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Android 10 is now available, assuming you have a phone that already supports Google’s latest version of its mobile operating system. For now, that’s mostly Google’s own Pixel phones, though chances are that most of the phones that were supported during the beta phase will get updated to the release version pretty soon, too.
Since the development of Android pretty much happens in the open these days, the release itself doesn’t feature any surprises. Just like with the last few releases, chances are you’ll have to look twice after the update to see whether your phone actually runs the latest version. There are plenty of tweaks in Android 10, but some of the most interesting new features are a bit hidden and (at least in the betas) off by default.
The one feature everybody has been waiting for is a dark mode and here, Android 10 doesn’t disappoint. The new dark theme is now ready for your night-time viewing, with the promise of improved battery life for your OLED phone and support from a number of apps like Photos and Calendar. Over time, more apps will automatically switch to a dark theme as well, but right now, the number seems rather limited and a bit random, with Fit offering a dark mode while Gmail doesn’t.
The other major tweak is the updated gesture navigation. This remains optional — you can still use the same old three-button navigation Android has long offered. It’s essentially a tweak of the navigation system that launched with Android Pie. For the most part, the new navigation gestures work just fine and feel more efficient than those in Pie, especially when you try to switch between apps. Swiping left and right from the screen replaces the back button, which isn’t immediately obvious, and a slightly longer press on the side of the screen occasionally opens a navigation drawer. I say “occasionally,” because I think this is the most frustrating part of the experience. Sometimes it works, sometimes it doesn’t. The trick to opening the drawer, it seems, is to swipe at an angle that’s well above 45 degrees.
Also new is an updated Smart Reply feature that now suggests actions from your notifications. If a notification includes a link, for example, Smart Reply will suggest opening it in Chrome. Same for addresses, where the notification can take you right to Google Maps, or YouTube videos that you can play in — you guessed it — YouTube. This should work across all popular messaging apps.
There are also a couple of privacy and security features here, including the ability to only share location data with apps while you use them and a new Privacy section in Settings that gives you access to controls for managing your web and app history, as well as your ad settings in a slightly more prominent place.
With the new Google Play system updates, the company can now also push important security and privacy fixes right to the phone from the Google Play store, which allows it to patch issues without having to go through the system update process. Given the slow Android OS upgrade cycles, that’s an important new feature, though it, too, is an evolution of Google’s overall strategy to decouple these updates and core features from the OS updates.
Two other interesting new features are still in beta or won’t be available until later this year, but Google prominently highlights Focus Mode, which allows you to silence specific apps for a while and which is now in beta, and Live Caption, which will launch in the fall on Pixel phones and which can automatically caption videos and audio across all apps. I’ve been beta testing Focus Mode for a bit and I’m not sure it has really made a difference in my digital well-being, but the ability to mute notifications from YouTube during the workday, for example, has probably made me a tiny bit more productive.
Oh, and there’s also native support for foldable phones, but for the time being, there are no foldable phones on the market.
Like with most recent releases, those are just some of the highlights. There are plenty of small tweaks, too, and chances are you’ll notice a few new fonts and visual tweaks here and there. For the most part, though, you can continue to use Android like you always have. Even major changes like the updated gesture controls are optional. It’s very much an evolutionary update, but that’s pretty much the case for any mobile OS these days.
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A large-scale independent study of pre-installed Android apps has cast a critical spotlight on the privacy and security risks that preloaded software poses to users of the Google developed mobile platform.
The researchers behind the paper, which has been published in preliminary form ahead of a future presentation at the IEEE Symposium on Security and Privacy, unearthed a complex ecosystem of players with a primary focus on advertising and “data-driven services” — which they argue the average Android user is unlikely to be unaware of (while also likely lacking the ability to uninstall/evade the baked in software’s privileged access to data and resources themselves).
The study, which was carried out by researchers at the Universidad Carlos III de Madrid (UC3M) and the IMDEA Networks Institute, in collaboration with the International Computer Science Institute (ICSI) at Berkeley (USA) and Stony Brook University of New York (US), encompassed more than 82,000 pre-installed Android apps across more than 1,700 devices manufactured by 214 brands, according to the IMDEA institute.
“The study shows, on the one hand, that the permission model on the Android operating system and its apps allow a large number of actors to track and obtain personal user information,” it writes. “At the same time, it reveals that the end user is not aware of these actors in the Android terminals or of the implications that this practice could have on their privacy. Furthermore, the presence of this privileged software in the system makes it difficult to eliminate it if one is not an expert user.”
An example of a well-known app that can come pre-installed on certain Android devices is Facebook .
Earlier this year the social network giant was revealed to have inked an unknown number of agreements with device makers to preload its app. And while the company has claimed these pre-installs are just placeholders — unless or until a user chooses to actively engage with and download the Facebook app, Android users essentially have to take those claims on trust with no ability to verify the company’s claims (short of finding a friendly security researcher to conduct a traffic analysis) nor remove the app from their device themselves. Facebook pre-loads can only be disabled, not deleted entirely.
The company’s preloads also sometimes include a handful of other Facebook-branded system apps which are even less visible on the device and whose function is even more opaque.
Facebook previously confirmed to TechCrunch there’s no ability for Android users to delete any of its preloaded Facebook system apps either.
“Facebook uses Android system apps to ensure people have the best possible user experience including reliably receiving notifications and having the latest version of our apps. These system apps only support the Facebook family of apps and products, are designed to be off by default until a person starts using a Facebook app, and can always be disabled,” a Facebook spokesperson told us earlier this month.
But the social network is just one of scores of companies involved in a sprawling, opaque and seemingly interlinked data gathering and trading ecosystem that Android supports and which the researchers set out to shine a light into.
In all 1,200 developers were identified behind the pre-installed software they found in the data-set they examined, as well as more than 11,000 third party libraries (SDKs). Many of the preloaded apps were found to display what the researchers dub potentially dangerous or undesired behavior.
The data-set underpinning their analysis was collected via crowd-sourcing methods — using a purpose-built app (called Firmware Scanner), and pulling data from the Lumen Privacy Monitor app. The latter provided the researchers with visibility on mobile traffic flow — via anonymized network flow metadata obtained from its users.
They also crawled the Google Play Store to compare their findings on pre-installed apps with publicly available apps — and found that just 9% of the package names in their dataset were publicly indexed on Play.
Another concerning finding relates to permissions. In addition to standard permissions defined in Android (i.e. which can be controlled by the user) the researchers say they identified more than 4,845 owner or “personalized” permissions by different actors in the manufacture and distribution of devices.
So that means they found systematic user permissions workarounds being enabled by scores of commercial deals cut in a non-transparency data-driven background Android software ecosystem.
“This type of permission allows the apps advertised on Google Play to evade Android’s permission model to access user data without requiring their consent upon installation of a new app,” writes the IMDEA.
The top-line conclusion of the study is that the supply chain around Android’s open source model is characterized by a lack of transparency — which in turn has enabled an ecosystem to grow unchecked and get established that’s rife with potentially harmful behaviors and even backdoored access to sensitive data, all without most Android users’ consent or awareness. (On the latter front the researchers carried out a small-scale survey of consent forms of some Android phones to examine user awareness.)
tl;dr the phrase ‘if it’s free you’re the product’ is a too trite cherry atop a staggeringly large yet entirely submerged data-gobbling iceberg. (Not least because Android smartphones don’t tend to be entirely free.)
“Potential partnerships and deals — made behind closed doors between stakeholders — may have made user data a commodity before users purchase their devices or decide to install software of their own,” the researchers warn. “Unfortunately, due to a lack of central authority or trust system to allow verification and attribution of the self-signed certificates that are used to sign apps, and due to a lack of any mechanism to identify the purpose and legitimacy of many of these apps and custom permissions, it is difficult to attribute unwanted and harmful app behaviors to the party or parties responsible. This has broader negative implications for accountability and liability in this ecosystem as a whole.”
The researchers go on to make a series of recommendations intended to address the lack of transparency and accountability in the Android ecosystem — including suggesting the introduction and use of certificates signed by globally-trusted certificate authorities, or a certificate transparency repository “dedicated to providing details and attribution for certificates used to sign various Android apps, including pre-installed apps, even if self-signed”.
They also suggest Android devices should be required to document all pre-installed apps, plus their purpose, and name the entity responsible for each piece of software — and do so in a manner that is “accessible and understandable to users”.
“[Android] users are not clearly informed about third-party software that is installed on their devices, including third-party tracking and advertising services embedded in many pre-installed apps, the types of data they collect from them, the capabilities and the amount of control they have on their devices, and the partnerships that allow information to be shared and control to be given to various other companies through custom permissions, backdoors, and side-channels. This necessitates a new form of privacy policy suitable for preinstalled apps to be defined and enforced to ensure that private information is at least communicated to the user in a clear and accessible way, accompanied by mechanisms to enable users to make informed decisions about how or whether to use such devices without having to root their devices,” they argue, calling for overhaul of what’s long been a moribund T&Cs system, from a consumer rights point of view.
In conclusion they couch the study as merely scratching the surface of “a much larger problem”, saying their hope for the work is to bring more attention to the pre-installed Android software ecosystem and encourage more critical examination of its impact on users’ privacy and security.
They also write that they intend to continue to work on improving the tools used to gather the data-set, as well as saying their plan is to “gradually” make the data-set itself available to the research community and regulators to encourage others to dive in.
Google has responded to the paper with the following statement — attributed to a spokesperson:
We appreciate the work of the researchers and have been in contact with them regarding concerns we have about their methodology. Modern smartphones include system software designed by their manufacturers to ensure their devices run properly and meet user expectations. The researchers’ methodology is unable to differentiate pre-installed system software — such as diallers, app stores and diagnostic tools–from malicious software that has accessed the device at a later time, making it difficult to draw clear conclusions. We work with our OEM partners to help them ensure the quality and security of all apps they decide to pre-install on devices, and provide tools and infrastructure to our partners to help them scan their software for behavior that violates our standards for privacy and security. We also provide our partners with clear policies regarding the safety of pre-installed apps, and regularly give them information about potentially dangerous pre-loads we’ve identified.
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Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.
Epic did not respond to a request for comment.
Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.
Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.
This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.
China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.
Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.
Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.
Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”
“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.
Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”
LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)
Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.
As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.
The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.
But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.
That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.
We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.
There are a few factors to add further uncertainty.
Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.
More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.
Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.
Already, the effects have been felt.
Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.
Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.
Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.
But Epic isn’t relying solely on Fortnite.
A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.
While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.
Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.
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Google today announced it’s rolling out a change to its Play Store so that better-performing apps – meaning those that experience fewer crashes and those that don’t drain your smartphone battery – will be ranked higher than apps with bugs and other performance issues. The goal with this new ranking algorithm is to ensure that the best apps are being promoted, which in… Read More
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If you casually follow tech industry headlines, you might be convinced that the app store model is the bright future of software distribution. So when I say, “I have clear evidence that the app store model is dying,” you may look at me as skeptically as you’d view any wild-eyed street-corner prophet. Read More
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