app-store
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The app industry shows no signs of slowing down, with 194 billion downloads in 2018 and over $100 billion in consumer spending. People spend 90% of their mobile time in apps and more time using their mobile devices than watching TV. In other words, apps aren’t just a way to spend idle hours — they’re a big business. And one that often seems to change overnight. In this new Extra Crunch series, we’ll help you keep up with the latest news from the world of apps — including everything from the OS’s to the apps that run upon them, as well as the money that flows through it all.
This week, alternatives to the traditional app store is a big theme. Not only has a new, jailbreak-free iOS marketplace called AltStore just popped up, we’ve also got both Apple and Google ramping up their own subscription-based collections of premium apps and games.
Meanwhile, the way brands and publishers want to track their apps’ success is changing, too. And App Annie — the company that was the first to start selling pickaxes for the App Store gold rush — is responding with an acquisition that will help app publishers better understand the return on investment for their app businesses.
An interesting alternative app marketplace has appeared on the scene, allowing a way for developers to distribute iOS apps outside the official App Store, reports Engadget — without jailbreaking, which can be difficult and has various security implications. Instead, the new store works by tricking your device into thinking you’re a developer sideloading apps. And it uses a companion app on your Mac or PC to re-sign the apps every 7 days via iTunes WiFi syncing protocol. Already, it’s offering a Nintendo emulator and other games, says The Verge. And Apple is probably already working on a way to shut this down. For now, it’s live at Altstore.io.
Very excited to officially announce AltStore: an alternative app store for iOS — no jailbreak required. Launching this Saturday, September 28, but you can download the preview TODAY https://t.co/M7nULBV28p
— Riles
(@rileytestut) September 25, 2019
Does Google Play have a malicious app problem? That appears to be the case as Google has booted some 46 apps from major Chinese mobile developer iHandy out of its app store, BuzzFeed reported. And it isn’t saying why. The move follows Google’s ban of two other major Chinese app developers, DO Global and CooTek, who had 1 billion total downloads.
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Apple’s iOS 13 update (and the newly renamed iPadOS for iPad hardware) both support multiple simultaneous Bluetooth game controller connections. Apple added Xbox One and PlayStation 4 controller support in the updates, and after doing some digging, I can confirm that you can use multiple of either type of controller on one iOS device running the update, with each controlling a different player character.
That’s the good news: The bad news is that not many games take advantage of this right now. I wasn’t able to find a game in Apple’s new Arcade subscription service to try this out, for instance — and even finding a non-Arcade iOS game took a bit of digging. I finally was able to try local multi-controller multiplayer with “Horde,” a free-to-play two-player co-op brawler, and found that it worked exactly as you’d expect.
With Arcade, Apple has done more to re-invigorate the App Store, and gaming on iOS in particular, than it has since the original launch of the iPhone. The all-you-can-game subscription offering, which delivers extremely high-quality gaming experiences without ads or in-app purchases, has already impressed me immensely with the breadth and depth of its launch slate, which includes fantastic titles like “Where Cards Fall,” “Skate,” “Sayonara: Wild Hearts” and “What the Golf,” to name just a few.
Combine the quality and value of the library with cross-play on iOS, iPadOS, Apple TV and eventually Mac devices, and you have a killer combo that’s well-positioned to eat up a lot of the gaming market currently owned by Nintendo’s Switch and other home consoles.
Local multiplayer, especially on iPads, is another potential killer feature here. Already, iPad owners are likely to be using their tablets both at home and on the road, and providing quality local gaming experiences on that big display, with just the added requirement that you pack a couple of PS4 or Xbox controllers in your suitcase or carry-on, opens up a lot of potential value for device owners.
As I said above, there’s not much in the way of games that support this right now, but it’s refreshing to know that the features are there for when game developers want to take advantage.
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Apple Arcade seems purpose-built to make room in the market for beautiful, sad, weird, moving, slow, clever and heartfelt. All things that the action, shooter and MOBA-driven major market of games has done nothing to foster over the last decade.
I had a chance to play a bunch of the titles coming to Apple Arcade, which launched today in a surprise move for some early testers of iOS 13. Nearly every game I played was fun, all were gorgeous and some were really, really great.
A few I really enjoyed, in no particular order:

Where Cards Fall — A Snowman game from Sam Rosenthal. A beautiful game with a clever card-based mechanic that allows room for story moments and a ramping difficulty level that should be fantastic for short play sessions. Shades of Monument Valley, of course, in its puzzle + story interleave and in its willingness to get super emotional about things right away. More of this in gaming! Super satisfying gameplay and crisp animations abound.

Overland — Finji — Overland is one of my most anticipated games from the bunch, I’ve been following the development of this game from the Night in the Woods and Canabalt creators for a long time. It does not disappoint, with a stylized but somehow hyper-realized post apocalyptic turn-based system that transmits urgency through economy of movement. Every act you take counts. Given that it’s a roguelike, the story is told through the world rather than through an individual character’s narrative and the world does a great job of it.

Oceanhorn 2 — Cornfox & Brothers — The closest to a native Zelda you’ll get on iOS — this plays great on a controller. Do yourself a favor and try it that way.

Spek — RAC7 — One of those puzzle games people will plow through, it makes the mechanics simple to understand, then begins to really push and prod at your mastery of them over time. The AR component of the app seems like it will be a better party game than solo experience, but the effects used here are great and it really plays with distance and perspective in a way that an AR game should. A good totem for the genre going forward.
I was able to play several of the games across all three platforms, including Apple TV with an Xbox controller, iPhone and iPad. While some favored controller (Skate City) and others touch controls (Super Impossible Road), all felt like I could play them either way without much difficulty.
There are also some surprises in the initial batch of games, like Lego Brawls — a Smash Brothers clone that will be a big hit for car rides and get-togethers, I think.
My hope is that the Apple Arcade advantage, an aggressive $4.99 price and prime placement in the App Store, may help create an umbrella of sorts for games that don’t fit the “big opening weekend” revenue mold, and I hope Apple leans into that. I know that there may be action-oriented and big-name titles in the package now and in the future, and that’s fine. But there are many kinds of games out there that are fantastic, but “minor” in the grand scheme of things, and having a place that could create sustainability in the market for these gems is a great thing.
The financial terms were not disclosed by Apple, but many of the developers appear to have gotten upfront money to make games for the platform and, doubtless, there is a rev share on some sort of basis, probably usage or installs. Whatever it is, I hope the focus is on sustainability, but the people responsible for Arcade inside Apple are making all the right noises about that, so I have hope.
I am especially glad that Apple is being aggressive with the pricing and with the restrictions it has set for the store, including no in-app purchases or ads. This creates an environment where a parent (ratings permitting) can be confident that a kid playing games from the Arcade tab will not be besieged with casino ads in the middle of their puzzle game.
There is, however, a general irony in the fact that Apple had to create Apple Arcade because of the proliferation of loot box/currency/in-app purchase revenue models. An economy driven by the App Store’s overall depressive effect on the price of games and the decade long acclimation people have had to spending less and less, down to free, for games and apps on the store.
By bundling them into a subscription, Apple sidesteps the individual purchase barrier that it has had a big hand in creating in the first place. While I don’t think it is fully to blame — plenty of other platforms aggressively promote loot box mechanics — a big chunk of the responsibility to fix this distortion does rest on Apple. Apple Arcade is a great stab at that and I hope that the early titles are an indicator of the overall variety and quality that we can expect.
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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.

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.
Above: 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.

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.
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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.

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.

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.

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.

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.

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.

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.
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App store spending is continuing to grow, although not as quickly as in years past. According to a new report from Sensor Tower, the iOS App Store and Google Play combined brought in $39.7 billion in worldwide app revenue in the first half of 2019 — that’s up 15.4% over the $34.4 billion seen during the first half of last year. However, at that time, the $34.4 billion was a 27.8% increase from 2017’s numbers, then a combined $26.9 billion across both stores.
Apple’s App Store continues to massively outpace Google Play on consumer spending, the report also found.
In the first half of 2019, global consumers spent $25.5 billion on the iOS App Store, up 13.2% year-over-year from the $22.6 billion spent in the first half of 2018. Last year, the growth in consumer spending was 26.8%, for comparison’s sake.
Still, Apple’s estimated $25.5 billion in the first half of 2019 is 80% higher than Google Play’s estimated gross revenue of $14.2 billion — the latter a 19.6% increase from the first half of 2018.
The major factor in the slowing growth is iOS in China, which contributed to the slowdown in total growth. However, Sensor Tower expects to see China returning to positive growth over the next 12 months, we’re told.
To a smaller extent, the downturn could be attributed to changes with one of the top-earning apps across both app stores: Netflix.
Last year, Netflix dropped in-app subscription sign-ups for Android users. Then, at the end of December 2018, it did so for iOS users, too. That doesn’t immediately drop its revenue to zero, of course — it will continue to generate revenue from existing subscribers. But the number will decline, especially as Netflix expands globally without an in-app purchase option, and as lapsed subscribers return to renew online with Netflix directly.
In the first half of 2019, Netflix was the second highest earning non-game app with consumer spending of $339 million, Sensor Tower estimates, down from $459 million in the first half of 2018. (We should point out the firm bases its estimates on a 70/30 split between Netflix and Apple’s App Store that drops to 85/15 after the first year. To account for the mix of old and new subscribers, Sensor Tower factors in a 25% cut. But Daring Fireball’s John Gruber claims Netflix had a special relationship with Apple where it had an 85/15 cut from year one.)
In any event, Netflix’s contribution to the app stores’ revenue is on the decline.
In the first half of last year, Netflix had been the No. 1 non-game app for revenue. This year, that spot went to Tinder, which pulled in an estimated $497 million across the iOS App Store and Google Play, combined. That’s up 32% over the first half of 2018.

But Tinder’s dominance could be a trend that doesn’t last.
According to recent data from eMarketer, dating app audiences have been growing slower than expected, causing the analyst firm to revise its user estimates downward. It now expects that 25.1 million U.S. adults will use a dating app monthly this year, down from its previous forecast of 25.4 million. It also expects that only 21% of U.S. single adults will use a dating app at all in 2019, and that will only grow to 23% by 2023.
That means Tinder’s time at the top could be overrun by newcomers in later months, especially as new streaming services get off the ground (assuming they offer in-app subscriptions); if TikTok starts taking monetization seriously; or if any other large apps from China find global audiences outside of China’s third-party app stores.
For example, Tencent Video grossed $278 million globally in the first half of 2019, outside of the third-party Chinese Android app stores. That made it the third-largest non-game app by revenue. And Chinese video platform iQIYI and YouTube were the No. 4 and No. 5 top-grossing apps, respectively.
Meanwhile, iOS app installs actually declined in the first half of the year, following the first quarter that saw a decline in downloads, Q1 2019, attributed to the downturn in China.
The App Store in the first half of 2019 accounted for 14.8 billion of the total 56.7 billion app installs.
Google Play installs in the first half of the year grew 16.4% to 41.9 billion, or about 2.8 times greater than the iOS volume.

The most downloaded apps in the first half of 2019 were the same as before: WhatsApp, Messenger and Facebook led the top charts. But TikTok inched ahead of Instagram for the No. 4 spot, and it saw its installs grow around 28% to nearly 344 million worldwide.
In terms of mobile gaming specifically, spending was up 11.3% year-over-year in the first half of 2019, reaching $29.6 billion across the iOS App Store and Google Play. Thanks to the fallout of the game licensing freeze in China, App Store revenue growth for games was at $17.6 billion, or 7.8% year-over-year growth. Google Play game spending grew by 16.8% to $12 billion.
The top-grossing games, in order, were Tencent’s Honor of Kings, Fate/Grand Order, Monster Strike, Candy Crush Saga and PUBG Mobile.

Meanwhile, the most downloaded games were Color Bump 3D, Garena Free Fire and PUBG Mobile.
Image credits: Sensor Tower
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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.
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One of the bigger security announcements from Apple’s Worldwide Developer Conference this week is Apple’s new requirement that app developers must implement the company’s new single sign-on solution, Sign In with Apple, wherever they already offer another third-party sign-on system.
Apple’s decision to require its button in those scenarios is considered risky — especially at a time when the company is in the crosshairs of the U.S. Department of Justice over antitrust concerns. Apple’s position on the matter is that it wants to give its customers a more private choice.
From a security perspective, Apple offers a better option for both users and developers alike compared with other social login systems which, in the past, have been afflicted by massive security and privacy breaches.
Apple’s system also ships with features that benefit iOS app developers — like built-in two-factor authentication support, anti-fraud detection and the ability to offer a one-touch, frictionless means of entry into their app, among other things.
For consumers, they get the same fast sign-up and login as with other services, but with the knowledge that the apps aren’t sharing their information with an entity they don’t trust.
Consumers can also choose whether or not to share their email with the app developer.

If customers decide not to share their real email, Apple will generate a random — but real and verified — email address for the app in question to use, then will route the emails the app wants to send to that address. The user can choose to disable this app email address at any time like — like if they begin to get spam, for example.
The ability to create disposable emails is not new — you can add pluses (+) or dots (.) in your Gmail address, for example, to set up filters to delete emails from addresses that become compromised. Other email providers offer similar features.
However, this is the first time a major technology company has allowed customers to not only create these private email addresses for sign-ins to apps, but to also disable those addresses at any time if they want to stop receiving emails at them.
Despite the advantages to the system, the news left many wondering how the new Sign In with Apple button would work, in practice, at a more detailed level. We’ve tried to answer some of the more burning and common questions. There are likely many more questions that won’t be answered until the system goes live for developers and Apple updates its App Review Guidelines, which are its hard-and-fast rules for apps that decide entry into the App Store.

1) What information does the app developer receive when a user chooses Sign In with Apple?
The developer only receives the user’s name associated with their Apple ID, the user’s verified email address — or the random email address that routes email to their inbox, while protecting their privacy — and a unique stable identifier that allows them to set up the user’s account in their system.
Unlike Facebook, which has a treasure trove of personal information to share with apps, there are no other permissions settings or dialog boxes with Apple’s sign in that will confront the user with having to choose what information the app can access. (Apple would have nothing more to share, anyway, as it doesn’t collect user data like birthday, hometown, Facebook Likes or a friend list, among other things.)
2) Do I have to sign up again with the app when I get a new iPhone or switch over to use the app on my iPad?
No. For the end user, the Sign In with Apple option is as fast as using the Facebook or Google alternative. It’s just a tap to get into the app, even when moving between Apple devices.
3) Does Sign In with Apple work on my Apple Watch? Apple TV? Mac?
Sign In with Apple works across all Apple devices — iOS/iPadOS devices (iPhone, iPad and iPod touch), Mac, Apple TV and Apple Watch.
4) But what about Android? What about web apps? I use my apps everywhere!
There’s a solution, but it’s not quite as seamless.
If a user signs up for an app on their Apple device — like, say, their iPad — then wants to use the app on a non-Apple device, like their Android phone, they’re sent over to a web view.
Here, they’ll see a Sign In with Apple login screen where they’ll enter their Apple ID and password to complete the sign in. This would also be the case for web apps that need to offer the Sign In with Apple login option.
This option is called Sign In with Apple JS as it’s JavaScript-based.
(Apple does not offer a native SDK for Android developers, and honestly, it’s not likely to do so any time soon.)
5) What happens if you tap Sign In with Apple, but you forgot you already signed up for that app with your email address?
Sign In with Apple integrates with iCloud Keychain so if you already have an account with the app, the app will alert you to this and ask if you want to log in with your existing email instead. The app will check for this by domain (e.g. Uber), not by trying to match the email address associated with your Apple ID — which could be different from the email used to sign up for the account.
6) If I let Apple make up a random email address for me, does Apple now have the ability to read my email?
No. For those who want a randomized email address, Apple offers a private email relay service. That means it’s only routing emails to your personal inbox. It’s not hosting them.
Developers must register with Apple which email domains they’ll use to contact their customers and can only register up to 10 domains and communication emails.
7) How does Sign In with Apple offer two-factor authentication?
On Apple devices, users authenticate with either Touch ID or Face ID for a second layer of protection beyond the username/password combination.
On non-Apple devices, Apple sends a six-digit code to a trusted device or phone number.
8) How does Sign In with Apple prove I’m not a bot?
App developers get access to Apple’s robust anti-fraud technology to identify which users are real and which may not be real. This is tech it has built up over the years for its own services, like iTunes.
The system uses on-device machine learning and other information to generate a signal for developers when a user is verified as being “real.” This is a simple bit that’s either set to yes or no, so to speak.
But a “no” doesn’t mean the user is a definitely a bot — they could just be a new user on a new device. However, the developer can take this signal into consideration when providing access to features in their apps or when running their own additional anti-fraud detection measures, for example.

9) When does an app have to offer Sign In with Apple?
Apple is requiring that its button is offered whenever another third-party sign-in option is offered, like Facebook’s login or Google. Note that Apple is not saying “social” login though. It’s saying “third-party,” which is more encompassing.
This requirement is what’s shocking people as it seems heavy-handed.
But Apple believes customers deserve a private choice, which is why it’s making its sign-in required when other third-party options are provided.
But developers don’t have to use Sign In with Apple. They can opt to just use their own direct login instead. (Or they can offer a direct login and Sign In with Apple, if they want.)
10) Do the apps only have to offer Sign In with Apple if they offer Google and/or Facebook login options, or does a Twitter, Instagram or Snapchat sign-in button count, too?
Apple hasn’t specified this is only for apps with Facebook or Google logins, or even “social” logins. Just any third-party sign-in system. Although Facebook and Google are obviously the biggest providers of third-party sign-in services to apps, other companies, including Twitter, Instagram and Snapchat, have been developing their own sign-in options, as well.
As third-party providers, they too would fall under this new developer requirement.

11) Does the app have to put the Sign In with Apple button on top of the other options or else get rejected from the App Store?
Apple is suggesting its button be prominent.
The company so far has only provided design guidelines to app developers. The App Store guidelines, which dictate the rules around App Store rejections, won’t be updated until this fall.
And it’s the design guidelines that say the Apple button should be on the top of a stack of other third-party sign-in buttons, as recently reported.
The design guidelines also say that the button must be the same size or larger than competitors’ buttons, and users shouldn’t have to scroll to see the Apple button.
But to be clear, these are Apple’s suggested design patterns, not requirements. The company doesn’t make its design suggestions law because it knows that developers do need a degree of flexibility when it comes to their own apps and how to provide their own users with the best experience.
12) If the app only has users signing up with their phone number or just their email, does it also have to offer the Apple button?
Not at this time, but developers can add the option if they want.
13) After you sign in using Apple, will the app still make you confirm your email address by clicking a link they send you?
Nope. Apple is verifying you, so you don’t have to do that anymore.
14) What if the app developer needs you to sign in with Google, because they’re providing some sort of app that works with Google’s services, like Google Drive or Docs, for example?
This user experience would not be great. If you signed in with Apple’s login, you’d then have to do a second authentication with Google once in the app.
It’s unclear at this time how Apple will handle these situations, as the company hasn’t offered any sort of exception list to its requirement, nor any way for app developers to request exceptions. The company didn’t give us an answer when we asked directly.
It may be one of those cases where this is handled privately with specific developers, without announcing anything publicly. Or it may not make any exceptions at all, ever. And if regulators took issue with Apple’s requirement, things could change as well. Time will tell.
15) What if I currently sign in with Facebook, but want to switch to Sign In with Apple?
Apple isn’t providing a direct way for customers to switch for themselves from Facebook or another sign-in option to Apple ID. It instead leaves migration up to developers. The company’s stance is that developers can and should always offer a way for users to stop using their social login, if they choose.
In the past, developers could offer users a way to sign in only with their email instead of the third-party login. This is helpful particularly in those cases where users are deleting their Facebook accounts, for example, or removing apps’ ability to access their Facebook information.
Once Apple ID launches, developers will be able to offer customers a way to switch from a third-party login to Sign In with Apple ID in a similar way.
Do you have more questions you wish Apple would answer? Email me at sarahp@techcrunch.com
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Researchers have found two apps masquerading as cryptocurrency apps on Android’s app store, Google Play.
One of them was largely a dud. The second was designed to steal cryptocurrency, the researchers said.
Security firm ESET said one of the two fake Android apps impersonated Trezor, a hardware cryptocurrency wallet. The good news is that the app couldn’t be used to steal cryptocurrency stored by Trezor. But the researchers found the app was connected to a second Android app that could have been used to scam funds out of unsuspecting victims.
Lukas Stefanko, a security researcher at ESET — who has a long history of finding dodgy Android apps — said the fake Trezor app “appeared trustworthy at first glance” but was using a fake developer name to impersonate the company.
The fake app was designed to trick users into turning over a victim’s login credentials. Uploaded to Google Play on May 1, the app quickly ranked as the second-most popular search result when searching for “Trezor” behind the legitimate app, said Stefanko. Users on Reddit also found the fake app and reported it as recently as two weeks ago.
According to Stefanko, the server where user credentials were sent was linked to a website linked to another fake wallet, purportedly to store cryptocurrency, and also listed on Google Play since February 25.
“The app claims it lets its users create wallets for various cryptocurrencies,” said Stefanko. “However, its actual purpose is to trick users into transferring cryptocurrency into the attackers’ wallets – a classic case of what we’ve named wallet address scams in our previous research into cryptocurrency-targeting malware.”
Both apps were collectively downloaded more than a thousand times. After ESET contacted Google, the apps were pulled offline the next day.
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OpenFin, the company looking to provide the operating system for the financial services industry, has raised $17 million in funding through a Series C round led by Wells Fargo, with participation from Barclays and existing investors including Bain Capital Ventures, J.P. Morgan and Pivot Investment Partners. Previous investors in OpenFin also include DRW Venture Capital, Euclid Opportunities and NYCA Partners.
Likening itself to “the OS of finance,” OpenFin seeks to be the operating layer on which applications used by financial services companies are built and launched, akin to iOS or Android for your smartphone.
OpenFin’s operating system provides three key solutions which, while present on your mobile phone, has previously been absent in the financial services industry: easier deployment of apps to end users, fast security assurances for applications and interoperability.
Traders, analysts and other financial service employees often find themselves using several separate platforms simultaneously, as they try to source information and quickly execute multiple transactions. Yet historically, the desktop applications used by financial services firms — like trading platforms, data solutions or risk analytics — haven’t communicated with one another, with functions performed in one application not recognized or reflected in external applications.
“On my phone, I can be in my calendar app and tap an address, which opens up Google Maps. From Google Maps, maybe I book an Uber . From Uber, I’ll share my real-time location on messages with my friends. That’s four different apps working together on my phone,” OpenFin CEO and co-founder Mazy Dar explained to TechCrunch. That cross-functionality has long been missing in financial services.
As a result, employees can find themselves losing precious time — which in the world of financial services can often mean losing money — as they juggle multiple screens and perform repetitive processes across different applications.
Additionally, major banks, institutional investors and other financial firms have traditionally deployed natively installed applications in lengthy processes that can often take months, going through long vendor packaging and security reviews that ultimately don’t prevent the software from actually accessing the local system.
OpenFin CEO and co-founder Mazy Dar (Image via OpenFin)
As former analysts and traders at major financial institutions, Dar and his co-founder Chuck Doerr (now president & COO of OpenFin) recognized these major pain points and decided to build a common platform that would enable cross-functionality and instant deployment. And since apps on OpenFin are unable to access local file systems, banks can better ensure security and avoid prolonged yet ineffective security review processes.
And the value proposition offered by OpenFin seems to be quite compelling. OpenFin boasts an impressive roster of customers using its platform, including more than 1,500 major financial firms, almost 40 leading vendors and 15 of the world’s 20 largest banks.
More than 1,000 applications have been built on the OS, with OpenFin now deployed on more than 200,000 desktops — a noteworthy milestone given that the ever-popular Bloomberg Terminal, which is ubiquitously used across financial institutions and investment firms, is deployed on roughly 300,000 desktops.
Since raising their Series B in February 2017, OpenFin’s deployments have more than doubled. The company’s headcount has also doubled and its European presence has tripled. Earlier this year, OpenFin also launched it’s OpenFin Cloud Services platform, which allows financial firms to launch their own private local app stores for employees and customers without writing a single line of code.
To date, OpenFin has raised a total of $40 million in venture funding and plans to use the capital from its latest round for additional hiring and to expand its footprint onto more desktops around the world. In the long run, OpenFin hopes to become the vital operating infrastructure upon which all developers of financial applications are innovating.
“Apple and Google’s mobile operating systems and app stores have enabled more than a million apps that have fundamentally changed how we live,” said Dar. “OpenFin OS and our new app store services enable the next generation of desktop apps that are transforming how we work in financial services.”
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