons” and “Recent Watershed Moments in TV.” It’s also offering extended trials to Starz, BritBox, History Vault and Lifetime Movie Club, where customers can find female-focused shows and movies.

On the actual date of International Women’s Day, March 8, Apple will launch a curated collection of podcasts called “Changing the Narrative,” featuring women podcasters and shows.

Apple Books will showcase famous women’s favorite book picks, and Apple Watch users will be able to earn a special award and sticker set for Messages when they walk, run or wheelchair workout for 20 minutes or more on March 8.

Read more: https://techcrunch.com/2020/03/03/apple-stores-to-host-over-5000-female-focused-sessions-in-march-for-international-womens-day/

Welcome back to This Week in Apps, the Extra Crunch series that recaps the latest OS news, the applications they support and the money that flows through it all.

The app industry is as hot as ever, with a record 204 billion downloads in 2019 and $120 billion in consumer spending in 2019, according to App Annie’s recently released “State of Mobile” annual report. People are now spending 3 hours and 40 minutes per day using apps, rivaling TV. Apps aren’t just a way to pass idle hours — they’re a big business. In 2019, mobile-first companies had a combined $544 billion valuation, 6.5x higher than those without a mobile focus.

In this Extra Crunch series, we help you keep up with the latest news from the world of apps, delivered on a weekly basis.

This week, we look at YouTube TV’s decision to stop revenue-sharing with Apple, another mobile voting app with serious flaws, new Apple launches in coding and AR, Microsoft’s game-streaming service Project xCloud arrival on iOS and other notable app news and trends, including WhatsApp’s big 2 billion user milestone, and more.

Headlines

YouTube TV fights back against Apple’s cut of in-app subscription revenue

This week, YouTube emailed customers subscribed to its YouTube TV service by way of Apple’s in-app purchases to let them know that this subscription offering will be discontinued starting on March 13, 2020. Current subscribers will have their subscription canceled automatically on their billing date after March 13, the letter said.

This is a pretty severe way for Google to end its subscription revenue-sharing with Apple, however. Most companies that decide to shut off in-app subscriptions still continue to honor those from existing subscribers — they just stop selling to new customers. In YouTube TV’s case, it’s actually ending its relationship with all its customers on Apple devices with the hope they’ll return and resubscribe. That’s quite a risk, given that YouTube TV is not the only streaming TV service out there, and customers getting their subscription canceled may take this opportunity to shop around. The timing is also poorly thought-out, given that YouTube TV just picked up new subs following Sony’s PlayStation Vue shutdown — and now it’s kicking them out.

The move makes Google the latest company to rebel against Apple’s 30% cut of all in-app payments (which drops to 15% in year two). A growing number of app publishers are refusing to share a cut of their revenue with Apple — even saying that Apple’s decision to charge this fee is anti-competitive. For example, Spotify believes Apple’s fee makes it more difficult to compete with Apple’s built-in music service, and has raised the issue repeatedly to regulators. Netflix also stopped paying the “Apple tax” over a year ago.

Mobile voting app Voatz, used by several states, was filled with security flaws

Above: Voatz, via The NYT

Last week, we looked at how a smartphone app meant to tabulate votes from the caucuses really screwed things up in Iowa. This week, MIT researchers took a look at mobile voting app Voatz, which has been used to tally votes for federal elections in parts of West Virginia, Oregon, Utah and Washington as part of various mobile voting pilot programs. The researchers found the app was riddled with security flaws that would let attackers monitor votes or even change ballots or block them without users’ knowledge. Attackers could also create a tainted paper trail, making a reliable audit impossible — despite Voatz’s promise of using blockchain technology to increase security. One security expert, speaking to VICE, called the app “sloppy” and filled with “elementary” mistakes.

Coming on the heels of the Iowa caucus mobile voting disaster, this latest news delivers another huge blow to the promise of mobile voting in the U.S.

Read more: https://techcrunch.com/2020/02/15/this-week-in-apps-youtube-tv-cancels-apples-rev-share-more-bad-news-for-mobile-voting-whatsapp-hits-2b-users/

Apple’s decision to greenlight an app called HKmaps, which is being used by pro-democracy protestors in Hong Kong to crowdsource information about street closures and police presence, is attracting the ire of the Chinese government.

An article in Chinese state mouthpiece, China Daily, attacks the iPhone maker for reversing an earlier decision not to allow the app to be listed on the iOS App Store — claiming the app is “allowing the rioters in Hong Kong to go on violent acts” (via The Guardian).

HKmaps uses emoji to denote live police and protest activity around Hong Kong, as reported by users.

The former British colony is a special administrative region of the People’s Republic of China that’s been able to maintain certain economic and and political freedoms since reunification with China — under the one country, two systems principle. But earlier this year pro-democracy protests broke out after the Hong Kong government sought to pass legislation that would allow for extradition to mainland China. It’s policing around those on-going protests that’s being made visible on HKmaps.

The app’s developer denies the map enables illegal activity, saying its function is “for info” purposes only — to allow residents to move freely around the city by being able to avoid protest flash-points. But the Chinese government is branding it “toxic”.

“Business is business, and politics is politics. Nobody wants to drag Apple into the lingering unrest in Hong Kong. But people have reason to assume that Apple is mixing business with politics, and even illegal acts. Apple has to think about the consequences of its unwise and reckless decision,” the China Daily writer warns in a not-so-veiled threat about continued access to the Chinese market.

“Providing a gateway for ‘toxic apps’ is hurting the feelings of the Chinese people, twisting the facts of Hong Kong affairs, and against the views and principles of the Chinese people,” it goes on. “Apple and other corporations should be able to discern right from wrong. They also need to know that only the prosperity of China and China’s Hong Kong will bring them a broader and more sustainable market.”

The article takes further aim at Apple — claiming it reinstated a song which advocates for independence for Hong Kong and had previously been removed from its music store.

We’ve reached out to Apple for comment.

A few days ago the company was getting flak from the other direction as Western commentators piled on to express incredulity over its decision, at the app review stage, not to allow HKmaps on its store. The app’s developer said Apple App Store reviewers had rejected it citing the reasoning as “the app allowed users to evade law enforcement”.

Yet, as many pointed out at the time, the Google-owned Waze app literally describes its function as “avoid police” if you take the trouble to read its iOS listing. So it looked like a crystal-clear case of double standards by Cupertino. And, most awkwardly for Apple, as if the US tech giant was siding with the Chinese state against Hong Kong as concerned residents fight for their autonomy and call for democracy.

We asked Apple about its decision to reject the app at the App Store review stage last week. It did not provide any comment but a couple of days afterwards a spokesman pointed us to an “update” — where the developer tweeted that the iOS version was “Approved, comming soon!” [sic].

At the time of writing the iOS app remains available on the App Store but the episode highlights the tricky trade-offs Apple is facing by operating in the Chinese market — a choice that risks denting its reputation for highly polished corporate values.

The size of the China market is such that just “economical deceleration” can — and has — put a serious dent in Apple’s bottom line. If the company were to exit — or be ejected — from the market entirely there would be no way for it to cushion the blow for shareholders. Yet with a premium brand so bound up with ethical claims to champion and defend fundamental human rights like privacy Apple risks being pinned between a rock and a hard place as an increasingly powerful China flexes more political and economic muscle.

Wider trade tensions between the US and China are also creating further instability, causing major operating headaches for Chinese tech giant Huawei — with the Trump administration pressuring allies to freeze it out of 5G networks and leaning on US companies not to provide services to Chinese firms (leading to question marks over whether Huawei’s smartphones can continue using Google’s Android OS, and suggestions it might seek to deploy its own OS).

The going is certainly getting tougher for tech businesses working from East to West. But it also remains to be seen how sustainable Apple’s West-to-East democratic balancing act can be given heightened and escalating geopolitical tensions.

Read more: https://techcrunch.com/2019/10/09/china-attacks-apple-for-allowing-hong-kong-crowdsourced-police-activity-app/

That Apple has used its App Store to offer itself a competitive advantage is nothing new. TechCrunch and others have been reporting on this problem for years, including those times when Apple chose to display its apps in the No. 1 position on the Top Charts, for example, or when it stole some of the App Store’s best ideas for its own, banned apps that competed with iOS features or positioned its apps higher than competitors in search. Now, in the wake of antitrust investigations in the U.S. and abroad, as well as various anti-competitive lawsuits, Apple has adjusted the App Store’s algorithm so fewer of its own apps would appear at the top of the search results.

The change was reported by The New York Times on Monday, which presented Apple with a lengthy analysis of app rankings.

It even found that some searches for various terms would display as many as 14 Apple-owned apps before showing any results from rivals. Competitors could only rank higher if they paid for an App Store search ad, the report noted.

That’s a bad look for Apple, which has recently been trying to distance itself and its App Store from any anti-competitive accusations.

In May, for example, Apple launched a new App Store website designed to demonstrate how it welcomes competition from third-party apps. The site showed that for every Apple built-in app, there were competitors available throughout the App Store.

But availability in the store and discoverability by consumers are two different things.

Apple admitted to the NYT that for over a year many common searches on the App Store would return Apple’s own apps, even when the Apple apps were less popular or relevant at times. The company explained the algorithm wasn’t manipulated to do so. For the most part, Apple said its own apps ranked higher because they’re more popular and because they come up in search results for many common terms. The company additionally said that one feature of the app’s algorithm would sometimes group apps by their maker, which gave Apple’s own apps better rankings than expected.

Screen

Above: via the NYT, the average number of Apple apps that returned at the top of the search results by month

Apple said it adjusted the algorithm in July to make it seem like Apple’s own apps weren’t receiving special treatment. According to the NYT, both Apple VP Philip Schiller, who oversees the App Store, and SVP Eddy Cue, who oversees many of Apple’s apps, confirmed that these changes have not fully fixed the problem.

The issue, as Apple explains it, is that its own apps are so popular that it had to tweak its algorithm to pretend they are not. Whether or not this is true can’t be independently verified, however, as Apple doesn’t allow any visibility into metrics like searches, downloads or active users.

Maybe it’s time for Apple’s apps to exit the App Store?

The report, along with the supposed ineffectiveness of the algorithm’s changes, begs the question as to whether Apple’s apps should show up in the App Store’s charts and search results at all, and if so, how.

To be fair, this is a question that’s not limited to Apple. Google today is facing the same problem. Recently, the CEO of a popular software program, Basecamp, called Google’s paid search ads a “shakedown,” arguing that the only way his otherwise No. 1 search result can rank at the top of the search results page is to buy an ad. Meanwhile, his competitors can do so — even using his brand name as the keyword to bid against.

The same holds true for the App Store, but on a smaller scale than the entirety of the web. That also makes Apple’s problem easier to solve.

For example, Apple could simply choose to offer a dedicated section for its own software downloads, and leave the App Store as the home for third-party software alone.

This sort of change could help to eliminate concerns over Apple’s anti-competitive behavior in the search results and chart rankings. Apple might balk against this solution, saying that users should have an easy way to locate and download its own apps, and the App Store is the place to do that. But the actual marketplace itself could be left to the third-party software while the larger App Store app — which today includes a variety of app-related content, including app reviews, interviews with developers, app tips and a subscription gaming service, Apple Arcade — could still be used to showcase Apple-produced software.

It could just do so outside the actual marketplace.

Here’s how this could work. If users wanted to re-install an Apple app they had deleted or download one that didn’t come pre-installed on their device, they could be directed to a special Apple software download page. Pointers to this page could be in the App Store app itself as well as in the iOS Settings.

An ideal spot for this section could even be on the existing Search page of the App Store.

With a redesign, Apple could offer a modified search screen where users could optionally check a box to return a list of apps results that would come only from Apple. This would indicate intentional behavior on the consumer’s part. That is, they are directly seeking an Apple software download — as opposed to the current situation where a user searches for “Music” and sees Apple’s own music app appear above all the others from rivals like Spotify and Pandora.

Alternately, Apple could just list its own apps on this page or offer a link to this dedicated page from the search screen.

And these are just a few variations on a single idea. There are plenty of other ways the App Store could be adjusted to be less anti-competitive, too.

As another example, Apple could also include the “You Might Also Like” section in its own apps’ App Store listings, as it does for all third-party apps.

ImageAbove: Apple Music’s App Store Listing

This section directs users to other apps that match the same search query right within the app’s detail page. Apple’s own apps, however, only include a “More by Apple” section. That means it’s keeping all the search traffic and consumer interest for itself.

Image

Above: Spotify’s App Store Listing

Or it could reduce the screen space dedicated to its own apps in the search results — even if they rank higher — in order to give more attention to apps from competitors while still being able to cater to users who were truly in search of Apple’s software.

But ultimately, how Apple will have to behave with regard to its App Store may be left to the regulators to decide, given Apple’s failure to bake this sort of anti-competitive thinking into its App Store design.

Read more: https://techcrunch.com/2019/09/09/apple-tweaks-its-app-store-algorithm-as-antitrust-investigations-loom/

Make way for another antitrust investigation into big tech. Step forward Russia’s Federal Antimonopoly Service (FAS), which has opened an official probe of Apple — following a complaint lodged in March by security company Kaspersky Labs.

Kaspersky’s complaint to FAS followed a change in Apple’s policy towards a parental control app it offers, called Kaspersky Safe Kids. Discussing the complaint in a blog post the security firm says Apple contacted it in 2017 to inform it that the use of configuration profiles is against App Store policy, even though the app had been on Apple’s store for nearly three years without it raising any objections. 

Apple told Kaspersky to remove configuration profiles from the app — which it says would require it to remove two key features that makes it useful to parents: Namely, app control and Safari browser blocking.

It also points out that the timing of Apple’s objection followed Apple announcing its Screen Time feature, in iOS 12 — which allows iOS users to monitor the amount of time they spend using certain apps or on certain websites and set time restrictions. Kaspersky argues Screen Time is “essentially Apple’s own app for parental control” — hence raising concerns about the potential for Apple to exert unfair market power over the store it also operates by restricting competition.

We’ve reached out to Apple for comment on the FAS investigation. The company referred Reuters to a statement it made in April about its policy towards parental control apps, following other complaints.

In the statement Apple says it removed several such apps from the App Store because they “put users’ privacy and security at risk” — calling out the use of what it described as “a highly invasive technology called Mobile Device Management” (MDM).

But Kaspersky claims its app does not, and never did, use MDM.

Following complaints and some press attention to Apple’s parental control apps crackdown), the company appears to have softened its stance on MDM for this specific use-case — updating the App Store Review Guidelines’ to allow using MDM for parental controls in limited cases.

Kaspersky also says that the Apple Developer Enterprise Program License Agreement “clarifies that the use of MDM-profiles and configuration profiles in applications for home users is only possible with the explicit written consent of Apple”.

However it argues that Apple’s updated rules and restrictions still “do not provide clear criteria allowing the usage of these profiles, as well as information on meeting the criteria, which is needed for obtaining written consent from Apple to use them”. Hence it’s not willing to drop its complaint yet.

It says it’s also continuing to prepare to file an antitrust complaint over the same issue in Europe — where a separate competition-related complaint was recently filed against Apple by the music service Spotify.

Kaspersky says now that only official written confirmation from Apple — of “the applicability of the new p.5.5. “App Store Review Guidelines” for Kaspersky Safe Kids for iOS” — will stay its complaint.

Russia’s FAS has shown itself to be relatively alacritous at handling big tech antitrust complaints — most notably slapping Google with an order against bundling its services with Android back in 2015, a few months after local search giant Yandex had filed a complaint.

It took the European Union’s competition regulator several more years before arriving at a similar conclusion vis-a-vis Google’s competition-blocking Android bundling.

Read more: https://techcrunch.com/2019/08/08/apple-is-under-formal-antitrust-probe-in-russia/

With the App Store’s big makeover in fall 2017, Apple attempted to shift consumers’ attention away from the Top Charts and more toward editorial content. But app developers still want to make it to the No. 1 position. According to new research from app store intelligence firm Sensor Tower, it’s become easier for non-game apps over the past few years to achieve the top ranking.

Specifically, the firm found that the median number of daily downloads required for non-game applications on the U.S. iPhone App Store to reach No. 1 decreased around 34%, from 136,000 to 90,000 in 2018, then increased a little more than 4% to 94,000 this year.

At the same time, the number of non-game installs on the U.S. App Store had increased by 33% between Q1 2016 and Q1 2019.

These findings, Sensor Tower suggests, indicate that the U.S. market for the top social and messaging apps has become saturated, with downloads for top apps like Facebook and Messenger decreasing over time. In addition, no other apps have found the same level of success that Snapchat and Bitmoji did back in 2016 and 2017, the report adds.

median

For example, Messenger saw 5 million U.S. App Store installs in November 2016 while Bitmoji and Snapchat passed 5 million installs in August 2016 and March 2017, respectively. And no other non-game app has topped 3.5 million installs in a single month since March 2017.

Meanwhile, the decline in downloads needed to reach the No. 1 spot on Google Play was even more significant.

The median daily downloads for the top non-game app decreased by 65%, from 209,000 in 2016 to 74,000 so far in 2019.

Similarly, the store saw a decrease in installs among top apps, including Messenger, Facebook, Snapchat, Pandora and Instagram. Messenger, for example, saw its yearly installs fall by 68% from nearly 80 million in 2016 to 26 million in 2018.

Games

With mobile games, however, it’s a different story across both app stores.

On the Apple App Store, it has taken 174,000 downloads for a game to reach the top of the rankings on any given day in 2019 — 85% more the 94,000 installs required for non-game app to reach the top of the charts.

This figure also represents an increase of 47% compared to the 118,000 median daily downloads required to top the charts back in 2016, Sensor Tower said.

median

In part, this trend is due to the rise of hyper-casual gaming. So far in 2019, 28 games have reached the No. 1 position on the U.S. App Store, with hyper-casual games making up all but four of those. And of those four, only Harry Potter: Wizards Unite spent more than one day at the top of the charts. Meanwhile, hyper-casual games like aquapark.io and Colorbump 3D have spent 25 and 30 days at No. 1, respectively.

On Google Play, the median daily installs to reach the No. 1 position increased from 70,000 in 2017 to 116,000 so far in 2019, or 66% growth. Overall game downloads, however, decreased 16% from 646 million in Q1 2017 to 544 million in Q1 2019.

Similarly, 21 out of the 23 games that reached the top spot this year have been hyper-casual titles, like Words Story or Traffic Run.

Breaking the top 10

While topping the charts has gotten easier for non-game apps over the years, breaking into the top 10 has gotten more difficult. Median U.S. daily installs for the No. 10 free non-game app increased 11%, from 44,000 in 2016 to 49,000 in 2019.

median

On Google Play, median daily installs for non-game apps fell nearly 50%, from 55,000 median daily installs in 2016 to 31,000 in 2019.

For games, the No. 10 game’s spot on the App Store increased from 25,000 median daily installs in 2016 to 43,000 so far in 2019, and Google Play saw 26% growth, from 27,000 to 34,000 during the same period.

median

Categories making the Top 10

In terms of breaking into the top 10 by category, Photo & Video apps on the App Store present the most challenge. The category where YouTube, Instagram, TikTok and Snapchat reside saw a median daily amount of more than 16,000 downloads for the No. 10 app.

This was followed by Shopping (15,300 daily downloads for the No. 10 app), Social Networking (14,500), Entertainment (12,600) and Productivity (12,400).

On Google Play, Entertainment apps — like Hulu, Netflix and Bitmoji — need around 17,100 U.S. installs in a day to reach the top 10. This is followed by Shopping (10,800), Social (9,100), Music (8,200) and Finance (8,000).

Beyond the U.S.

Outside the U.S., a non-game app needs approximately 91,000 downloads to reach the top 10 on the App Store in China — higher than the 49,000 installs needed in the U.S. For games, the U.S. is the most difficult to crack the top 10, with a median of 43,000 daily downloads for the No. 10 game.

median

On Google Play, India required the most downloads to reach the top 10, with apps needing 256,000 downloads in a day and games needing 117,000 downloads.

median

Of course, the App Store’s ranking algorithms — nor Google Play’s algorithms — don’t rely on downloads alone to determine an app’s ranking. Apple takes into consideration downloads and velocity, among other undocumented factors. Google Play does something similar.

But these days, developers are more concerned with showing up highly ranked in app store searches than they are on top charts, where they’ll need to consider numerous other factors beyond downloads — like keywords, description, user engagement and even app quality, among other things.

Read more: https://techcrunch.com/2019/08/26/downloads-need-to-rank-no-1-on-app-store-is-down-30-since-2016-for-apps-up-47-for-games/

Mobile gaming continues to hold its own, accounting for 10% of the time users spend in apps — a percentage that has remained steady over the years, even though our time in apps overall has grown by 50% over the past two years. In addition, games are continuing to grow their share of consumer spend, notes App Annie in a new research report out this week, timed with E3.

Thanks to growth in hyper-casual and cross-platform gaming in particular, mobile games are on track to reach 60% market share in consumer spend in 2019.

The new report looks at how much time users spend gaming versus using other apps, monetization and regional highlights within the gaming market, among other things.

Despite accounting for a sizable portion of users’ time, games don’t lead the other categories, App Annie says.

Instead, social and communications apps account for half (50%) of the time users spent globally in apps in 2018, followed by video players and editors at 15%, then games at 10%.

In the U.S., users generally have eight games installed per device; globally, we play an average of two to five games per month.

The number of total hours spent on games continues to grow roughly 10% year-over-year, as well, thanks to existing gamers increasing their time in games and from a broadening user base, including a large number of mobile app newcomers from emerging markets.

This has also contributed to a widening age range for gamers.

Today, the majority of time spent in gaming is by those aged 25 and older. In many cases, these players may not even classify themselves as “gamers,” App Annie noted.

While games may not lead the categories in terms of time spent, they do account for a large number of mobile downloads and the majority of consumer spending on mobile.

One-third of all worldwide downloads are games across iOS, Google Play and third-party app stores.

Last year, 1.6+ million games launched on Google Play and 1.1+ million arrived on iOS.

On Android, 74 cents of every dollar is spent on games, with 95% of those purchases coming as in-app purchases, not paid downloads. App Annie didn’t have figures for iOS.

Google Play is known for having more downloads than iOS, but continues to trail on consumer spend. In 2018, Google Play grabbed a 72% share of worldwide downloads, compared with 28% on iOS. Meanwhile, Google Play only saw 36% of consumer spend versus 64% on iOS.

One particular type of gaming jumped out in the new report: racing games.

Consumer spend in this subcategory of gaming grew 7.9 times as fast as the overall mobile gaming market. Adventure games did well, too, growing roughly five times the rate of games in general. Music games and board games were also popular.

Of course, gaming expands beyond mobile. But it’s surprising to see how large a share of the broader market can be attributed to mobile gaming.

According to App Annie, mobile gaming is larger than all other channels, including home game consoles, handheld consoles and computers (Mac and PC). It’s also 20% larger than all these other categories combined — a shift from only a few years ago, attributed to the growth in the mobile consumer base, which allows mobile gaming to reach more people.

Cross-platform gaming is a key gaming trend today, thanks to titles like PUBG and Fortnite in particular, which were among the most downloaded games across several markets last year.

Meanwhile, hyper-casual games are appealing to those who don’t think of themselves as gamers, which has helped to broaden the market further.

App Annie is predicting the next big surge will come from AR gaming, with Harry Potter: Wizards Unite expected to bring Pokémon Go-like frenzy back to AR, bringing the new title $100 million in its first 30 days. The game is currently in beta testing in select markets, with plans for a 2019 release.

In terms of regions, China’s impact on gaming tends to be outsized, but its growth last year was limited due to the game license regulations. This forced publishers to look outside the country for growth — particularly in markets like North America and Japan, App Annie said.

Meanwhile, India, Brazil, Russia and Indonesia lead the emerging markets with regard to game
downloads, but established markets of the U.S. and China remain strong players in terms of sheer numbers.

With the continued steady growth in consumer spend and the stable time spent in games, App Annie states the monetization potential for games is growing. In 2018, there were 1,900 games that made more than $5 million, up from 1,200 in 2016. In addition, consumer spend in many key markets is still growing too — like the 105% growth in two years in China, for example, and the 45% growth in the U.S.

The full report delves into other regions as well as game publishers’ user acquisition strategies. It’s available for download here.

Read more: https://techcrunch.com/2019/06/11/mobile-games-now-account-for-33-of-installs-10-of-time-and-74-of-consumer-spend/

The spat between Spotify and Apple is going to be the focus on a new investigation from the EU, according to a report from the FT.

The paper reported today that the European Commission (EC), the EU’s regulatory body, plans to launch a competition inquiry around Spotify’s claim that the iPhone-maker uses its position as the gatekeeper of the App Store to “deliberately disadvantage other app developers.”

In a complaint filed to the EC in March, Spotify said Apple has “tilted the playing field” by operating iOS, the platform, and the App Store for distribution, as well as its own Spotify rival, Apple Music.

In particular, Spotify CEO Daniel Ek has said that Apple “locks” developers and their platform, which includes a 30 percent cut of in-app spending. Ek also claimed Apple Music has unfair advantages over rivals like Spotify, while he expressed concern that Apple controls communication between users and app publishers, “including placing unfair restrictions on marketing and promotions that benefit consumers.”

Spotify’s announcement was unprecedented — Ek claimed many other developers feel the same way, but do not want to upset Apple by speaking up. The EU is sure to tap into that silent base if the investigation does indeed go ahead as the FT claims.

Apple bit back at Spotify’s claims, but its response was more a rebuttal — or alternative angle — on those complaints. Apple did not directly address any of the demands that Spotify put forward, and those include alternative payment options (as offered in the Google Play store) and equal treatment for Apple apps and those from third-parties like Spotify.

The EU is gaining a reputation as a tough opponent that’s reining in U.S. tech giants.

Aside from its GDPR initiative, it has a history of taking action on apparent monopolies in tech.

Google fined €1.49 billion ($1.67 billion) in March of this year over antitrust violations in search ad brokering, for example. Google was fined a record $5 billion last year over Android abuses and there have been calls to look into breaking the search company up. Inevitably, Facebook has come under the spotlight for a series of privacy concerns, particularly around elections.

Pressure from the EU has already led to the social network introduce clear terms and conditions around its use of data for advertising, while it may also change its rules limiting overseas ad spending around EU elections following concern from Brussels.

Despite what some in the U.S. may think, the EU’s competition commissioner, Margrethe Vestager, has said publicly that she is against breaking companies up. Instead, Vestager has pledged to regulate data access.

“To break up a company, to break up private property would be very far-reaching and you would need to have a very strong case that it would produce better results for consumers in the marketplace than what you could do with more mainstream tools. We’re dealing with private property. Businesses that are built and invested in and become successful because of their innovation,” she said in an interview at SXSW earlier this year.

Read more: https://techcrunch.com/2019/05/06/eu-will-reportedly-investigate-apple/