I would like to work on the On-The-Go Software project because today, everyone is on their phones doing something like playing games, reading books or magazines, and many more. In this case, it gives a start-up company a chance to see what mobile games and apps people use all the time. This project is essential for a company that wants to make a game or app because it shows what game or app people are playing and how much they are playing it. It also shows how much each game or app makes and what keeps them addicted to it. A Fortune.com article listed the top five apps and games downloads and revenue. The top games by downloads are Candy Crush Saga, Fruit Ninja, Angry Birds, Subway Surfers, and Despicable Me. Top game by revenue are …show more content…
There are 47.25 million unique U.S. visitors to the Facebook app on iOS, 72.25 million unique visitors to the Google Play app on Android, and an average of 230 minutes spent monthly on Facebook users in the U.S. There is also multiple graphs about what kind of revenue these mobile apps make that is astounding to me. One graph shows the percentage of revenue from the actual payment of the app. In 2011 85.6% of the total revenue was from the payment of the app itself, 82.8% in 2012, 75.9% in 2013, 69.5% in 2014, 59.5% in 2015, 47.5% projected in 2016, and 37.8% projected in 2017. This shows that as the years go on, these apps will be making more and more money from the advertisements and in-game purchases. Another graph shows the worldwide mobile app revenue. In 2011, the worldwide revenue was 8.32 billion, 18.56 billion in 2012, 26.68 billion in 2013, 34.99 billion in 2014, 45.37 billion in 2015, 58.21 billion in 2016, and 76.52 billion in 2017. All of these numbers indicate that the mobile app industry id getting bigger and bigger each year. Mobile games are addicting. On gamesradar.com, it explains why they are so addicting. They say one of the easiest reasons mobile games are so popular is because they’re easily accessible. Everyone has a smartphone nowadays, so anyone from your grandma to your little cousin can download a game on his or her iPhone and start gaming right away. Adults, who don’t consider themselves gamers, are drawn in by the addictive nature
The main advantage of mobile educational game is that it enables the users to learn in non-classroom environment such as home and public areas (Kim et al., n.d. ). Besides, mobile games are interactive because mobile games enabled players to interact with the games environment and thus make the games more interesting and the players have the sense of engagement which will draw their attention (Miangah & Nezarat2, 2012). Besides, mobile games help people to save money as they do no need to purchase an expensive console or computer in order to play the games (Paper, 2009). Furthermore, mobile phone is convenient to bring around and thus increase the mobility (Shameem, 2012). Mobility as mentioned above is the main reason why people play mobile games as compared to other digital gaming (Fritsch et al., n.d.).
The more events you complete and make five stars on you get money, and K-stars. K-Stars are the most important thing other than money on the game. Having more K-Stars gives you an opportunity to finish events faster. The best clothes, house, hair accessories, and cars are brought with K-Stars. I personally have this game downloaded to my android phone from the play store application. I have sent over ninety- nine dollars of American money to buy K-Stars to advance my player on the game. I’ve spent this amount from June of 2014 to now October 2015. Kim Kardashian Hollywood maybe a free application game is so interesting that it has encouraged me to do in game purchases with American money. This game has so much success because it’s not only Kim Kardashian you get to do event for you have famous celebrities like Nene Leakes, Kris Jenner, Khloe and Kourtney Kardashian. Apple and Google are different in many ways a far as the way the companies operate. The way they profit off of revenue from in-purchase is almost the same. Apple uses freemium upsell which is feeder system. The feeder system is for users to download free applications, but eventually this application will need additional purchases. The same as Google, Apple also sells ads as a way of making revenue. The biggest two ad networks are iAds and Admob – the first being Apple and the second being Google. (Thomas, 2012). Typically it’s a pretty small CPM (cost per thousand impressions) that’s under a dollar and a CPC (cost per click) that can be a few bucks. (Thomas, 2012). I have learned that I can produce an application and if I advertise my application I can make up to two dollars for every one hundred application. If advertised and promoted the small number can grow up to making a hundred and twenty dollars a day off a free application. In-app purchases allow users to unlock features or purchase more of something, maybe coins in a game like Tap Zoo or gold in a game like
As noted in the case, “the growth in the apps market is closely tied to the growth in the market for mobile devices, both smartphones and tablet computers that are connected to cell phone networks.” Revenues from mobile apps have been on the rise and forecasts indicate a continual increase. Forecasts were made for revenue from mobile
The game has reached 100 million downloads in the Google Play store this year, and has over 20 million active users. With such popularity, one must wonder about the effects it is having on those partaking in the popular new app, and what caused its booming
| 1.43-Zynga: social games for Facebook network(52)1.44-Pandora: music apps on other sites(54)1.45-HTC: a device for Facebook’s mobile strategy(53)
You can get addicted playing Pokemon Go. All I remember is playing pokemon all day. People cross roads trying to catch pokemon staring at their phones. People get lost trying to catch pokemon. It is bad to get addicted to pokemon go.
M320 first main research question is will the advertisement attract attention? Based on our research surveys, our hypothesis is it will attract attention. We used our asymmetric theory and sent out to students about whether they are likely to be effected by ad campaign that they see on App store and Google play. Which in this case, the participants will have little information than the researchers and be able to answers the survey freely. Those research surveys show that they are most likely effected by the social media advertisement. According to BI intelligence, U.S. app install revenue will top $4.6 billion this year and grow to $6.8 billion by the end of 2019.
While video games may be a fun distraction, playing them too often, as many people tend to do these days, is unhealthy, uneducational, and possibly even dangerous. The rise of technology over the past few decades has led to countless new ways of communicating and working, as well as countless new ways of distracting oneself from communicating and working. Video games are simply one of these methods of distraction. Although they can be a great way to destress when played every once in a while, the fact that they are now available on a huge variety of different devices, including mobile phones, means that most people now play them every day, multiple times a day. The amount of time, energy, and money people spend on these games is infinite, and can only lead them to another virtual level, rather than taking them anywhere in real life. I believe that there are many benefits to playing video games, but that focusing on them too much cannot be good for anybody.
Almost everyone owns a smartphone, that’s a fact. Most of them are usually bored after going to work or from school, all of them. Unless there’s something to divert them, people tend to do this uniform activity to just stare at these wonderful glowing screens as soon as they are finished with what their daily routine every day. Hey, but don’t fret, Winner Casino’s mobile casino is here to help you make this habit worthwhile.
In his Article, “Just One More Game…: Angry Birds, Farmville, and Other Hyperaddictive Stupid Games,” Sam Anderson analyzes what he refers to as “stupid games,” such as Tetris, Angry Birds, and other mobile games that have taken a hold on people around the world. Beginning in the late 80’s with Tetris, Anderson discusses the simple yet cunning method in which companies have managed to have a hold on their consumers and how, through the modern use of smartphones, have been able to reach an even larger market and come up with methods to create increasingly more addictive games and profit off of them.
According to Marketline.com, Facebook Incorporated is one of the social networking which enables users to share their pictures, videos, activities and opinions. The company’s reach is a non-replicable competitive advantage that can be explored to the advertisers’ curiousness. However, significant competition may impact its user base and level of user engagement, making it less attractive to developers and marketers, so the bad thing will affect its revenue and results of operations. From there we can tell the strengths, weaknesses, opportunities and threats of Facebook’s company.
Future growth expectations for the Video Games industry have been significantly moderated, as the picture of the market for gaming on mobile platforms becomes clearer. Since mobile games are sold at much lower prices compared to traditional console and PC games, their rise may foretell a slowdown of the video game market in the United States. While the recent launch of the next generation video game consoles is expected to rekindle interest in the more expensive console gaming market, the rise of low-cost, low-margin mobile gaming market may weigh on the overall gaming market. Consequently, this is expected to pull revenue downward as consumers pay less per hour for gaming entertainment. Revenue is expected to reach $47.4 billion in 2019 as a result of the expanding population and an increased percentage of Americans
There is a large market for the selling of APP that the public want or are interested in, such as “Mark Zuckerberg in 2004, aged 19 and studying at Harvard University, Zuckerberg created "Facemash” to let users vote on which the two students were the more attractive. He then developed TheFacebook.com, aimed only at US colleges; new colleges were only added once a certain level of demand was reached. That became Facebook, which opened to the wider world, went public in 2012 and is worth about $14bn)” (Arthur, C, (n.d).
This model is heavily dependent on the newer generation of users flooding the pockets of mobile game publishers like King and Zynga. Total revenue, for these companies, is generated from a small number of users who become addicted to the game. According to The SWRVE Monetization Report [5], it was discovered that 1 to 5 U.S. dollar purchases made up 67 percent of total micro transactions, but only made up for 27 percent of total revenue. 50 U.S. dollar purchases made up 9 percent of total revenue, but 50 percent of total revenue came from the top 10 percent of purchases. Freemium has shown to be a successful business model, but it comes at the cost of the individuals who make it
One of the reasons behind this growing interest is that games are much cheaper on smartphones as