1) According to Gamasutra, Apple's developer policy recently added a note stating that "products that mention other mobile platform names in the app or metadata will be rejected." This note has been there for some time, and Apple recently reiterated this statement, especially referring to advertisements that appear in apps. Little White Bears studio recently tweeted that "Apple rejected my game simply because of the Google/Amazon logos in the video ads in the game." It should be noted that Apple’s policy is not limited to iPhone applications. According to MacRumors, another developer received a similar rejection notice for mentioning the Pebble Watch in his iOS app. Observers suggest that when developers publish or update apps to the App Store, it is best not to mention the names of other platforms in the app store description or screenshots; if the app is bundled with other video ads, they should make sure that the ad supplier has reviewed the ad content to avoid the logos of other competing platforms appearing in the ads, otherwise they may be rejected by Apple. 2) ComScore's recent industry report shows that in March 2015, the number of users who only use mobile Internet (11.3%) has exceeded the number of Internet users who only use desktop computers (10.6%). Although the former has only increased by 0.5% over last year, the latter has shown a steady downward trend. Over the past year, the time users spend on tablets has increased by 1,721%, the time spent on smartphones has increased by 394%, and the time spent on desktop computers has only increased by 37%. The report points out that users like to use different devices for different content. For example, users spend 93% of their time on the photo function of mobile devices, while they mainly use desktop computers (73%) when accessing portal websites. Although 60% of users search for relevant items through mobile devices, the purchase conversion rate is only 13%; most users (87%) still complete payment through desktop computers. 3) Newzoo and onesky's recent report predicts that the mobile game market size of the BRIC countries (China, India, Brazil, and Russia) will reach US$9.4 billion in 2016, with an annual growth rate far exceeding the global average. In 2014, the mobile game market revenue of the BRICS countries was US$5.1 billion, with an annual growth rate of 91.7%, while the global average annual growth rate was only 38.9%. Despite facing currency crises in 2014, Russia’s mobile gaming sector still grew by 49% last year. India’s mobile gaming market is expected to reach $571.6 million in 2016, driven by a surge in the number of mobile game players. China accounted for 87.9% of the mobile game revenue of the BRICS countries in 2014, and it is expected that the scale of China's mobile game market will reach US$8.1 billion by 2016, about six times the total of the other three countries. There are currently about 383 million mobile game players in China, and about 116 million paying game players. |
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