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App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

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Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#14
post #9
post #8

Earlier quoted context omitted.

That data appears to be relative to the number of native apps in the app store, so that doesn't necessarily mean that moving towards non-native development is a misconception. In addition, many apps are not moving to non-native entirely... but instead module by module. I wonder how they account for that and how it impacts their statistics.

We (Appfigures) looked at the SDKs that apps use to determine what's native vs. non-native. This method will catch "partially" non-native apps as well as fully non-native apps as the former will need to have the non-native SDK even for a single module.

Is React Native “native” in this instance?

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#15

A start. Now they need to shrink in-app purchases. Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option . Basically, your a…

I agree that, for normal people, these purchases would only be made as symptoms of addiction, and so should likely be prevented or regulated like you say.

However, I don’t think the people at the head of the revenue distribution for these games (the “whales”) are really in the throes of addiction. They’re actually spending completely normal amounts of money... for them. They’re just ungodly rich.

Ask anyone from one of these mobile-casual-F2P game companies who their “real” customers are—the ones they cater to with their designs. They have specific profiles. At the company I worked at, the whales were Saudi princes, wasting their oil money.

Personally, I see nothing wrong with US tech companies (slightly!) draining the pockets of such people, and in exchange fueling their Veblen-goods signalling competitions against their equally stupid-rich friends.

It’s like making money as an arms dealer, except nobody’s getting shot!

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#16

A start. Now they need to shrink in-app purchases. Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option . Basically, your a…

The "whales" are where the money is. And especially the "total" is the danger here - both for whales and for kids. No one cares about that 50ct gem bag... but when it's a gem bag a day, it's 180€ a year.

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#17
post #9
post #8

Earlier quoted context omitted.

That data appears to be relative to the number of native apps in the app store, so that doesn't necessarily mean that moving towards non-native development is a misconception. In addition, many apps are not moving to non-native entirely... but instead module by module. I wonder how they account for that and how it impacts their statistics.

We (Appfigures) looked at the SDKs that apps use to determine what's native vs. non-native. This method will catch "partially" non-native apps as well as fully non-native apps as the former will need to have the non-native SDK even for a single module.

You might want to correct a typo in the landing page: "Our indespensible reports..."

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#18
post #15

A start. Now they need to shrink in-app purchases. Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option . Basically, your a…

I agree that, for normal people, these purchases would only be made as symptoms of addiction, and so should likely be prevented or regulated like you say. However, I don’t think the people at the head of the revenue distribution for these games (the “whales”) are really in the throes of addiction. They’re actually spending completely normal amounts of money... for them. They’re just ungodly rich. Ask anyone from one…

I recently read a story here about someone spending a significant portion of their yearly income on a Fate game in Japan. I think it might be a mistake to assume that the only whales are rich.

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#19
post #15

A start. Now they need to shrink in-app purchases. Seriously, I see games with over a dozen kinds of in-app purchases that total well over $100 (sometimes individually that high), and many listed purchases seem to be for repeatable things like gem bags. How much money can you possibly spend on a game!? It should be completely against the rules for heaps of purchases like these to even be an option . Basically, your a…

I agree that, for normal people, these purchases would only be made as symptoms of addiction, and so should likely be prevented or regulated like you say. However, I don’t think the people at the head of the revenue distribution for these games (the “whales”) are really in the throes of addiction. They’re actually spending completely normal amounts of money... for them. They’re just ungodly rich. Ask anyone from one…

I wouldn’t be so quick to assume these folks can actually afford what they are spending:

https://www.bloomberg.com/news/articles/2011-07-06/zynga-s-q...

There were many articles covering this topic during the Zynga peak years, about folks developing gambling-type addictions to freemium games and spending money they don’t have.

EDIT: here’s another article exploring these connections... https://www.theverge.com/2015/5/6/8544303/casino-slot-machin...

And sadly even as far as violence is concerned - there was a horrific story a few years back about a woman who murdered her infant in anger when the child interrupted her FarmVille game.

Re: App Store shrank for first time in 2017 due to crackdowns on spam, clones etc.

#20

Probably the big reason was removing all the non-64bit apps, and apps have have not updated their UI to support > iphone 6.

You are right, this is for sure the main reason, the title is misleading.

That’s definitely a large contributor, but if you look at the number of new app releases you’ll see it went down quite a lot when compared to previous years. That’s the other side of the equation for the decrease.
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