Tag: mobile apps (Page 1 of 4)

Apps for Good: Future Learning (or learning the future?)

Here’s an initiative to whom a shout-out is long overdue: the good people from Apps for Good have been working with children in schools on making apps. They provide a framework through which children learn everything from concept and market research to design and execution. And some of them then go ahead and publish the results in the wide world of Google Play (check for instance the formidable team from Mount Grace School in Hertfordshire whose “Social Bank” app that helps you to achieve saving what you crave most. Go have a look and download it (here on Google Play); I assure you it is very far cry from Jurassic scenes rebuilt in shoe boxes…

I had the great pleasure to work with some of the teams as a voluntary “expert” and – assuming if you read this blog you, too, are active somewhere in mobile – should have a look at doing the same thing. Here’s why:

  1. It’s tremendous fun. I consider Apps for Good sessions as an energizer to my day: to work with enthusiastic children and seeing them come into their own in a learning environment that allows them (and demands of them) to get out of their usual routines and create something from nowhere – and to then go and execute on it is nothing short of inspiring.
  2. It’s the simplest and, let’s face it, cheapest way to invest in the future of not only those children but all of us: this is an area where children learn 21st century skills that are not (yet) embedded in national curricula around the world (there are some initiatives to change this of course, such as Ian Livingstone’s plans for the Livingstone School in London Hammersmith) but there is still a lot more to be done. And with one hour of your time here and there, you can help. If this is for you, apply here to become an expert.

The work they are doing is being recognised all over the place, expressed for instance by winning Google’s Global Impact Challenge.

Apps for Good delivers its programme in over 200 schools across the UK so far. If you are a school and want to participate, go here.

Mobile Gaming today: about whales, self-publishing and the like…

Didn’t the world change and quickly? Only a few years ago, mobile games worked like a supermarket: if you have shelf-space, you rule. The early kings of mobile gaming 1.0 (which many users today won’t even know about) were the ones that “owned” the relationships with mobile operators (or carriers if you prefer that word), OEM and the like. Those relationships guaranteed that you would be in front of consumers. Those of your competitors who didn’t? Well, tough luck. Today, the picture is very different. There were a few waves since those early days: the Wild West days of iOS and Android (which didn’t happen simultaneously but with similar patterns), the rise and fall of the Zynga empire (and folks who thought that that approach would cure all [business] evils of gaming and, in its latest pattern, the rise of Supercell, Kabam and King and the scratching of heads (and lay-offs of people) in a lot of other gaming outfits.

So what’s this all about then? Now, I won’t be able to offer you the full Monty in just one small blog post (it’s bloody late already) but there are a few pointers that show both the opportunities but also the pitfalls of the whole thing.

Fun Matters

Ilkka Paananen is the CEO of Supercell who are, arguably, the undisputed money-spinners these days. $2.4m/day is their benchmark, and that was a while back. In Q1/2013, they made $179m in revenues and $109m in operating profits (or so says the FT). Their two (!) games ride comfortably in the top-5 of the top-grossing charts of Apple all around the world, sometimes #1 and #2, sometimes #2 and #4 but never far off… When asked, Ilkka (who is as nice a person as you’ll ever meet) will always tell you that fun is what matters first and foremost (and I reckon this is what young master Pinkus wishes he had known earlier…). Ilkka managed to combine a dream of the free-wheeling nature of the likes of Valve, Inc. with the experience he gained in running as tight a ship as Digital Chocolate who, from the olden days of mobile gaming, were amongst the ones who had perfected the tightly-strung mastery of processes and engines. The result were – now famously – a number of canned projects plus two of the most profitable games (on an ROI basis) produced ever.

Alas, Ilkka will tell you that fun matters. If your game is rubbish and no fun, no one will like it, at least not longer term. Some earlier appstore succresses might have wanted to take note… It is an important bit to remember though: games are part of the entertainment side of things. And entertainment is about fun. No fun = no (long-term) success. There is only so much conning you can do…

Marketing is Part of Design

In the olden days, you had developers and suits. The former had grand ideas and the latter were a pain in the rearside. The success of a game always was due to the former and the success was always claimed by the latter. Now though, even the geekiest of developers has realized that you need to market efficiently if you want to be successful (which also means that your company has a chance of survival). Here’s a post you should read in this respect (it is a bit patronizing but there is a lot of good – if harsh – insight there nonetheless).

Building Brands is Cool (and Hard)

So, let’s go and build a brand, right? Because then we can replicate things, right? I mean, Rovio did this with Angry Birds, right? Yes, they did. How many others do you know who did? Not very many, right? Because, you know, it is not easy. Many tried (and are trying). Many see some traction. None I know of have had counterfeited bobble hats sold in San Francisco so far (yes, there are hand-knitted Angry Birds beanies on sale every weekend at the farmers market at the Ferry Terminal in SF! No, I haven’t seen beanies of the Cut-the-Rope frog yet…).

If you can get it right (and there is some magic (and hard work required), building an entertainment brand is insanely rewarding (just ask Walt Disney, George Lucas, Stan Lee, etc.). However, it is also very hard to do. And it is not for the faint of heart. So think twice… Oh, and hire the right people (two of Rovio’s rockstars just started his own thing in this realm. Go, Andrew!).

Those Bloody Whales

There was a time when only one-legged near-pirates hunted whales. Nowadays every game developer and their dogs (or cats or rats or pet hedgehogs do). According to Forbes, here’s (well, below) is why. Those are the folks who bring in the money. By my reckoning, the numbers Forbes calls out are not actually the industry benchmark but – perhaps – an averaged out number. This means that, if you’re good at what you do, you should be pulling in a lot more than what their article has you believe you should. And that is something that can be a little daunting. So, kids, there goes your easy career in game development…

Before I link to this Forbes thing then: it is not easy, mind the fun, get some kudos to them suits and be in for the ride… 😉

Here’s the Forbes article (from which I copied the infographic below and where you can get the fully scalable version).

Momentum, a Mobile Accelerator in the Valley

Here’s something cool, a mobile accelerator run by people who actually know mobile, namely the good folks from Mobile Monday (disclosure: I am a co-founder of Mobile Monday Manchester). For those who don’t know (and I don’t expect many of the readers of this blog to being that ignorant… 😉 ): Mobile Monday has a global presence in over 140 cities across 50 different countries. As part of Mobile Monday, participants will get greater global exposure with leading brands to help foster business relationships and potentially commercial deals. It works, believe me!

This is a 12-week program (from 23 September – 6 December), run at RocketSpace in Silicon Valley with the aim to help accelerate mobile startups. They will select 8-10 startups from around the globe to participate in each class. If you are not based in the Bay Area, you’d have to cover your own housing and living though (which they say should amount to $2,500/month; also: you need to sort out your own visa should you need one though they’ll help you).

The program is designed for startup founders. It consists of weekly workshops and dinners lead by leaders of “global brands” who will help mentor and work closely with participating companies. You will have the opportunity to pitch their “dedicated” team of VCs and angels. The program will end with a Demo Day attended by industry leaders, VCs, and the press. So it’s pretty much the usual stuff. However, it being run by the MoMo folks, you can probably expect a rather good pick from the mobile world!

Here are the minimum criteria (and you will see from this that you actually have to have something already; this is an accelerator, not an incubator):

  • At least 2 people in the startup (two’s company…);
  • Shipping live product;
  • Angel funding or Participation of a startup program or Experience as a founder in a prior startup;
  • Pre-series A funding.

Each application will be scored on five criteria:

  • Team
  • Product
  • Market viability
  • Traction (clients, users, customers)
  • Fit for mobile industry

All Mobile Monday Accelerator events will be held in the San Francisco bay area. Office space at the RocketSpace Innovation Campus (San Francisco downtown) is provided free to all accelerator class participants. RocketSpace is home to Fortune 500s like, T-Mobile, GM, DoCoMo, Microsoft, ABInBev, LEGO and to 150+ startups including Spotify, Supercell and HasOffers (yup, that is straight from their sales pitch).

The program currently provides 50+ of the best in mobile mentors; Samsung, Sony, Twitter, Facebook, AOL, ESPN, Polariod, PayPal, Intuit, The Weather Channel, Hotel Tonight, Millenial Media and more… (yup, again from their pitch)

Each week, they’ll host a workshop in the San Francisco bay area at our offices or a partner’s office on the usual topics like:

  • Marketing
  • Negotiation
  • Monetization
  • Legal
  • Analytics and Tracking (if you still haven’t got this)
  • UI/UX Best Practices
  • Scaling (under the heading “luxury problems” but immensely important)
  • Selling to the Enterprise
  • M&A How to sell your startup (my guess is they won’t give guarantees though…)
  • Effective Pitching

If you want to get into this (and, hey, it is just about the time when the weather in certain areas get somewhat yucky), you can apply here. Good luck!

Privacy Policy in Apps [ with Infographic]

Developers want to do pretty and cool apps. Tedious privacy policies are often considered “suit-imposed” and not nice. Well, heck, they’re just text, aren’t they? However, not only do 70% of consumers actually want to know what you are doing with their data (this is according to MEF Global Privacy Report 2013). But there also legal obligations, you know. And, since July, there is a revised version of COPPA out (short for the Children Online Privacy Protection Act), which places even more onerous requirements on anyone publishing content aimed at minors.

It is however not only important that you do it at all but also how you do it. Transparency of terms is essential in a world of data (and, yes, I think since a certain Mr Snowden we are all a lot more aware just how significant that can be). If you only link out to a web page with 8,000+ words, you are not doing anyone favours: it doesn’t actually look very good (haven’t we all laughed on the 48 pages Apple wants us to read every time before we accept something? no one in their right mind will believe that even one consumer will do this; shady, isn’t it?). So best practice looks different and I would urgent everyone to follow best practice also for these “little” things.

MEF (full disclosure: I am director of their EMEA Board) has published a neat little infographic highlighting a few dos and don’ts. Have a look and go here for the full thing (and a version into which you can actually zoom into, too).

Conference season: Where I will be…

Yes, conference season is firmly upon us and, before I descend into the mayhem that tends to come with it, let me tell you where you can find me over the next couple of weeks.

This week sees London at the centre of a lot of things gaming: the Mobile Games Forum opens its doors on Wednesday in the Hilton Tower Bridge in SW1, which combines with the Social Games Forum. I will be speaking on a panel on “How to engage cross-promotion for social game discovery”.

There is also ICE in town but not the freezing variety but the big gaming (as in proper gaming for money and such) expo over at Earl’s Court, which rolls a variety of gaming-related tracks into this. I will be speaking on a panel on their mobile gaming track with the concise title “Incorporate Social and Mobile to create the Ultimate Modern Gaming Experience”.

Only a little later, on 7/8 February, we will be in Amsterdam for BlackBerry DevCon Europe. It is well worth coming to this to get a glimpse of the “new” BlackBerry and our plans there [disclosure: I work for BlackBerry]. Sign up here and hit me if you are a developer; I have a few discount codes left. I will lead a breakout session on Social Gaming with Scoreloop there.

Onwards to my old stomping grounds in Hamburg from there for the annual European edition of Casual Connect where I will deliver a talk on how BlackBerry will deliver on gaming (yes, you read that right!).

After that, there is a two week (conference) break before heading to Barcelona for the monster that is Mobile World Congress. I’ll be there all week!

Barely a weekend’s rest and the Game Developers Conference (or GDC) opens its doors at the Moscone Center in San Francisco. Again, it’ll be a full week for me there.

I hope I will meet you at one of those. Sorry that Asia isn’t featuring in this tour de force this time but, hey, it’s still early in the year, huh? 😉

Image credit: http://gapingvoid.com

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MoMo Manchester: Apps vs Web

Tonight (11 July), Mobile Monday Manchester opens its doors at Dukes 92, 18-20 Castle Street, Manchester, M3 4LZ (map). Our topic of the night will be Mobile Apps vs Mobile Web. We’ll put two teams against each other with short presentations making the case for apps and the web respectively, followed by a panel discussion.

As of last night, we had already had more than 120 registrations, so hurry if you want to come along. Registration is still open here.

MLOVE 2011

Only two weeks or so, and we’ll be off. One of the most exciting (well, correct that: the most exciting) mobile events of the year will kick off, namely MLOVE. Hosted in a proper medieval German castle, it boasts an incredible line-up of holistic mobile thinkers and tinkerers and all the ingredients to “change your life” (quote some of the participants of previous iterations!).

So here’s the speaker line-up:

  • Grammy-winning musician and multi-platform entrepreneur Chamillionaire;
  • Yuri van Geest, the man behind Trend8;
  • Thomas Goetz, Executive Editor of Wired (!);
  • Russell Buckley, employee #1 at AdMob (and a ton of other things!);
  • Kei Shimada, one of Japan’s premier wireless ambassadors;
  • Jason Collins, Alcatel-Lucent’s VP of Emerging Technology and Innovation (and one of those awesome uber-smart people);
  • Daniel Graf of Google’s Mobile Apps Labs fame;
  • Jean Schmitt, one of France’s smartest investors (and with JolTech and powerhouse Sofinnova);
  • Rovio’s Mighty Eagle, Peter Vesterbacka (how angry can your bird get?);
  • Thorsten Dirks, CEO of E-Plus
  • Beverly Jackson, the Director Marketing & Social Media of the Grammy Awards;
  • plus leaders from Volkswagen, OgilvyOne, leaders in education, philosphers, bloggers, the CEO of Butterfly Corp, Dentsu (Japan’s #1 ad agency), Contagious and the indomitable Corvida Raven (of SheGeeks) and Jonathan MacDonald (of This Fluid World), composers, DJs, and, last but not least Adele Waugaman, the UN Foundation’s Sr. Director for their Technology Partnership.

We will also run a Teen Camp for the generation that really matters, which is run in conjunction with the Hasso Plattner (he of SAP fame) Institute, which I have the great honour to co-curate together with 16-year-old Tony Neidhardt (who – despite her tender age – is already a veteran in the scene!) and Jane Mason.

In one (well, few) word(s): it will be absolutely awesome!

If you feel inclined to join (and you really, really, really should!!!), check in here.

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