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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.

#31

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…

Alternately, we could just let people decide what to do with their money, instead of putting arbitrary limits in place because gem bags offend your sense of propriety.

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

#32

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 don’t see why this sort of “addictive” design is considered bad when it’s used to drive people toward spending, but it’s “ok” when it’s designed to keep people around so they can be shown ads.

Mobile developers really only have a few choices available to them:

1) Have users pay upfront or pay a subscription. This was how the app stores started and it quickly turned into a race to the bottom for free apps. The market had spoken.

2) keep users around long enough to show them enough ads.

3) keep users around long enough and add enough pain in the progression systems that the users decide to spend.

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

#33
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…

[deleted]

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

#34
post #32

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 don’t see why this sort of “addictive” design is considered bad when it’s used to drive people toward spending, but it’s “ok” when it’s designed to keep people around so they can be shown ads. Mobile developers really only have a few choices available to them: 1) Have users pay upfront or pay a subscription. This was how the app stores started and it quickly turned into a race to the bottom for free apps. The marke…

> Have users pay upfront or pay a subscription. This was how the app stores started and it quickly turned into a race to the bottom for free apps. The market had spoken.

The problem is that the App Store model fails at the commodity stage.

The first stage for an application is that you invented it and no one else has it, so you make a lot of money from the monopoly for a while and recover your initial investment.

Then competitors show up. They're not as good, but they charge less money, so they capture most of the market. So instead of the high quality seller having a hundred million customers at $1, the low quality seller has a billion customers at $0 and the high quality seller is left with half a million customers at $1. And then they go out of business.

This is the worst stage for software, because proprietary-but-free software is terrible. The proprietors don't have the resources to make it great but the users don't have the ownership to improve it themselves, so it's low quality or abusive or both.

The problem is the App Store leaves everything at that stage, when the natural evolution after that point is for proprietary freeware to be replaced by open source alternatives. Because the App Store doesn't make it easy for the minority of users with the technical skill to make minor improvements to the apps they use to do that (and ultimately push the changes upstream), which over time is how GNU/Linux gets good enough to replace proprietary Unix and so on.

So once there is aggressive competition in a space, we end up with spam-laden free-as-in-beer spyware forever instead of making the transition to free-as-in-speech apps that don't abuse the users because if they did the users would just strip out the abusive parts.

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

#35
post #28
post #26

Earlier quoted context omitted.

I don't deny that these people do exist. My point was that they—surprisingly!—don't pay the salaries of the devs at these game studios. The whales do. The studios can afford to keep the profit from the whales and lose the profit from the addicted middle-class. And many of these studios are going this way! Even back when I was at the company I referred to (~2012), they were already building profiling logic into their…

>And like a bar, they'd really rather "cut them off." why? absent any legal requirements (which bars and casinos may have), isn't it better from a business perspective to get some money off them before they go bankrupt?

> absent any legal requirements (which bars and casinos may have), isn't it better from a business perspective to get some money off them before they go bankrupt?

Not necessarily.

Suppose your customer has $500/month in disposable income. Then you want $500/month from them. $1000/month is bad. It means they're borrowing money, and every dollar they borrow they not only have to pay back, they have to pay interest on -- at the crazy high rates that people with bad self control have to pay. All of which comes out of the $500/month you could have had from them going forward.

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

#36

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…

Alternately, we could just let people decide what to do with their money, instead of putting arbitrary limits in place because gem bags offend your sense of propriety.

You could although whenever a corporation is involved they will start thinking about their image. It's hard to maintain a good public perception when your store is full of deliberately manipulative products.

This really is different to a government introducing some legislation.

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

#37
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.

So basically these stats are representation of the usage of your SDK over your userbase right? And it seems that your SDK is not that popular with those using non native technologies?

Are your SDKs installed on at least 90% of all apps in PlayStore? If not 90% what is the percentage?

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

#38
post #37
post #9

Earlier quoted context omitted.

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.

So basically these stats are representation of the usage of your SDK over your userbase right? And it seems that your SDK is not that popular with those using non native technologies? Are your SDKs installed on at least 90% of all apps in PlayStore? If not 90% what is the percentage?

This data is for all new apps released and has nothing to do with our user base. In fact, we don't have an SDK.

The report uses data from our SDK identification engine, which works for all apps.

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

#39
post #9

Earlier quoted context omitted.

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?

Nope

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

#40
post #38
post #37

Earlier quoted context omitted.

So basically these stats are representation of the usage of your SDK over your userbase right? And it seems that your SDK is not that popular with those using non native technologies? Are your SDKs installed on at least 90% of all apps in PlayStore? If not 90% what is the percentage?

This data is for all new apps released and has nothing to do with our user base. In fact, we don't have an SDK. The report uses data from our SDK identification engine, which works for all apps.

It would help if you released more details about your methodology. So you are not working on a sample of the millions of apps? You are working on all of them? Your "SDK identification engine" can detect in what technology each and single one of million apps in both stores is created with? Really? How?

Do you download each binary and examine its content? Even paid ones? Large ones? Obfuscated?

What is the error margin of your methodology? Or you are 100% precise? Sorry I am honestly interested in the details, and I didnt find error margin anywhere for this study or details about methodology.

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