app-store
Auto Added by WPeMatico
Auto Added by WPeMatico
When Apple introduced its completely redesigned App Store last fall, one of its goals was to improve app discovery by placing a larger emphasis on editorial content – including things like “app of the day” picks, lists, how-to’s and even interviews with app developers, among other things. Now, a new study from Sensor Tower reveals those changes appear to have been working.
According to Sensor Tower’s findings, more apps are being discovered by way of browsing the App Store following the redesign launched in September.
Before, browse-driven downloads accounted for around 10 percent of all downloads. With the new App Store, they’ve grown to more than 15 percent. And that increase has held steady into 2018, even as the initial excitement around the App Store revamp has worn off.

Despite the growth in app discovery by browsing, searching for app by typing keywords into the search box is still, by far, the primary way consumers are finding and downloading new apps. Today, search accounts for 65 percent of downloads – well ahead of browse, referrals, or other methods.
Sensor Tower based its findings on data collected on app downloads between May 2017 and April 2018, it says.
The report also delved into the differences between how consumers discover apps and games.

As it turns out, browsing plays a much more significant role in game discovery than it does for non-game apps. Only 56 percent of game downloads came from search, compared with 69 percent for non-games. Meanwhile, browse contributed to 24 percent of game downloads, compared to just 9 percent of non-game downloads.
What this seems to indicate is that iOS users are turning to the App Store and its editorial recommendations in greater numbers to learn about what new game to try next. Plus, the fact that games can now include a video preview, and labels like “Editor’s Choice” are better highlighted in the new App Store also likely help people get a better sense of which ones to install, as they browse.
Sensor Tower’s findings about game downloads line up with research released last month where it found that games that were featured as the “Game of the Day” could see their downloads increase by 802 percent, compared to the week prior to being featured. Apps, by comparison, saw boosts of 685 percent.
The new report’s findings are good news for Apple which had a sizable challenge to tackle with its App Store redesign. Its app marketplace had grown almost over-crowded over the years. And even after the big app cleanup, it still stands at over 2 million apps. Finding a way to better introduce favorites and newcomers to iOS users at this scale was a tall order, but the growth in apps discovered by way of browsing indicates Apple has seen some success on this front.
Powered by WPeMatico
When Apple launched its new App Store in iOS 11 back in September, it aimed to offer app developers better exposure, as well as a better app discovery experience for consumers. A new study from Sensor Tower out today takes a look at how well that’s been working in the months since. According to its findings, getting a featured spot on the new App Store can increase downloads by as much as 800 percent, with the “App of the Day” or “Game of the Day” spots offering the most impact.
The app store intelligence firm examined data from September 2017 to present day to come to its conclusions, it says.
During this time, median U.S. iPhone downloads for apps that snagged the “Game of the Day” spot increased by 802 percent for the week following the feature, compared to the week prior to being featured.
“App of the Day” apps saw a boost of 685 percent.
Being featured in other ways — like in one of the new App Store Stories or in an App List — also drove downloads higher, by 222 percent and 240 percent, respectively.

The numbers seem to indicate that Apple is achieving the results it wanted with the release of its redesigned App Store.
Over the years, Apple’s app marketplace had grown so large that finding new apps had become challenging. And developers sometimes found ways to bump their apps higher in the top charts for exposure, leaving iPhone owners wondering if a new app was really that popular, or if it was some sort of paid promotion.
The iOS 11 App Store, on the other hand, has taken more of an editorial viewpoint to its app recommendations. While the top charts haven’t gone away, the focus these days is on what Apple thinks is best — not the wisdom of the masses. Apple has applied its editorial eye to things like timely round-ups of apps; curated, thematic collections; as well as articles about apps and interviews with developers. Apple also picks an app and game to feature daily, so the App Store always has fresh content and a reason for users to return.
The end result is something that’s more akin to a publication about apps, instead of a just an app marketplace.
What’s most interesting, then, in Sensor Tower’s report, are what sort of app publishers Apple has chosen to feature.
Apple had touted the App Store changes would be a way to give smaller developers more exposure. But if you’ve popped into the App Store from time to time, you may have noticed that big publishers — not indies — were having their apps featured.

In fact, an early report about the App Store revamp criticized Apple for giving big publishers too much attention. It said that apps from brands like Starbucks and CBS, or game makers like EA and Glu, weren’t exactly hurting for downloads.
But Apple’s favoring of big publishers is only true to a point, says Sensor Tower.
It found that 13 of the top 15 featured publishers (by number of features) had at least one million U.S. iPhone downloads since the launch of the new App Store last September. It’s not surprising that Apple wants to highlight these publishers. Many of them, and particularly the game publishers, have multiple popular apps. So when their apps get an update or they have a new release, consumers pay attention.
Apple, of course, wants to capitalize on that consumer interest because it shares in the revenue app publishers generate through things like paid downloads, in-app purchases and subscriptions.

However, Apple isn’t only giving the limelight to large publishers, says Sensor Tower.
It also found that 29 percent of the apps it has featured since the launch of the revamped App Store were from publishers who had fewer than 10,000 downloads during that time.
“While it’s clearly the case that big publishers are more likely to receive the largest number of features, small publishers still very much have their chance to benefit from a feature on the App Store,” said Sensor Tower’s Mobile Insights Analyst, Jonathan Briskman.
Though Sensor Tower’s published report focused only on the iOS App Store, it’s worth noting how it compares with Google Play.
Getting a featured spot on Google’s app store isn’t as impactful, the firm tells TechCrunch. The largest week-over-week increase to the median it saw there was only around 200 percent.
Image credits, all: Sensor Tower
Powered by WPeMatico
Games, dating apps and streaming services contributed to a rise in consumer spending in iPhone apps last year, according to new data from app store intelligence firm, Sensor Tower. The firm found that U.S. iPhone users spent 23 percent more on in-app purchases in 2017 than they did the year prior – or, an average of $58 per active user was spent on in-app purchases, up from $47 in 2016.
To be clear, this is only on purchases made within an app using Apple’s in-app purchase or subscription mechanisms. It’s not tracking e-commerce purchases – like things users bought in Amazon – or payments made to service providers in an app like Uber or Lyft.
Games were the largest category of consumers spending in 2017, accounting for roughly $36 of the $58 spent per device; or 62 percent of the spending. That’s a 13 percent increase over 2016’s $32 spent.

It’s no surprise that the biggest driver of iPhone spending is games.
The category typically outweighs all others in terms of revenue, not only for paid downloads, but for the ongoing purchases of things like virtual goods, unlocking levels, in-app currency, and the other extra features that mobile games offer. And because people play some types of games for long periods of time – like MMORPGs – they have many opportunities to spend on in-game items.
So while it’s notable that in-app spending in games is up by a few dollars, year-over-year, the more interesting trend is the rise in in-app spending generated by Lifestyle apps and subscription-based streaming services.
Specifically, outside of games, Entertainment apps – which includes streaming services like Netflix, Hulu, HBO NOW, etc. – grew 57 percent year-over-year to reach $4.40 in consumer spending per device. That makes it the largest category of spending outside games.
Music is also another big category for spending, up 8 percent year-over-year to $4.10. Much of what people are paying for in a music app is a subscription for the premium tier of the service, as with Pandora or Spotify. If this category was combined with Entertainment – which is also growing thanks to subscriptions – you’d see that streaming services are now a big factor contributing to the overall rise in U.S. consumer spending in iPhone apps.
But subscriptions to other types of services are growing, too.
Lifestyle apps, led by dating apps like Tinder and Bumble, grew 110 percent from 2016 to 2017 to reach $2.10 in iPhone consumer spending per device.
Spending in social media apps was up by 38 percent, to $3.60 thanks to things like in-app tipping (e.g. Live.me, Periscope, YouTube Gaming), subscriptions (e.g. LinkedIn memberships), and other activity (e.g. call credits in Skype).
Twitch has oddly categorized itself as a “Photo & Video” app, in case you’re wondering where it fits in.
While Sensor Tower’s published report focused on iPhone consumer spending, the company tells TechCrunch that Android spending on Google Play was much lower last year.
“We estimate that for each active Android device in the U.S. last year, approximately $38 was spent on Google Play – on and in apps – so about $20 less than iOS,” said Sensor Tower’s head of mobile insights, Randy Nelson. “That tracks with the disparity in revenue generation we see between the stores outside the per-device level,” he added. “Android users generally spend less on or in apps, Google Play generated about 60 percent of the App Store’s revenue last year in the U.S.”
However, he pointed that Android users have more than one official store to buy from – like the Amazon Appstore or Samsung Store, for example. Some apps also choose not to monetize directly through Google Play, which is an option not permitted on Apple’s App Store.

The increase in consumer spending isn’t the only significant trend Sensor Tower spotted.
iPhone app installs in the U.S. were up nearly 10 percent from 2016 to 2017, with users installing an average of 4 more apps in 2017 compared with the prior year.
Games, again, were a big source for installs, followed by Photo & Video apps, Entertainment apps, Social Networking and Utilities.
In total, users had installed an average of 45 apps on their iPhone apps in 2017, the firm found.
Correction, 4/13/17, 1 PM ET: users have installed 45 apps over the past year; that’s not the number of installed app; the post has been updated with clarified wording. Apologies for the confusion.
Powered by WPeMatico
The App Store shrank for the first time in 2017, according to a new report from Appfigures. The report found the App Store lost 5 percent of its total apps over the course of the year, dropping from 2.2 million published iOS apps in the beginning of the year to 2.1 million by year-end.
Google Play, meanwhile, grew in 2017 — it was up 30 percent to more than 3.6 million apps.
Appfigures speculated the changes had to do with a combination of factors, including stricter enforcement of Apple’s review guidelines, along with a technical change requiring app developers to update their apps to the 64-bit architecture.

Apple had also promised back in 2016 that it would clean up its iOS App Store by removing outdated, abandoned apps, including those that no longer met current guidelines or didn’t function as intended. That cleanup may have well stretched into 2017, as app store intelligence firms only started seeing the effects in late 2016. For example, there was a spike in app removals back in October 2016.
Then in 2017, Apple went after clones and spam apps on the App Store. Combined with those apps that weren’t 64-bit compatible and those that hadn’t been downloaded in years, the removals reached into the hundreds of thousands over a 12-month period. Apple later went after template-based apps, too, before dialing back its policies over concerns it was impacting small businesses’ ability to compete on the App Store.
To see the App Store shrink, given these clear-outs, isn’t necessarily surprising. However, Appfigures found that removals of existing apps weren’t the only cause. iOS developers weren’t releasing as many apps as they had during the growth years, it also claims.
Android developers launched 17 percent more apps in 2017 to reach 1.5 million total new releases. But iOS developers launched just 755,00 new apps — a 29 percent drop and the largest drop since 2008.
But this doesn’t necessarily mean developers weren’t creating as many iOS apps — it could mean that Apple’s review team has gotten tougher about how many apps it allows in. Thanks to the spam and clone app crackdown, fewer apps of questionable quality are being approved these days.

In addition, some portion of the new Android app releases during the year were iOS apps being ported to the Google Play platform. More than twice as many apps came to Android in 2017 than Android apps coming to iOS, the report said.

The full report also developed into the numbers of cross-platform apps (450,000 are on both stores), the most popular non-native tools (Cordova and Unity), the rise in native development, the countries shipping the most apps (U.S. followed by China) and the Play Store’s growth.
It can be viewed here.
Powered by WPeMatico
Millennials may be a bit obsessed with self-care — and it’s beginning to pay off for the makers of self-care and digital wellness apps. According to data from multiple app store intelligence firms, the category is now seeing notable growth. In the first quarter of 2018, the top 10 grossing self-care apps in the U.S. earned $15 million in combined iOS and Android revenue, and $27 million in worldwide revenue, according to Sensor Tower.
The firm also found that the top 10 wellness apps (e.g. mindfulness and meditation) made about 170 percent more revenue worldwide in Q1 2018 than the top 10 wellness apps did in Q1 2017 across both the App Store and Google Play. In the U.S., they made about 167 percent more.

However, a big chunk of self-care apps’ revenue is being claimed by just two apps — Calm and Headspace, both of which focus on mindfulness and meditation. Calm, the top grosser, earned about half the total revenue in the U.S. and worldwide, equating to roughly $8 million in the U.S. and $13.5 million worldwide. Combined with Headspace, the two generated more than 90 percent of the top 10 apps’ revenue last quarter.
Apptopia is also reporting a surge in self-care app revenues and installs, but its numbers don’t agree with Sensor Tower data. (Sensor Tower believes its data is within a couple of percentage points of actual, on the underestimating side.)
Both firms agreed on the top three, however: Calm, followed by Headspace, then 10% Happier: Meditation Daily. Other mindfulness apps appeared on both charts, including The Mindfulness App and Stop, Breathe & Think.
The discrepancies may be attributed to how the companies define “self-care” — as it’s not a specific app store category — as well as data quality.
Apptopia also claimed self-care app installs are up year-over-year, with more new self-care apps arriving every year.
Regardless of which firm is closer to actual, the trend is clear: self-care app adoption is booming.

Apple, for example, pegged self-care as one of its top four breakout trends for 2017, saying “never before have we seen such a surge in apps focused specifically on mental health, mindfulness and stress reduction.”
As to why self-care apps are the latest craze, that’s a bit more complicated.
Some experts say millennials’ use of the informational resources on the internet increased awareness about self-care in general; others would say the always-on news cycle of the web combined with the depressing nature of social media led to a growing need for self-care tools. And, of course, cynics would argue it’s simply because millennials are more self-absorbed than other generations, and this trendy focus on self-care is the proof.
But there are plenty of other factors beyond that. Millennials married later and were slower to buy homes as a result — that may have led them to have more time to remained self-focused, as they may not have had the same set of distracting responsibilities as their parents. (Or the related drains on their extraneous funds!)
Meanwhile, the stigma around mental illness is also on the decline, which aids a self-care app surge.
However, not all self-care apps are a replacement for traditional mental health care, when it comes to more serious matters. Some of the talk therapy apps were found to be ineffective, expensive, inconsistent in the quality of care provided and, at worst, potentially dangerous.
For those problems that can’t be meditated away, please still call a doctor or an emergency hotline.
Powered by WPeMatico
It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software .
This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.
This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.
But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.
The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.
This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 
For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.
“I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”
Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”
Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.
“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”
Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.
Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.
“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”
The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.
I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.
That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”
“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”
Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”
In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.
This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“
That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.
“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.
Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.
“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”
“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”
Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.
“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”
Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.
“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.
“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”
Powered by WPeMatico
HQ Trivia was removed from the App Store following a controversial ending to a $25K game on Sunday night, according to Business Insider.
HQ has introduced a new high-stakes version of the game where one winner takes home a larger prize. However, on Sunday night, no one won the $25K.
The company posted on its Twitter account that moderators kick players who break the company’s TOS.
HQ moderators kick players that violate HQ’s Terms of Service and Contest Rules. For more information, please refer to our Terms of Service here: https://t.co/septsPVgOm
— HQ Trivia (@hqtrivia) March 19, 2018
HQ would not be specific about what rules were broken, but BI reports that Twitter users had suggested it was due to jailbroken iPhones, which could be running software that gives users a leg up in the trivia competition.
For those who missed the game last night, two players remained for the final question. One was removed due to breaking the TOS, and the remaining player missed the last question, resulting in no winner.
Cheating seems to be a growing problem with HQ Trivia. There are countless guides online about how to cheat, including obvious methods like using voice dictation and a second device to Google search each question. The time limit makes that more difficult, but not impossible.
But as HQ grows its prize pot — the original prize was $1000 — cheating on the platform, and the methods by which people cheat, is only bound to intensify.
Even more bizarre, the app was seemingly removed from the App Store following the game. It has since re-appeared on the App Store.
HQ says that last night’s game and HQ’s removal from the App Store are unrelated events. A spokesperson from the company confirmed Mashable’s report that the app was removed because of a clerical error. Long story short, someone at HQ forgot to update the expired credit card info in the developer portal of the App Store.
App analytics firm Apptopia confirmed that HQ Trivia was removed from the App Store briefly, and that it has been falling in ranking for the past 30 to 60 days.

We reached out to Apple and haven’t heard back. We will report back as soon as we know more.
Powered by WPeMatico
MyBagCheck is a clever system that ensures you’ll be able to spend those extra few hours in a foreign city without having to lug around 50 pounds of Samsonite. The founder, Micah B. Lewis, created the app to allow people who have bags to get those bags picked up and stored during the day, something every traveler would love. The app is self-funded and Lewis spent $60,000 of his own money… Read More
Powered by WPeMatico
Smartphone adoption in emerging markets just delivered the highest number of app downloads Google Play has ever seen in a quarter. According to today’s report from App Annie, Google Play app downloads topped 19 billion in Q4 2017, a new record. That also makes Google Play’s download lead over iOS its largest ever, at 145 percent. Specifically, the downloads were driven by… Read More
Powered by WPeMatico
Want a way to workout and earn some coin? Sweatcoin has risen to the top of the App Store for helping folks get something more than just a glow for taking those daily steps. The startup says it has accumulated more than 5 million users in the past year and increased revenue by 266 percent in the last quarter. There are more than 2 million weekly active users on the app, and growing, making it… Read More
Powered by WPeMatico