Houseparty Chat Expands Beyond Teens to Wider Audience

Zoom has gotten a lot of attention as the popular video chat platform that’s soared in usage since the COVID-19 shutdown. But Houseparty is another video chat platform with free mobile and desktop apps that’s gaining traction. Originally targeting teens, Houseparty offers features designed to encourage interaction, such as jumping into a conversation or playing trivia games remotely. In the last month, Houseparty has had 50 million signups, about 70 times its typical number in some markets, said cofounder and chief executive Sima Sistani. Continue reading Houseparty Chat Expands Beyond Teens to Wider Audience

Apple App Store Rules Ban Cloud-Based Streaming Services

Apple has always had strict limits on apps that users can access on its devices. For gaming, that means its 1+ billion iPhone/iPad users have one option: Arcade, the subscription service Apple unveiled in September. The App Store guidelines also ban streaming from the cloud, which limits Arcade’s capabilities. Still, software developers need to be on Apple’s iOS if they want to reach a maximum number of users. According to Sensor Tower, the iOS App Store was responsible for 65 percent of all global app spending last year. Continue reading Apple App Store Rules Ban Cloud-Based Streaming Services

Instagram Tool Lets Users Make In-App Fashion Purchases

Partnering with 23 brands, Facebook’s Instagram debuted an easy-to-use in-app checkout tool for U.S. users. Adidas, Burberry, Dior, Nike, H&M, Zara, Kylie Cosmetics and Kim Kardashian West’s KKW Beauty are among the first retailers to sign on, with more to be added to the beta test throughout the year. Users in the U.S. will see the feature roll out over the next few weeks. Instagram head of product Vishal Shah noted that, “given that 80 percent of people follow a business on Instagram, the desire really is there to shop.” Continue reading Instagram Tool Lets Users Make In-App Fashion Purchases

TikTok to Pay Record Fine After Violating Children’s Privacy

The Federal Trade Commission just inked a settlement with video social network TikTok (which merged with Musical.ly last year) over the charge that its app illegally collected children’s personal information. A large percent of users are under 13, and the personal information collected — without asking for parental permission — included email addresses, names and schools. The site refused to delete video and other data when requested by some parents. The FTC said the $5.7 million settlement is a record for a child privacy violation. Continue reading TikTok to Pay Record Fine After Violating Children’s Privacy

Sprint, T-Mobile Detail Plans for 5G Network Debuts in 2019

Sprint and T-Mobile plan to launch commercial 5G networks this year. In May, Sprint’s 5G will debut in Chicago, where it is being beta-tested; and parts of Atlanta, Dallas and Kansas City. The next month, Sprint plans to add 5G service in parts of Houston, Los Angeles, New York City, Phoenix and Washington, D.C. None of the launches will be city-wide. T-Mobile, which is merging with Sprint, said it would launch 600MHz 5G services in the second half of 2019, as it awaits the arrival of compatible devices. Continue reading Sprint, T-Mobile Detail Plans for 5G Network Debuts in 2019

Facebook Hit with FTC Complaint on Children’s In-App Buys

Seventeen groups, including Common Sense Media, Campaign for a Commercial Free Childhood and the Center for Digital Democracy have filed a complaint with the Federal Trade Commission, claiming that Facebook has deliberately duped children into making in-app purchases on games including “Angry Birds,” “PetVille” and “Ninja Saga.” The purchases were often made without parental permission, and Facebook makes it “nearly impossible” for parents seeking refunds. The accusation originates in a 2012 class-action lawsuit. Continue reading Facebook Hit with FTC Complaint on Children’s In-App Buys

Facebook Gives HTML5 Another Shot for its Instant Games

Although its first experiences with HTML5 were just short of disastrous, Facebook is now using it again to expand Instant Games to developing countries via Facebook Lite and to interest communities via Facebook Groups. Because smartphone processing power and mobile browser app technology have improved, HTML5 is now able to support more complicated games, and Instant Games can launch in a mobile browser or directly into Groups. Currently, 90 million people take part in 270,000 Facebook Groups about gaming each month. Continue reading Facebook Gives HTML5 Another Shot for its Instant Games

Some Developers Fed Up With Apple, Google App Store Taxes

Apple and Google are getting pushback from such companies as Netflix, Epic Games and Valve that have complained the tech behemoths collect too high of a tax for residing in their app stores. The number of such complaints has risen significantly, and new ways of reaching users has led some companies to avoid app stores altogether. That, combined with competition from those new sources and regulatory scrutiny threaten what has thus far been a source of billions of dollars in revenue for Apple and Google. Continue reading Some Developers Fed Up With Apple, Google App Store Taxes

Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

According to Apptopia, Epic Games’ free game “Fortnite” can now count 100 million downloads on the Apple iOS platform in 138 days, or less than five months, earning $160 million in iOS in-app purchases. Counting versions for the PC, PlayStation 4, Xbox One and Nintendo Switch, “Fortnite” has posted $1 billion in revenue since its “Battle Royale” version was introduced in September 2017. That compares with “Super Mario Run” (100 million downloads in 68 days) and “Pokémon Go” (100 million iOS downloads in 71 days). Continue reading Popular Game ‘Fortnite’ Racks Up 100 Million iOS Downloads

Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

According to NPD Group, Epic Games’ survival shooter game “Fortnite” and other PlayStation, Xbox and PC multiplayer games are driving sales of headsets to gamers who like to talk to other gamers while they play. NPD, which tracks the $36 billion U.S. videogame industry, added that sales of game accessories and gift cards have now risen to $372 million. This record-breaking sales number is due to the popularity of multiplayer games, said NPD analyst Mat Piscatella, who pointed to “Fortnite,” which has become a smash hit. Continue reading Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

iPhone Users Spending More on Games, Streaming Services

Sensor Tower has found that iPhone users in the U.S. increased in-app purchase spending by 23 percent last year over 2016. Active users spent an average of $58 in 2017 using Apple’s in-app purchase or subscription options. The figures do not reflect e-commerce spending via sites like Amazon or payments for services such as Lyft or Uber. At roughly 62 percent of average spending, mobile gaming leads the charge in this sector. Subscription-based streaming services, and music, dating and lifestyle apps also contributed to the rise in spending. Continue reading iPhone Users Spending More on Games, Streaming Services

Chinese Developers Accuse Apple of ‘Monopolistic Behavior’

A group of 28 developers in China have hired a local law firm to file a complaint against Apple that claims the company engaged in “monopolistic behavior” after it removed apps from the App Store in China “without detailed explanation” and charged “excessive fees for in-app purchases,” reports The Wall Street Journal. “The complaint also alleges Apple doesn’t give details on why apps are removed and puts local developers at a disadvantage by not responding to queries in Chinese.” Continue reading Chinese Developers Accuse Apple of ‘Monopolistic Behavior’

Major Jump in Mobile Revenue for Top-Grossing Netflix App

As Netflix continues its subscriber growth (it added 5.2 million subscribers the last quarter), the streaming service’s app has also taken the top spot in revenue earnings. Analytics firm Sensor Tower reports a 233 percent revenue growth to $153 million year-over-year for Q2. “That’s up from the $46 million seen at this same time last year, across both top app store platforms, and on the iOS App Store alone,” notes TechCrunch. “This level of growth puts Netflix far ahead of the average revenue growth across both app stores, which is currently at 56 percent.” Continue reading Major Jump in Mobile Revenue for Top-Grossing Netflix App

‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue

According to the latest figures from Apptopia, mobile AR game sensation “Pokémon Go” has reached 752 million downloads and has earned more than $1.2 billion in revenue. The freemium game supports in-app purchases; total revenues for last year topped $950 million. The game “had about 60 million monthly players in June, with 20 percent of them opening the game at least once a day,” reports VentureBeat. “While that’s down from the app’s peak last August, which was at 100 million monthly users, it’s still a huge number.” Apptopia breaks down the game’s players: 57.4 percent are male, 38 percent are millennials (ages 19-34), and 32.5 percent are 18 or younger. Continue reading ‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue

‘Pokémon Go’ Rakes in Over $200 Million After its First Month

App analytics platform Sensor Tower reports that Niantic’s location-based, augmented reality game “Pokémon Go” is continuing its rise in popularity, with more than $200 million in net revenue generated during its first month of availability. The meteoric rise “compares favorably to in-game revenue generated by other huge in-app purchase-driven games,” notes TechCrunch. “Pokémon Go” has nearly doubled “the first month revenue of ‘Clash Royale,’ the other big in-app star this year” and “made almost four times as much as ‘Candy Crush Soda Saga’ managed during its first 30 days of availability.” “Pokémon Go” experienced a significant spike when it launched in Japan. The game was just introduced to 15 additional Asian countries. Continue reading ‘Pokémon Go’ Rakes in Over $200 Million After its First Month