Saheb Biwi Aur Gangster Returns Video Content Gathers over One Lakh Free Downloads on Mobango Apps Store

‘Jugni’ and ‘Media Se’ music videos gathered momentum in a span of 10 days on Mobango, world’s largest independent app store

Director Tigmanshu Dhulia’s ‘Saheb, Biwi Aur Gangster Returns’ (SBGR) video songs ‘Jugni’ and ‘Media Se’ together gathered more than 1 lakh free downloads within 10 days on Mobango, world’s largest independent apps stores. Times Music, the content owner, aligned with Mobango to provide the film’s music content to its users and expanding its reach. The film released last month and the music videos have set a record on the apps store of being in the ‘Most viewed’ Bollywood content within the first week of its addition on the platform.

Co-producer of the film, Nitin Tej Ahuja, exclaimed, “It’s great to see such great response to the content of the film SBGR across the world. Everyone associated with the film has worked hard and are excited to see the soaring popularity of the film. Mobango’s platform has only added to this popularity bringing quality content to the fans.”

The SBGR franchise content has been well-received across various mediums. Partnering with Mobango, an apps store, the content has seen high mobile penetration through the platform’s users and helped promote the film’s music content further adding to the already increasing YouTube viewership.

Mandar Thakur, COO, Times Music India stated, “Being a global apps store, Mobango was an ideal partner as an additional platform to further promote the film’s music content and reach a different set of audiences. We are glad to partner with Mobango and see penetration outside the traditional electronic media outlets

Mobango is one of the largest cross platform application stores in the world driving more than 1 million downloads a day. The Mobango community has nearly 8 million registered users, and over 1.5 million pieces of content, fully optimized for over 2,000 phones. Mobango serves customers in over 150 countries who download millions of Mobango apps, games & content on their mobile phones.

“We are excited to partner with Times Music & see massive downloads for their content, Saheb, Biwi Aur Ganster Returns”, said Hari Nair, Head – Sales & Operations, Mauj Mobile & Mobango. “Bollywood content is consumed not only in India but across the world. Mobango’s distribution capabilities expand geographies and besides India, the NRI community is huge part of our online platform. We are confident that Bollywood content, be it pre-release of trailers, videos or music, will enjoy high popularity amongst our users, and most importantly help the digital marketing agenda for film producers and music companies”

Mobile World Congress 2013 buzzed with Connectivity and Service Solutions

MWC 2013 is annual piligrimage for Mobango team as it gives us opportunity to understand deeper the developments in the App ecosystem.    We caught up with developers,  ad networks, service providers,  and meeting our business partners.

The overall environment this year was more muted than the last year with key players such as Google missing.    We saw several product launches, new ad networks being set up, new ways of promoting apps on main appstores, but there was no breakthrough or moon-shot innovation this year at MWC.   However, from amongst the 100+ meetings that our team had at MWC, these were the key takeaways for the developer community.

3 new OS launches, absence of Android at MWC

The most significant launches were those of the new operating systems from Firefox OS and Tizen from Intel and UbuntuTouch – three new OS platforms.  Firefox OS had aggressively lined up a large number of distribution deals at the event with partnerships with carriers and device manufacturers; however Ubuntu Touch as a product was equally impressive.   There was limited presence of Tizen though at the Intel Booths at MWC.    At Mobango we are particularly excited about the launch of Ubuntu and Firefox as these will no doubt bring in benefits of an open source, low cost OS platforms and capable of developing into independent developer ecosystems.   While Ubuntu Touch had particularly strong reviews of its capabilities from leading tech blogs including CNET, Firefox OS appeared to have progressed much ahead on its roadmap even announcing first set of countries that the new devices will be released in 2014. 

In stark contrast Google and Android were absent with Google likely choosing its I/O event in May to release its next version of software – Key Lime Pie. However, with the recent merger of the Chrome and the Android businesses within Google, I/O will be an event to watch out for in May 2013. 

For the app developers, we saw some innovative technologies which will definitely scale down the timeframe about testing for any developer. An Isreal based company displayed their public cloud service with maximum phone environments which allowed developers to rent these phones by time. Another interesting technology displayed by a UK-based company allowed developers to automate the test for Android devices, record the clicks and go through the playback.

Others worth mentioning are Qualcomm’s Snapdragon and the fascinating technology displayed by Yota, with its second screen feature. This expansion into twin screens opens up a playground for apps and services alike and it would be interesting to think what new services might be enabled when a low power always-on display became available on a smartphone.  

New developments and innovations that support cost effective distribution
                   

We think that developers will benefit with the mid-range devices introduced enabling distribution if they are high on capabilities despite their low price point.
The tablet industry is set to improve with Samsung, Sony, Asus, Lenovo, HP and ZTE launching their new tablet devices. Hopefully this will improve the Android tablet story.  The overall tablet eco-system needs improvements in terms of app development and experience as Google Play does not have compelling number of apps that are suited for tablet as compared to the Appstore. This is a good development though as it compels app stores to dig deeper in this issue.
Another point for developers as alternate distribution points are being set up. Besides the native apps stores such as Google and Apple, start-ups such as Yandex in Russia, Apps Turbo and of course, Mobango has been a long term partner in the app economy.

Besides South Asia, Africa was given high emphasis as the mobile connections are expected to grow at a compound annual growth rate of 6.5% between 2012 and 2017, increasing from 683 million in 2012 to 935 million in 2017. These new markets are open to test and will enable developers to prolong the app cycle.

Distribution and monetization partners

From what we saw at the venue, the ad network space is set to increase with the number of new entrants and will get all the more competitive for monetizing opportunities. Along with the buzz of products and technology, this year’s MWC also saw ad networks like Inmobi, Airpush, comScore, Appturbo, Imobmedia, Vserv, Inneractive and several others making noise.    Our take is that currentl there is little differentiation amongst the offerings from these different ad networks and in general fail to provide comprehensive monetization solutions.   Increasingly app owners we spoke to are simply using mediation services to maximize their ad monetization and working with multiple ad networks at the same time.  Disappointingly we did not hear much about some of the latest innovations we are already seeing in the web world such as Demand Side Platforms or Supply Side platforms.  Looks like we have to wait another MWC before we significant traction. 

There was much debate, atleast amongst operators regarding monetization of OTT services. Operators are losing out on usage and monetization from these OTT services which includes popular messengers.  Several operators are launching their own OTT platforms but these are all early experiences.   Operators are keen to explore partnership opportunities with OTT products and service providers that will prevent cannibalization of voice and messaging revenues in a big way.  A recent report put OTT services already taking away upto 8% of operators voice and data services with messaging being the most under threat.   What this could mean to the emerging app owners is simply that they could find interesting partnerships with telecom operators who are looking to aggressively partner with app owners to counter the risk to their core revenues. 

All in all it was great show of technology, innovations and products. We think the implications for developers and advertisers are immense with innovations brought about expanding the arena for innovative business model. And operators too are pitching in to create a holistic environment for the smartphone users. Overall, the coming time promises to be an exciting period in the world of mobility.

     
 
     
 
     
 
     
 
     
 
     

Mobango introduces a new improved user experience for Tablets.

Mobango always focuses on improving the user experience (UX)  for its developers and users. This means we are constantly reviewing and updating the usability as we did with the registration and uploading area. Now going a step further we have redefined the complete UX for tablet users across all operating system which support HTML browsing.
With the new interface for tablets, the user experience on Mobango will improve amazingly. The new changes also allow us to provide more visibility to the developers and their apps. some of the key changes are-

  • Responsive interface – We have ensured that the user has a fabulously smooth experience. The interface has been associated to provide the best arrangement of the content as per the Tab’s orientation. The navigation of the site is promoted to be effortless and very touch-friendly with increased display size of icons and other info.

  • Big Banner space for promoted/ featured apps – The topmost area of the site is allocated for a big banner space to provide premium visibility to promoted apps. A larger area is allocated for these apps on the screen giving instant visibility.

  • Enhanced media details page – The media details page has been improved to include multiple screenshots of the app within the same screen space to give a better understanding of the app. The star ratings and reviews are now given a better placement thus giving prominence to information which is a deciding factor  for a user before initiating download.

  • Social media – The new Tab version includes more social media badges to promote sharing on more platforms like Facebook, Twitter, Google+ and Pinterest.

  • New properties – Mobango has introduced 3 new properties which will provide more visibility for the tablet users.
    • Editor’s choice – This section is a collection of the best apps hand-picked by Mobango team for its users.
    • Trending apps – This is a dynamic section showing the most downloaded content in the last 6 hours. This is to ensure that users get a fresh installment of apps everytime they come on the site.
    • Top developers – Mobango select the best developers based on the quality and performance of the apps they have and these developers get a chance to be featured in this area. This gives a lot of visibility to the developer upfront.

We would love to know your feedback on these new changes as we believe that the users are the best judge . You can share your feedback here or feel free to leave a comment or connect with us through Linkedin, Twitter, Google +, Facebook

Free-to-play children’s apps: it’s time for a proper debate

Zombies vs Ninja furore should remind developers why £69.99 IAP in children’s apps is unacceptable


Link to video: Five-year-old racks up £1,700 iPad bill in 15 minutes

News that Apple has refunded the parents of a boy who ran up a £1,700 bill playing iPad game Zombies vs Ninja should be taken as a final reminder for children‘s app developers to get their houses in order with free-to-play games.

A necessary caveat: Zombies vs Ninja isn’t being marketed as a children’s app, and in fact its App Store age rating is 9+, so you could argue that the five year-old who ran up this particular bill shouldn’t have been playing it in the first place.

Yet the story should spark a long-overdue scrutiny of how in-app purchases (IAP) are being used in apps that are targeted at children, given existing examples of games that are making such overspending possible.

Examples? In December 2012, Gameloft released an iOS and Android game called Playmobil Pirates, based on the pre-school toy brand. The freemium game included an in-app store selling virtual gems that could be used to speed up in-game tasks, starting at £1.49 for 200 gems, and rising to £69.99 for 15,000. In a children’s app.

Examples? National Geographic released Dino Land on iOS in February 2013: a colourful dinosaur game specifically aimed at children, selling virtual bones. £1.49 got you 300, but splashing out £69.99 got you 22,500. In a children’s app.

Examples? In June 2012, Capcom released Shrek’s Fairytale Kingdom, through an official licensing deal with studio DreamWorks. It too includes IAP of up to £69.99 at a time and when I played it at launch, the first prompt to buy magic stars came at the end of the tutorial. In a children’s app.

All this is going on amid a drip-drip flow of media stories about children landing their parents with enormous credit-card bills through IAP – often because they’re buying it within 15 minutes of their parent entering an iTunes password (for example, to download an app – which was why the post-tutorial placement of the Shrek’s Fairytale Kingdom IAP prompt was worrying).

It also comes as Apple settled a US lawsuit over in-app purchases in children’s apps, agreeing to refund parents whose children splashed out on IAP without their knowledge in a deal that could cost the company as much as £66m.

Free-to-play isn’t just about IAP, though. It’s also about in-app advertising. Witness the recent release of Outfit7′s Talking Friends Cartoons app, complete with an advert for a "Win an iPad" competition that signed entrants up to a £4-a-week mobile content subscription service. In a children’s app.

This came a few months after £400 cash-loan ads were spotted in Outfit7′s Talking Ginger app. In both cases, the company said the appearance of the ads were mistakes, and removed them.

It’s time for some straight talking within the apps industry about how IAP and advertising are used in children’s apps. If things go on as they are, this will be regulated, but it would be nice to think the industry is responsible enough to make a stand before that happens.

Here’s one thought: Apple needs to do more. The company has made steps in the past – it’s simple for parents to change their iOS settings to get rid of that 15-minute window, if you know how to do it. The problem is that many parents still don’t.

Google, Microsoft and BlackBerry must also be thinking about their default settings and education for parents. There’s also a discussion to be had about whether all these companies should be restricting the maximum size of individual in-app purchases in children’s apps, scrutinising in-app ads, and ensuring developers explain clearly in their app store listings how they use IAP.

Here’s another thought: parents need to accept responsibility too, for knowing what their children are downloading and playing on their iOS devices, for locking down their IAP settings, and in many cases, for keeping their password to themselves.

And now developers. If you’re making an app or game for children that includes IAP as high as £69.99 at a time, you need to take a long, hard look at your ethics.

Because understand this: there are many more parents who won’t have locked their IAP settings down than there are parents who’d be willing to blow 70 quid on virtual items for their children. Each new media report of a monster iTunes bill gives you even less excuse to plead ignorance of this fact.

Playmobil Pirates Is £69.99 IAP in a Playmobil game less acceptable than an £84.99 physical toy?

Freemium business models, especially in games, are based around removing the ceiling on how much people can pay, if they want to. With adults, that’s fair enough. Take your choice, pay your money (or not), and if a game feels over-aggressive with its expectation of payments, play something else.

With children, it’s different. A common view among game developers – epitomised by this column by consultant Will Luton, who puts the case persuasively – is that IAP is no different to physical toys when it comes to children. Why is it fine for Playmobil to sell £84.99 Adventure Treasure Island sets in Toys R Us, but not £69.99 IAP in the app stores?

One: my five year-old will be given short shrift if he wanders into Toys R Us clutching my credit card. Two: virtual items are consumable items – they run out. They’re like sweets, not like physical toys. Many children, when presented with 70 quid’s worth of gems, stars or bones, will blow through them as fast as possible then come back asking for more.

Which is a case of parental responsibility, of course – saying "no" firmly – but how much trust will parents have in apps and games trying to tap into this pestering dynamic?

That’s a key word in this debate: trust. If parents don’t trust an app or its developer, they’ll delete it straight away. Indeed, based on my entirely unscientific survey of other parents, an increasing number are deciding not to install apps with IAP in the first place.

There are many children’s developers winning trust from parents by eschewing IAP and in-app ads, and there are others using IAP responsibly – Me Books with its in-app store for digital storybooks, Magic Town with its in-app subscription for parents, Mibblio with its a la carte interactive songs, and plenty more.

Small purchases, controlled by parents. IAP in children’s apps isn’t bad, but scammy, over-aggressive and/or naive use of IAP in children’s apps is most definitely bad. Developers shouldn’t do it, and app store owners should be cracking down on it in their approval processes.

There are challenges for developers that shouldn’t be ignored. For one, there are a number of popular all-ages apps that are played by lots of kids.

The Angry Birds, Temple Run and Cut the Rope games are good examples: getting to grips with using IAP as part or all of their business models, with an awareness that children are among their biggest fans. Shrek isn’t just for kids, you could also argue.

The debate is happening within the industry. Earlier in 2012, I took part in an online debate for the Gamesbrief website on how Apple should help parents control their kids’ IAP spending, with a variety of views coming through.

There’s also the challenge of selling paid apps to parents. Some developers are managing it, but a lot of wonderful children’s apps are being released as paid titles with no IAP or ads, and sinking without a trace on the App Store.

When I talk to fellow parents, it’s surprising how many say in the same breath that they won’t let their kids play anything with IAP, yet also that they only download free apps for those children. This contradiction is putting pressure on developers trying to a.) make great apps and b.) stay in business.

Perhaps the media reports of kids overspending on IAP will change things, persuading more parents to pay for high-quality apps, or spend more time figuring out which apps use IAP in an ethical way.

Perhaps parent power and more responsibility from developers and app store owners will ensure the best apps succeed and the scammy or over-aggressive apps fade away.

Or perhaps this sector will need to be regulated to kingdom come to protect parents and children – a process that could snuff out some of the ethical, un-scammy business models that are still evolving.

That’s the stark choice facing the industry at the start of 2013. Let’s hope their response is more like ninjas, and less like zombies.

Source:Guardian

Notice a new “Google Settings” icon in your app drawer? Don’t be alarmed

Well judging by our inbox, quite a few of you are freaking out over this. Shortly after Google announced the latest version of Google Play Services, the company pushed out a silent upgrade to the Google Framework Services API that enabled a new “Google Settings” icon in your apps tray. Don’t be alarmed — rest assured that this is from Google, and most of you will be seeing this on your device in the coming days. So what, exactly, is it?

It’s an extension of the settings menu you already have under Settings > Accounts > Google. Really, it’s the same exact thing. The main difference is that using the Google Settings icon will grant you access to control Google+ sign-in settings, whereas the menu within Settings doesn’t.

We imagine Google wanted to make sure every phone had the functionality built-in as folks like TuneIn and Banjo begins offering Google+ sign-in functionality right away, but manipulating the normal Settings menu would most likely require an upgrade from OEMs and carriers. We know how long those upgrades tend to take, though, so we reckon Google found no other way around it than to stick another icon in your app drawer.

The icon is quite useless unless you’re looking to fine-tune those sign-in settings, and you can probably just hide it depending on what launcher you’re using it. We wouldn’t flat-out disable the app — some of this stuff is important — but it should be easy enough to get it out of your way if you really don’t want it. Handle it however you see fit and go on about your business, folks.

Source:Phandroid

Mobango set to speak at MWC session – Back to the Future

Mobango team is not only headed to Mobile World Congress in Barcelona but Mobango CEO, Badri Sanjeevi, is set to speak at the special session titled ‘Back to the Future: Mobile Innovation 2020’ to be held on Wednesday, 27 February 2013 scheduled at 14.30 hrs.

The discussion session leans on the concept of innovation which can be understood on different levels. The session would be addressing the reputation of the mobile industry and make an attempt to understand the consumer’s view point of the industry.

Mobango’s Badri will be joined by Patrick Ostguy, CEO, Accedian; Iain McCready, Founder & CEO – Cortexica, Richard H Harris, CEO & Founder, Ensygnia; Gianluca D’Agostino, CEO –NeoMobile and Jon Linden, CSO, Procera Networks answering queries from the expert panel.

We invite you to join us at the MWC2013. If you are going to be a part of this expo, you can schedule a meeting with us beforehand – just click here to know our attending team.. If not, we will be happy to meet you directly.

See you at Barcelona!