Archive for March, 2009

App Store Insider: In-App Purchases

Thursday, March 26th, 2009

Many interesting bits of information came out of the much-anticipated iPhone OS 3.0 event on March 17th, but the one announcement that wasn’t expected, the one that will forever change the way the App Store operates is in-app purchases. In-app purchases will allow developers to charge for additional content for already distributed applications.  In its current state, the App Store doesn’t allow developers to create and distribute additional content for applications without issuing an application update.  For example, if a developer wanted to distribute a new course for a racing game, they need to issue an update for the application to get it into your hands.  There is nothing wrong with this system necessarily, but developers lack the ability to charge for that additional content.  The only way for a developer to get paid is to release an entirely different application, like a sequel to a game, making it a hassle for you and the developer.  In-app purchases will allow developers to be compensated additionally for their extra work while allowing you to decide whether or not you even want that additional content. It all sounds great in theory, but the question is, what kind of affect will it have on the App Store as a whole? Not Available For Free Applications Apple has made it very clear that free applications will not be allowed to utilize in-app purchases.  The reason for this is developers could too easily take advantage of the system.  It’s obvious consumers flock to free items, who doesn’t want something for free?  The problem with allowing free applications to utilize in-app purchases is that the developers could make an extremely simple application for free, once you have downloaded it and opened the application up, you may realize that it is worthless in its current state without additional content.  A developer could use this bait and switch tactic to get you to initially download their application for free, and then charge for the ability to even use it.  It wouldn’t be so awful if only a few applications did this, but what developer could resist?  Eventually we would have an App Store full of free applications that required in-app purchases just to use them.  Apple made a logical decision by not allowing this to happen. What In-App Purchases Mean To You There are countless benefits created by in-app purchases for you, the consumer, but some of the most obvious include better content, the ability to choose what content you want, a streamlined payment system, and application longevity. With in-app purchases, developers will spend more time creating better add-on content for their already created applications.  Instead of issuing several small updates, developers will be able to bundle all types of meaningful content into a single package.  The best part is, you will be able to choose whether the additional content is worthy of a purchase, leaving it up to the developers to spend time on meaningful updates to ensure your purchase. Applications will also receive added longevity.  In-app purchases will give developers a reason to come back to an application, making it less likely that the developer will drop support of an application soon after distributing it. The streamlined payment system from Apple will make it easy for you to purchase in-app content.   Apple has made it almost too easy for you to part with your money.  There will be no need to sign up for multiple user accounts to purchase content from multiple developers. The initial cost of some applications may be even lower, making that nerve-wracking purchasing decision a little easier.  Instead of paying $4.99 for an application that has average reviews, you may be able to purchase the same application for $.99 and decide if additional content is worth purchasing later on, saving you time and money. Of course, it won’t be all fun and games.  There will be growing pains for consumers to share with the developers who need to find a good reason to charge for additional content.  The Xbox Live Marketplace is a prime example of what may happen initially at launch.  When the Xbox Live Marketplace first launched, developers didn’t know what to charge for additional in-game content.  The infamous horse armor fiasco took place, where the developers charged $2.50 for a single horse outfit that did nothing to change any gameplay elements, causing a public outcry over ridiculously priced in-game content. The other issue is, developers may initially hold back content to have something to offer later on.  We may see a flood of even more $.99 applications as developers strip away some of the originally planned content to offer it later on at an added cost.  As long as consumers are intelligent enough to catch developers on these possibly shady doings, this may not be a problem, but buyer beware. What In-App Purchases Mean For Developers Many of the positives and negatives that apply to consumers will also apply to developers, just with a twist. Developers will have a streamlined system to get their users to purchase additional content.  Once the system is implemented and the developer starts issuing the content, the cash should just start rolling in. Developers will be allowed to get applications out the door even faster, charging a low price for a fully-polished, but slimmed down version of an application while later issuing small in-app purchases once the user base has developed.  No more working for free to appease the customers. So, what could he a possibly be considered a negative outcome from in-app purchases for developers?  The answer would be an even more flooded market, especially the $.99 applications.  At first, developers may find it hard to resist creating even more $.99 applications to save development time while promising to issue content later on at an added cost. Developers are going to find it even more difficult to get their application noticed and create a solid user base to justify creating additional content.  If developers and their customers don’t play nice together, things could get interesting.  Without you purchasing the applications, developers won’t see a need to create additional content.  Without a promise of additional content, you may not want to purchase an application. Don’t forget, Apple will also be taking their 30 percent cut from all in-app purchases.  It may sound unreasonable for Apple to get a cut of the initial sale as well as in-app purchases, but they are providing a streamlined payment service after all, allowing developers to focus on the application itself, and not having to worry about gathering payments. What To Expect Consumers and developers will have to adjust to the system as well as each other once again, just like when the App Store first launched.  It will be imperative for each side to feel each other out and not get too caught up in this fancy new in-app purchase feature.   Yes, in-app purchases may turn out to be a fantastic thing when utilized properly, but we must keep each other in check so no one gets taken advantage of. In-app purchases will be unleashed on the general public sometime this summer.  Whether you are a developer or you simply love to purchase applications for your iPhone, be prepared for a few growing pains, but don’t worry, the end result should be well worth it. Related Posts App Store Insider: Developer Tricks Metal Gear Solid Touch Now Available Fandango App Makes Long Lines Disappear Movies Update Adds Facebook Connect Rock Your Phone App Store Now Open

Reading international newspapers on our iPhone

Thursday, March 26th, 2009

Nowadays many people all around the world would like to read all their newspapers and magazines directly on their iPhone. This is now possible thanks the new Pagestreamer technology created by the Italian company 8080. The functionality of this new solution is based on the fact that complete large digital documents such as newspapers can

Play.com Offering Unlocked iPhones In The UK

Wednesday, March 25th, 2009

UK retailer Play.com is now offering fully unlocked iPhones that will work on any UK network, but it all comes at a premium price. The site is currently offering the 8GB iPhone 3G for £550 and the 16GB for  £600.  That would equal about $801 and $874 according to the current exchange rates, which is a far cry from AT&T’s no-commitment phones that cost $599 and $699 respectively, but those are not unlocked from AT&T’s network. Play.com claims that they are able to make the iPhone available unlocked and SIM-free due to, “EU legislation ensuring the sale of sim free mobile phones.” The site currently estimates the phones will ship in 4-5 days. As an added bonus, shipping is free, but that is probably a minor concern to folks willing to fork over that much for an unlocked iPhone in the first place. [via The Apple Blog ] Related Posts AdMob Data Shows iPhone On Top Once Again IGF Mobile Award Winners Announced At GDC ‘09 EA Mobile Reveals 2009 iPhone Lineup EA Adds Facebook Connectivity To Scrabble Apple Sued For Allowing eBook Readers On The iPhone

AdMob Data Shows iPhone On Top Once Again

Wednesday, March 25th, 2009

AdMob tracks ad requests from mobile devices from their 6,000+ published sites to determine mobile web traffic use.  Their January results showed that the iPhone and iPod touch dominated mobile web use, and it looks like February is more of the same.  The iPhone once again leads all smartphones with 50 percent of ad requests in the U.S. I say in the U.S. because the worldwide results are a little different.  Nokia’s Symbian platform leads all smartphones with 43 percent while the iPhone has a 33 percent share worldwide.  You must take into account that the Symbian platform includes many separate devices while the iPhone OS includes only the iPhone itself. The iPod touch wasn’t considered in these results even though it is running the same OS because it isn’t a smartphone, of course.  These results are nearly identical to last months, with the only change being the iPhone gaining a single percent. As for all mobile device ad requests, not just smartphones, the iPhone and iPod touch topped the lists.  The iPhone had 11.2 percent of all requests while the iPod touch had 6.7 percent.  The next closest competitor was Motorola with their RAZR V3, grabbing a 2.9 percent share. It is once again worth noting that these results don’t reflect market share as in units sold, they simply prove that people who use Apple’s mobile devices enjoy surfing the web. [via Ars Technica ] Related Posts Beta iPhone OS References Multiple Unknown Devices Sirius Satellite Radio Coming To iPhone Band Performs Live Using Only App Store Apps Apple’s Devices Lead Mobile Ad Market Apple Showcasing Software On Demo Units

Rogers quickly phasing out the 6GB/$30 a month iPhone data plans?

Wednesday, March 25th, 2009

Reports are beginning to surface regarding those 6GB/$30-a-month data plans, and it turns out that they they have been quickly disappearing. It seems that particular data plan is no longer in the system, so even a basic account modification such as changing the address on your account will force a change to a currently supported

Stupid criminal steals iPhone, takes picture, sends an email, gets himself caught

Wednesday, March 25th, 2009

It should go without saying (aside from the fact that it is wrong to steal) that if you do not know how to use the phone you just stole, then you should not touch it. It seems that an iPhone has once again helped catch the person who stole it. This latest incident happened when

GV Mobile Google Voice iPhone app screenshots posted

Wednesday, March 25th, 2009

Just yesterday, we told you about GV Mobile, which is the upcoming Google Voice app for the iPhone that has recently been submitted for approval by Apple. Well, the developer has given a nice little update letting us know that it has indeed been submitted, but more importantly he has also teased us with a

IGF Mobile Award Winners Announced At GDC ‘09

Wednesday, March 25th, 2009

The Independent Games Festival Mobile finalists were announced way back in January with a list that was almost completely dominated by iPhone games.  The awards ceremony, however, only took place yesterday at GDC ‘09 allowing many iPhone developers to walk around the conference with their shiny new awards. Here are your IGF Mobile winners: IGF Mobile Best Game - Fieldrunners by Subatomic Studios; iPhone/iPod Touch Innovation In Mobile Game Design - Galcon by Hassey Enterprises; iPhone/iPod Touch Achievement In Art - Fieldrunners by Subatomic Studios; iPhone/iPod Touch Technical Achievement - Real Racing by Firemint; iPhone/iPod Touch Audio Achievement - Zen Bound by Secret Exit; iPhone/iPod Touch The Next Great Mobile Game - Reflection by Team Reflection; DS Best iPhone Game  - Zen Bound by Secret Exit; iPhone/iPod Touch It was only the second annual IGF Mobile awards, and the first one that featured iPhone games.  Hopefully some of you recognize, or have even played a few of the games on this list because they deserve to be noticed  Congratulations to all of the developers who were nominated and won this year. [via Pocket Gamer ] Related Posts EA Mobile Reveals 2009 iPhone Lineup NimbleBit Giving Away 200 Free iPhone Codes Facebook Connect Utilized In iPhone Games Apple Talks About The Direction Of The App Store And iPhone Gaming Izatt Offers iPhone Gaming Course In Utah

AT&T execs let new iPhone info slip out

Wednesday, March 25th, 2009

One or more of AT&T’s more senior officials have reportedly slipped important details about the next iPhone, including a June unveiling and a continued emphasis on speed and ease of access. Confidently declaring that the information he has obtained is “100% confirmed,” Boy Genius Report says they have heard a formal unveiling for the third iPhone

InstallerApp for Mac allows jailbroken apps without actually jailbreaking your iPhone

Wednesday, March 25th, 2009

Ripdev’s InstallerApp makes installing third-party jailbreak applications on your iPhone slightly easier, by eliminating the need to jailbreak your iPhone at all. You just need to pay $7 for the privilege, which isn’t free (jailbreaking is free). The process works by installing an app onto your iPhone that’s not quite jailbreaking, but is enough to allow