Flurry raises more funding as it expands beyond traditional analytics.
Thanksgiving is apparently the time to open apps as well as eat Turkey.
Flurry chief executive officer Simon Khalaf says that some play mechanics are global and that developers should go after that.
We’ll have a mix of 23 distinguished moderators, including VentureBeat staff, game journalists, mainstream tech writers, and domain experts.
In South Korea, 41 percent of smartphones are “phablets,” or hybrids of phones and tablets.
Khalaf’s fireside chat will focus on the lessons mobile game companies are learning from traditional games.
Flurry said it increased conversion rates 40 percent and tripled return on ad campaign investments for one customer.
In 2011, 80 percent of apps were free. Today, 90 percent of apps are free, with monetization provided via good old we-gather-an-audience-and-sell-its-attention strategy that has worked since the dawn of modern media.
Editor’s Pick “Mobile analytics is a brand-new field, and no clear winner has emerged yet,” Segment.io cofounder Peter Reinhardt says. “So we made it incredibly easy to try them all.”
Only 20 percent of American consumers’ time on mobile devices is spent on the web. A massive majority, 80 percent, is spent in apps: games, news, productivity, utility, and social networking apps.
After a record-breaking 17.4 million iOS and Android devices were activated on Christmas Day, the following week saw record-breaking activity as well: over 50 million iOS and Android-powered smartphones and tablets, and a staggering 1.76 billion mobile app downloads.
Apparently, people like to have fun, and they buy digital devices to assist them in that noble quest. But they use those devices differently … and therein lies the story.