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Apple has added another step to prevent users from accidentally signing up for an iOS app’s subscription — or, from being tricked into it by a scammy app not playing by the rules. The company recently rolled out a subscription confirmation dialog box that pops up as one final step to ensure you meant to opt in to the subscription being offered.
The change to iOS was first spotted by app developer David Barnard on Twitter and reported by Apple news site 9to5Mac.
Whoa! Apple added an additional confirmation step for subscriptions. This new alert comes after you confirm with Touch ID/Face ID. I hope they address this in a more elegant way in iOS 13, but I’m thrilled Apple took a definitive step to curb scam subscriptions.
@pschiller pic.twitter.com/oktaEVdx0o
— David Barnard (@drbarnard) April 11, 2019
The new confirmation box is a welcome addition, considering how many users were accidentally subscribing — particularly those with Touch ID-based phones who were trying to exit to the Home screen. Instead, they were giving the app permission to sign them up by placing their finger on the Home button, which triggered the Touch ID authentication process.
The update also arrives following several changes Apple has made to subscriptions in recent months to address problems around scammy subscriptions.
A good number of developers — especially those in the Utility category — were using sneaky tricks to tap into the subscription craze to bank thousands and even millions of dollars per year. Some apps would intentionally confuse users with their design, or make promises of “free trials” that converted in only a few days, or used other misleading tactics to get users to subscribe.
This left many consumers feeling they had been duped into paying, and a host of angry App Store reviews followed. The scams could have had a broader impact on the subscription economy, if Apple had allowed them to go unchecked, as consumers would have become wary of ever signing up for anything as a result.
That would have been a problem, given how subscriptions have become a big business for the App Store. According to one forecast, they are poised to grow to $75.7 billion by 2022, in fact.
However, Apple has since begun to crack down on bad actors, while also making subscriptions easier to manage by iOS users.
In January, it rolled out new developer guidelines to more clearly spell out what is and is not allowed; and in February it updated iOS to reduce the number of steps it took to get to your subscriptions, so you could more quickly and easily cancel them.
I decided to test Apple’s subscription confirmation on my iPhone 6S running iOS 10.3.3, and… I didn’t give Apple enough credit yesterday! The change was done server side, so it works on all iOS versions. It also cancels when you press the home button. Once again,
@pschiller pic.twitter.com/48Jt2okEyZ
— David Barnard (@drbarnard) April 12, 2019
Now, the new dialog box will ensure that users understand they’re opting in to a paid subscription, with a message that reads:
“Confirm Subscription. The subscription will continue unless canceled in Settings at least one day before a subscription period ends.”
Apple didn’t formally announce the change, but it appears to have rolled out sometime in the last week, reports say.
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Following my report from yesterday, Apple has removed many of the apps I pointed out. When you try to find them on the App Store, they are no longer available.
App Store Review Guidelines are very clear when it comes to app duplicates. According to rule 4.3, you can’t release the same app multiple times on the App Store as it is considered as spamming.
But that rule has been poorly enforced, and some companies have taken advantage of that. In my original report, I focused on one category in particular — VoIP apps that let you get a second phone number and send and receive calls and texts from that new number.
Developers release multiple versions of the same app so they can use different names, different keywords and different categories. This way, they can cover a wide range of keywords when you’re searching for an app in the App Store.
So let’s look at the developers I called out yesterday. It’s still unclear if some of these apps will reappear after some changes.
TextMe, Inc.
BinaryPattern and Flexible Numbers LLC
Appverse Inc.
Dingtone Inc.
This case illustrates once again that Apple holds the keys to the App Store kingdom. The company acts as a judge and can make or break some companies.
Some of those companies have released clones of their apps and benefited from that strategy for many years. The main issue here is that App Store rules aren’t enforced consistently.
The clone plague is far from over. Many categories also use this App Store optimization strategy.
JPEG Labs has released four different apps that let you print photos in Walgreens or CVS stores around you. They all do the same thing but have different names and keywords. (They also tell you to leave a review right after opening the app.)




Another good example is MailPix, Inc. You can find multiple copies of the same app. The company is also slowly expanding its App Store footprint by acquiring competitors and changing those apps into duplicated versions of the main app.
MailPix acquired Photobucket’s printing app to turn it into a clone.



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If you’ve searched the App Store for an app to get a second phone number, chances are you found dozens of apps with very little differences. A handful of companies are spamming the App Store with duplicated apps. This strategy is against Apple’s rules.
The App Store Review Guidelines are detailed rules that define what you can and cannot do on the App Store. As soon as you sign up for a developer account and submit an app to the App Store review team, you agree to comply with those rules. It’s a long document, but rule 4.3 titled “Spam” is straightforward:
Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase. Also avoid piling on to a category that is already saturated; the App Store has enough fart, burp, flashlight, and Kama Sutra apps already. Spamming the store may lead to your removal from the Developer Program.
A tipster looked at a specific category in the App Store — VoIP apps that let you get a second phone number and send and receive calls and texts from that new number. I looked at that category myself, and here are the results of my investigation.
Companies don’t even try to hide the fact that have submitted multiple versions of the same app with different names and icons. But core features remain the same. Apple hasn’t enforced its own guideline properly and developers took advantage of that grey area.
As you can see on the company’s website, TextMe currently operates three apps and is open about it — TextMe Up, TextMe and FreeTone. These three apps all have an average of 4.7 stars in the App Store with hundreds of thousands of reviews in total.
The wording is slightly different for each app. TextMe Up lets you “call & text anyone in the world from your mobile, tablet, and computer,” while TextMe lets you “get a new phone number and start texting and making calls for free” and FreeTone is all about “[enjoying] free calls & texts to the phone numbers in the US and Canada.”
But if you look at the App Store screenshots, the company doesn’t even bother changing the screenshots or marketing copy.



“Our apps have a different marketing target,” TextMe, Inc. co-founder and co-CEO Patrice Giami told me in a phone interview. “They share the same code base, but we can activate or deactivate some features in order to differentiate the apps. We manage that depending on the competitive environment and if we need to optimize distribution.”
Giami also believes that his company complies with the App Store guidelines. “Apple is doing a very systematic review — we’re constantly scrutinized because we release a lot of app updates. We’ve never been flagged or contacted by Apple — they’ve never said that we’re releasing complete clones of the same app,” he said.
TextMe uses the same developer account for its three apps, Text Me, Inc. Apple could easily compare those apps if it wanted to.
This case is a bit more sophisticated. The company behind these apps has two different developer accounts and tried to differentiate its App Store listings a bit. Similarly, buttons and colors vary slightly from one app to another, but it’s the same feature set.
Here are a few screenshots I took:



Burner Phone Numbers SMS/Calls


I’ve reached out to BinaryPattern/Flexible Numbers and haven’t heard back.
This time, Phoner, Second Line and Text Burner all share the same developer account. Even though these apps let you do the same thing, Appsverse has released its app in three different App Store categories — utilities, productivity and social networking.
By doing that, the company’s apps appear in multiple categories. Text Burner is No. 88 in social networking, Second Line is No. 74 in productivity and Phoner is No. 106 in utilities.
It seems a bit counterintuitive as Appsverse splits their downloads between multiple apps. But I believe the main reason the company is releasing multiple apps is for keyword optimization and App Store search results. It then picks a different category for each app, but it’s a side effect.
Appsverse sent me the following statement:
The guideline promotes a healthy App Store ecosystem that is good for both developers and users. It prevents proliferation of similar apps that does not have a differentiation in business model, features, use cases and demographic appeal.



On paper, Dingtone and Telos look like two different apps from two different companies. I downloaded the Dingtone app and signed up with my email address. I then downloaded the Telos app and signed up with the same email address. Here’s the message I got:

I’ve reached out to Telos/Dingtone and haven’t heard back.
These companies haven’t done anything illegal. They took advantage of Apple’s lack of oversight on an App Store rule. Releasing multiple versions of the same app is a great App Store optimization strategy. This way, you can pick a different name, different keywords and different categories. Chances are potential customers are going to see your app in their App Store search results.
While Apple is usually quite strict when it comes to App Store guidelines, it hasn’t enforced some of them. And this is unfair for app developers who play by the rules. They can’t compete as effectively with companies that know that they can ignore some rules.
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Apple has made a small but important change to iOS that will allow users an easier way to manage their app subscriptions. In the latest release of the mobile operating system (iOS 12.1.4 and 12.2 beta), the company has relocated the “Manage Subscriptions” setting so it’s only one click away when you tap on your profile in the App Store, instead of being buried more deeply within the settings.
This may seem like a minor change, but it was a much-needed one.
As more mobile apps have adopted subscriptions as a means of generating revenue, it’s become critical to ensure consumers know how to turn off their subscriptions. And, based on a reading of many angry App Store app reviews, many people don’t know how to do this. Most assume they should reach out to the developer to have their subscription disabled — after all, it’s the developer who’s charging them.
It’s not really the customer’s fault for being unaware of how the process works, as Apple had made getting to the subscription management screen far more difficult than it should be.
In iOS Settings, for example, you would have to click iTunes & App Store –> Apple ID: –> View Apple ID –> then scroll all the way to the bottom of the screen to find the hidden setting.
In the iOS App Store app, it was a bit simpler.
You would first have to tap your profile icon on the top right of the Home page, then your Apple ID, then scroll down to the bottom of the page again.
By comparison, Google Play put subscriptions in its top-level navigation with no scrolling or extra clicks required.
With the iOS update, when you now tap your profile icon in the App Store, “Manage Subscriptions” is right there — and it’s accessible without scrolling. That’s a huge help in making this critical feature more accessible.
Unfortunately, Apple hasn’t made a similar change to simplify the path to subscription management in iOS’s main Settings.
The change was first spotted by MacStories Editor-in-Chief Federico Viticci, who shared a screenshot on Twitter.
Apple recently made a change (seems iOS 12.1.4 and 12.2 beta) to make it easier to manage subscriptions for iOS apps.
Now you just need to open the App Store, tap your profile, and choose ‘Manage Subscriptions’. pic.twitter.com/4PtxvAQjTm
— Federico Viticci (@viticci) February 13, 2019
Subscriptions are now one of the main driving forces behind the increase in consumer spending on iPhone.
A recent Sensor Tower report said that iPhone users in the U.S. on average spent $79 on apps in 2018, up 36 percent from last year. Much of that is due to mobile gaming, as always, but subscription-based apps are now playing a large role.
Unfortunately, not all developers have been playing by the rules. Many app makers were using misleading tactics to force users to subscribe — like hiding the true costs, using confusing buttons and user interfaces or suggesting they join a free trial that ends up only lasting three days.
Apple later updated its App Store guidelines to further spell out what is and is not allowed.
But making the rules and enforcing them are two different matters. In the meantime, being able to figure out which subscriptions you have and turning off those you don’t want needed to be simpler.
Also related to this is the fact that Apple is preparing to launch some new subscriptions of its own — presumably, its long-awaited streaming video service and perhaps the news subscription service as well — at a press event in March.
The update to subscriptions appears to be rolled out worldwide for those on the latest version of iOS.
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Apple’s push to get developers to build subscription-based apps is now having a notable impact on App Store revenues. According to a new report from Sensor Tower due out later this week, revenue generated per U.S. iPhone grew 36 percent, from $58 in 2017 to $79 last year. As is typical, much of that increase can be attributed to mobile gaming, which accounted for more than half of this per-device average. However, more substantial growth took place in the categories outside of gaming — including those categories where subscription-based apps tend to rule the top charts, the firm found.
According to the report’s findings, per-device app spending in the U.S. grew more over the past year than it did in 2017.
From 2017 to 2018, iPhone users spent an average of $21 or more on in-app purchases and paid app downloads — a 36 percent increase compared with the 23 percent increase from 2016 to 2017, when revenue per device grew from $47 to $58.

However, 2018’s figure was slightly lower than the 42 percent increase in average per-device spending seen between 2015 and 2016, when revenue grew from $33 to $47, noted Sensor Tower.
As usual, mobile gaming continued to play a large role in iPhone spending. In 2018, gaming accounted for nearly 56 percent of the average consumer spend — or $44 out of the total $79 spent per iPhone.
But what’s more interesting is how the non-gaming categories fared this past year.
Some categories — including those where subscription-based apps dominate the top charts — saw even higher year-over-year growth in 2018, the firm found.

For example, Entertainment apps grew their spend per device increase by 82 percent to $8 of the total in 2018. Lifestyle apps increased by 86 percent to reach $3.90, up from $2.10.
And though it didn’t make the top five, Health & Fitness apps also grew 75 percent year-over-year to account for an average of $2.70, up from $1.60 in 2017.
Other categories in the top five included Music and Social Networking apps, which both grew by 22 percent.
This data indicates that subscription apps are playing a significant role in helping drive iPhone consumer spending higher.
The news comes at a time when Apple has reported slowing iPhone sales, which is pushing the company to lean more on services to continue to boost its revenue. This includes not just App Store subscriptions, but also things like Apple Music, Apple Pay, iCloud, App Store Search ads, AppleCare and more.
As subscriptions become more popular, Apple will need to remain vigilant against those who would abuse the system.
For example, a number of sneaky subscription apps were found plaguing the App Store in recent weeks. They were duping users into paid memberships with tricky buttons, hidden text, instant trials that converted in days and the use of other misleading tactics.
Apple later cracked down by removing some of the apps, and updated its developer guidelines with stricter rules about how subscriptions should both look and operate.
A failure to properly police the App Store or set boundaries to prevent the overuse of subscriptions could end up turning users off from downloading new apps altogether — especially if users begin to think that every app is after a long-term financial commitment.
Developers will need to be clever to convert users and retain subscribers amid this shift away from paid apps to those that come with a monthly bill. App makers will need to properly market their subscription’s benefits, and even consider offering bundles to increase the value.
But in the near-term, the big takeaway for developers is that there is still good money to be made on the App Store, even if iPhone sales are slowing.
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Many major companies, like Air Canada, Hollister and Expedia, are recording every tap and swipe you make on their iPhone apps. In most cases you won’t even realize it. And they don’t need to ask for permission.
You can assume that most apps are collecting data on you. Some even monetize your data without your knowledge. But TechCrunch has found several popular iPhone apps, from hoteliers, travel sites, airlines, cell phone carriers, banks and financiers, that don’t ask or make it clear — if at all — that they know exactly how you’re using their apps.
Worse, even though these apps are meant to mask certain fields, some inadvertently expose sensitive data.
Apps like Abercrombie & Fitch, Hotels.com and Singapore Airlines also use Glassbox, a customer experience analytics firm, one of a handful of companies that allows developers to embed “session replay” technology into their apps. These session replays let app developers record the screen and play them back to see how its users interacted with the app to figure out if something didn’t work or if there was an error. Every tap, button push and keyboard entry is recorded — effectively screenshotted — and sent back to the app developers.
Or, as Glassbox said in a recent tweet: “Imagine if your website or mobile app could see exactly what your customers do in real time, and why they did it?”
The App Analyst, a mobile expert who writes about his analyses of popular apps on his eponymous blog, recently found Air Canada’s iPhone app wasn’t properly masking the session replays when they were sent, exposing passport numbers and credit card data in each replay session. Just weeks earlier, Air Canada said its app had a data breach, exposing 20,000 profiles.
“This gives Air Canada employees — and anyone else capable of accessing the screenshot database — to see unencrypted credit card and password information,” he told TechCrunch.
In the case of Air Canada’s app, although the fields are masked, the masking didn’t always stick (Image: The App Analyst/supplied)
We asked The App Analyst to look at a sample of apps that Glassbox had listed on its website as customers. Using Charles Proxy, a man-in-the-middle tool used to intercept the data sent from the app, the researcher could examine what data was going out of the device.
Not every app was leaking masked data; none of the apps we examined said they were recording a user’s screen — let alone sending them back to each company or directly to Glassbox’s cloud.
That could be a problem if any one of Glassbox’s customers aren’t properly masking data, he said in an email. “Since this data is often sent back to Glassbox servers I wouldn’t be shocked if they have already had instances of them capturing sensitive banking information and passwords,” he said.
The App Analyst said that while Hollister and Abercrombie & Fitch sent their session replays to Glassbox, others like Expedia and Hotels.com opted to capture and send session replay data back to a server on their own domain. He said that the data was “mostly obfuscated,” but did see in some cases email addresses and postal codes. The researcher said Singapore Airlines also collected session replay data but sent it back to Glassbox’s cloud.
Without analyzing the data for each app, it’s impossible to know if an app is recording a user’s screens of how you’re using the app. We didn’t even find it in the small print of their privacy policies.
Apps that are submitted to Apple’s App Store must have a privacy policy, but none of the apps we reviewed make it clear in their policies that they record a user’s screen. Glassbox doesn’t require any special permission from Apple or from the user, so there’s no way a user would know.
Expedia’s policy makes no mention of recording your screen, nor does Hotels.com’s policy. And in Air Canada’s case, we couldn’t spot a single line in its iOS terms and conditions or privacy policy that suggests the iPhone app sends screen data back to the airline. And in Singapore Airlines’ privacy policy, there’s no mention, either.
We asked all of the companies to point us to exactly where in its privacy policies it permits each app to capture what a user does on their phone.
Only Abercombie responded, confirming that Glassbox “helps support a seamless shopping experience, enabling us to identify and address any issues customers might encounter in their digital experience.” The spokesperson pointing to Abercrombie’s privacy policy makes no mention of session replays, neither does its sister-brand Hollister’s policy.
“I think users should take an active role in how they share their data, and the first step to this is having companies be forthright in sharing how they collect their users data and who they share it with,” said The App Analyst.
When asked, Glassbox said it doesn’t enforce its customers to mention its usage in their privacy policy.
“Glassbox has a unique capability to reconstruct the mobile application view in a visual format, which is another view of analytics, Glassbox SDK can interact with our customers native app only and technically cannot break the boundary of the app,” the spokesperson said, such as when the system keyboard covers part of the native app, “Glassbox does not have access to it,” the spokesperson said.
Glassbox is one of many session replay services on the market. Appsee actively markets its “user recording” technology that lets developers “see your app through your user’s eyes,” while UXCam says it lets developers “watch recordings of your users’ sessions, including all their gestures and triggered events.” Most went under the radar until Mixpanel sparked anger for mistakenly harvesting passwords after masking safeguards failed.
It’s not an industry that’s likely to go away any time soon — companies rely on this kind of session replay data to understand why things break, which can be costly in high-revenue situations.
But for the fact that the app developers don’t publicize it just goes to show how creepy even they know it is.
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Apple is kicking off the Entrepreneur Camp in Cupertino. Eleven female-founded app development companies have been invited to Cupertino for multiple workshops and meetings with Apple employees, and Apple used that opportunity to share a new number when it comes to App Store revenue.
Since the creation of the App Store, Apple has given back $120 billion in revenue to App Store developers. It means that the App Store has generated more revenue than that in total. But if you remove Apple’s cut, $120 billion have been wired to developers.
App Store revenue is still growing rapidly, as more than $30 billion of developer revenue has been generated in the last 12 months alone. Apple reported $100 billion in developer revenue at WWDC back in June 2018.
Apple only counts direct App Store revenue, such as paid downloads, in-app purchases and subscriptions. Developers also could have generated more revenue through ads and subscriptions on a website, for instance.
If you’re curious about the Entrepreneur Camp, Apple has invited the developers of Bites, Camille, CUCO: Lembrete de Medicamentos, Deepr, D’efekt, Hopscotch, LactApp, Pureple, Statues of the La Paz Malecón, WeParent and Seneca Connect. There will be a new session every quarter.
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Apple is sending out a message to app developers: stop tricking users into subscriptions. The company updated its guidelines for mobile developers to more clearly spell out what is and what is not allowed, according to 9to5Mac, which spotted the recent changes. The improved documentation comes at a time when subscriptions are becoming something of a plague on consumers.
Their rapid proliferation is turning everything into a subscription service, which could ultimately see consumers dropping favorite apps because they can’t afford dozens of ongoing payments. But more urgently, Apple’s lax enforcement of its rules around subscriptions had allowed shady app developers to financially benefit.
Subscriptions are a big business on the app stores, as the industry has begun to shift to a recurring revenue model instead of one-time purchases within free apps or paid downloads. For developers who continue to improve apps and roll out new features, subscriptions give them the financial means of continuing that work, instead of constantly hunting for new users.
However, not all developers have been playing fair.
As TechCrunch reported last fall, a number of scammers had begun to take advantage of the subscription model in order to trick consumers into recurring payments, in addition to constantly pestering their free users to upgrade.
We found apps that constantly popped up upgrade prompts or hid the “x” to close the prompt’s window, as well as apps that promised free trials that actually converted after a very short period — like three days, for example. Others had intentionally confusing designs where subscription opt-in buttons would say things like “Start” or “Continue” in big text, while the text that explains you’re actually agreeing to a paid subscription is tiny, grayed out, difficult to read or hidden in some other way.
Apple’s developer guidelines had clearly prohibited fraudulent behavior related to subscriptions, but Apple has now spelled out the details in black and white.

As 9to5Mac spotted, updates in Apple’s Human Interface Guidelines and App Store documentation now explicitly state that the monthly subscription price has to be clearly displayed, while information about how much people can save if they opt for longer periods of time, like a year, has to be less prominent.
Messages about free trials have to say how long trials last and what will be charged when the trial ends.
The new documentation has also been clearly organized, and includes screenshots of what a proper subscription sign-up flow should look like, as well as sample text developers can modify for use in their own apps. It even suggests that developers allow customers to manage their subscriptions within their app, rather than requiring them to find the subscriptions section in the App Store.

Today, many customers don’t know how to stop their subscriptions once activated — it takes several steps from the iPhone’s Settings to get into subscriptions, and still a few from within the App Store. (It’s also not that obvious. You tap on your profile icon on the top right of the Home page, then your Apple ID, then scroll down to the bottom of the page. By comparison, you can reveal the “Subscriptions” section with just one tap on Google Play’s left-side hamburger menu.)
While the existence of clear documentation that better spells out the dos and don’ts is certainly welcome, the real question now is how well will Apple enforce its rules?
After all, Apple was supposedly not okay with subscription fraud and tricks before, yet its App Store was home to a good handful of bad actors — particularly in the utilities section.
Of course, Apple doesn’t want to develop a reputation for allowing misleading or scammy apps to thrive in its App Store, but it simultaneously benefits when they do.

Although games still account for the majority of App Store spending, non-gaming apps across app stores now account for just over a quarter (26 percent) of total spend, according to App Annie’s “State of Mobile 2019” report. And that number has increased 18 percent since 2016, mainly because of in-app subscriptions.
Getting a handle on the proper way to market subscriptions is key. But there’s also the larger question as to whether subscriptions will be a sustainable model in the long run for the developers. There’s a bit too much of a gold rush mentality around subscriptions in today’s App Store, and it’s hard to resist the near-term benefit of money that rolls in monthly.
But as more developers adopt subscriptions, consumers will ultimately have to decide which have value for them. People are already paying for so many subscriptions — both inside and outside the app stores. Streaming video like Netflix, streaming music like Spotify, streaming TV like YouTube TV, subscription boxes like Ipsy, Prime memberships, grocery delivery like Instacart, smart home subscriptions like Ring or Nest, newspapers and magazines and newsletters, and so on. What’s really going to be left for a selfie editor, to-do list or weather app, in the end?
Many consumers are already starting to hit the point where they don’t have much more to spend, and will have to turn some subscriptions off in order to turn others on. Subscription app user bases could then contract, with only core customers remaining paying subscribers, as casual users return to free products — like Apple’s own built-in apps, for example, or free services offered by well-heeled tech giants, like Google.
Apple would do well to advise developers when subscriptions make sense for an app, not just how to implement and design them. Subscriptions should offer a real benefit, not just continued ability to use an app. And there could be cases where a one-time purchase to retain a customer who continually declines to subscribe makes sense, too.
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Apple will allow iOS users to gift in-app purchases, not just paid apps, according to a change to the company’s App Store Review Guidelines spotted this week. This means developers may soon have the tools to allow users to purchase virtual goods or even subscriptions through their app, which can then be gifted to others.
The changes to the company’s App Store guidelines were first discovered on Wednesday by MacRumors, which confirmed both the prior and current wording as follows:
Before: “Apps should not directly or indirectly enable gifting of in-app purchase content, features, or consumable items to others.”
After: “Apps may enable gifting of items that are eligible for in-app purchase to others. Such gifts may only be refunded to the original purchaser and may not be exchanged.”
It’s unclear at this time how the change will be implemented, from the developer’s side. It’s likely Apple will soon share more information with its developer community to inform them of how to get started.
The move makes a lot of sense, given the App Store’s larger shift away from paid apps toward in-app purchases and more recently, subscriptions, as a way for developers to monetize their businesses.
Gamers would often like to receive in-app currency or other virtual goods as gifts. Meanwhile, subscriptions have become so popular they’re expected to contribute heavily to both iOS and Android app stores’ growth next year. Combined, the app stores are forecast to pass $122 billion in consumer spending in 2019, according to App Annie.
However, some subset of apps have been abusing subscriptions by making it difficult for consumers to even use their “free” app without committing to a subscription, or tricking users into free trials that convert in just days, among other things. Apple will need to get a good handle on the bad actors before rolling out in-app gifting of subscriptions more broadly.
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Mobile intelligence and data firm App Annie is today releasing its 2019 predictions for the worldwide app economy, including its forecast around consumer spending, gaming, the subscription market and other highlights. Most notably, it expects the worldwide gross consumer spend in apps — meaning before the app stores take their own cut — to surpass $122 billion next year, which is double the size of the global box office market, for comparison’s sake.
According to the new forecast, the worldwide app store consumer spend will grow five times as fast as the overall global economy next year.
But the forecast also notes that “consumer spend” — which refers to the money consumers spend on apps and through in-app purchases — is only one metric to track the apps stores’ growth and revenue potential.

Mobile spending is also expected to continue growing for both in-app advertising and commerce — that is, the transactions that take place outside of the app stores in apps like Uber, Amazon and Starbucks, for example.
Specifically, mobile will account for 62 percent of global digital ad spend in 2019, representing $155 billion, up from 50 percent in 2017. In addition, 60 percent more mobile apps will monetize through in-app ads in 2019.

As in previous years, mobile gaming is contributing to the bulk of the growth in consumer spending, the report says.
Mobile gaming, which continues to be the fastest growing form of gaming, matured further this year with apps like Fortnite and PUBG, says App Annie . These games “drove multiplayer game mechanics that put them on par with real-time strategy and shooter games on PC/Mac and Consoles in a way that hadn’t been done before,” the firm said.
They also helped push forward a trend toward cross-platform gaming, and App Annie expects that to continue in 2019 with more games becoming less siloed.
However, the gaming market won’t just be growing because of experiences like PUBG and Fortnite. “Hyper-casual” games — that is, those with very simple gameplay — will also drive download growth in 2019.

Over the course of the next year, consumer spend in mobile gaming will reach 60 percent market share across all major platforms, including PC, Mac, console, handheld and mobile.
China will remain a major contributor to overall app store consumer spend, including mobile gaming, but there may be a slight deceleration of their impact next year due to the game licensing freeze. In August, Bloomberg reported China’s regulators froze approval of game licenses amid a government shake-up. The freeze impacted the entire sector, from large players like internet giant Tencent to smaller developers.
If the freeze continues in 2019, App Annie believes Chinese firms will push toward international expansion and M&A activity could result.
App Annie is also predicting one breakout gaming hit for 2019: Niantic’s Harry Potter: Wizards Unite, which it believes will exceed $100 million in consumer spend in its first 30 days. Niantic’s Pokémon GO, by comparison, cleared $100 million in its first two weeks and became the fastest game to reach $1 billion in consumer spend.
But App Annie isn’t going so far as to predict Harry Potter will do better than Pokémon GO, which tapped into consumer nostalgia and was a first-to-market mainstream AR gaming title.

Another significant trend ahead for the new year is the growth in video streaming apps, fueled by in-app subscriptions.
Today, the average person consumers more than 7.5 hours of media per day, including watching, listening, reading or posting. Next year, 10 minutes of every hour will be spent consuming media across TV and internet will come from streaming video on mobile, the forecast says.
The total time in video streaming apps will increase 110 percent from 2016 to 2019, with consumer spend in entertainment apps up by 520 percent over that same period. Most of those revenues will come from the growth in in-app subscriptions.

Much of the time consumers spend streaming will come from short-form video apps like YouTube, TikTok and social apps like Instagram and Snapchat.
YouTube alone accounts for 4 out of every 5 minutes spent in the top 10 video streaming apps, today. But 2019 will see many changes, including the launch of Disney’s streaming service, Disney+, for example.
App Annie’s full report, which details ad creatives and strategies as well, is available on its blog.
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