With MWC Nearing, More Evidence Of A Nokia Tablet Emerges

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A tablet is the missing piece of Nokia’s mobile strategy. So far the company has only whispered about its plans, but more evidence of a Nokia tablet popped up at Pakistan Nokia event. For a brief moment, the stage’s screen showed a tablet, likely a 7-inch, alongside a Nokia 620 and a large desktop screen, possibly demonstrating a Surface Pro-ish device.

Nokia is striving for a complete mobile ecosystem centered around Windows. The company has successfully positioned its Lumia line as the premier Windows Phone line, and it’s completely possible that the brand could move into the tablet space as well. For the nostalgic, a Nokia tablet could be the 3390 to Windows Mobile world.

Right now Windows tablets are priced to compete. The Surface RT is the same price as the iPad and the Pro costs as much as an Ultrabook or MacBook Air. If Nokia could squeak out a budget Win8/RT tablet at a lower price point, it could help both Microsoft and Nokia.

The tablet shown at the Pakistan event looks like a smaller model — probably 7-, to 8-inches. At that size and perhaps with the help of a plastic casing, Nokia could preemptively sweep the small Windows tablet space much like the Kindle Fire did the mini tablet market.

As much as Windows tablets needs more compelling hardware, it needs compelling apps as well. And, hopefully like with other platforms, the two will grow simultaneously. Hopefully with more hardware partners jumping on board, more developers will see the opportunity and start coding for Windows 8/RT.

Nokia is gearing up for a big showing at MWC. The show is in two weeks and if a tablet is in the works for 2013, it will likely debut at largest mobile conference in the world

Fitbit’s Updated Android App Packs Wireless Sync Support For Samsung’s Galaxy S III and Note II

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Nike may not be planning to release an Android companion app for its activity-tracking FuelBand, but rival Fitbit is eager to make sure that health-conscious Droid owners are well taken care of. To that end, the company pushed out a new version of its Fitbit Android app that finally brings Bluetooth 4.0 sync support to Samsung’s Galaxy S III and Galaxy Note II.

It’s sure to be welcome news for Android-devoted owners of the Fitbit One or Fitbit Zip (the forthcoming Flex wristband is supported too), but let’s face it — wireless sync support for two smartphones may seem a little underwhelming. Still, it’s certainly a step in the right direction, especially considering just how widely those particular Samsung handsets are.

As more than a few people pointed out the other day, Android-powered devices make up a huge chunk of the global smartphone market and basically ignoring all those users like Nike has is a course of action that seems awfully silly.Even so, Fitbit’s slow rollout is rather telling — while the company has said that it will work to bring wireless syncing to more devices in the weeks and months to come, ensuring a smooth and timely sync experience doesn’t really seem to be a one-size-fits-all process.

Even Fitbit representatives acknowledge that this most recent version of the app isn’t exactly perfect. Apparently, the development team still thinks of this release as something of a beta since the sync process still takes a little longer than they would like. Sadly, my Fitbit has disappeared into the wilds of my desk drawer, so I couldn’t see how long it took for me personally, but those of you with all the prerequisite hardware may as well give it a shot.

Unlike Netflix Subscribers, HBO Viewers Aren’t Binge Viewers

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At the D: Dive Into Media conference over the last few days, we’ve heard a lot of executives discuss the big paradigm shift of binge-watching being brought about thanks to Netflix and DVRs. But not everyone loves to watch TV that way. According to HBO President and COO Eric Kessler, binge viewing is an edge case for its viewers.

“Only about 6 percent of our viewers binge-watch our shows,” Kessler said. Despite the large amount of content that is available through its various on-demand offerings and its HBO Go streaming service, he said HBO viewers really only binge watch in the lead-up to the launch of new seasons. For instance, the third season of Game of Thrones will premiere next month, and HBO viewers who might not have watched the show will catch up to become part of the conversation when it launches.

That’s key, as the company seeks to get more subscribers tuning in for various new series episodes, and talking about them. And, in fact, the social media aspect is one reason why HBO probably won’t follow the Netflix model and start releasing all of its serialized TV episodes all at once.

Kessler noted that HBO TV shows typically kill off major characters. Releasing all the episodes at once would not only lead to huge spoiler problems, but it also means that its shows wouldn’t benefit from the typical weekly watercooler conversation that occurs.

And that’s especially important, since the vast majority of HBO viewing still happens live. Kessler said that 80 percent of viewing happens on HBO live, with about 16 percent happening through cable VOD. Just 2-3 percent comes through HBO GO viewership. Until that changes, HBO will want to keep its viewers coming back week after week.

Final Reminder: Tonight Is The TC Pitch-Off/Meetup And We Want To See You There, New York

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The TechCrunch NY Meetup is tomorrow evening, so get ready for a wild night of pitch-offs, pizza and beer.

While we’re accustomed to throwing a solid meetup, we’re introducing a new ingredient into the mix in the form of a 60-second pitch-off, where founders can pitch their products to be a part of Disrupt NY in April.

Applications are currently closed for the event, but we have 20 awesome teams lined up ready to pitch their entrepreneurial hearts out. The winner gets free tickets to Disrupt and a spot in Startup Alley, and the runner up gets two free tickets to Disrupt NY, which is going down April 27 – May 1.

The event is tonight from 6pm – 10pm at Santos Party House. If you’d like to attend the meetup, please register on Plancast here. Bring a print out or screen cap of your RSVP so we can hand you some drink tickets.

And whether you’re an investor, entrepreneur, dreamer or tech enthusiast, we want to see you at the event, so we can give you free beer and hear your thoughts. Come one, come all. It’s sure to be a night to remember.

A huge thanks to our awesome sponsors, Moo.com, Yext, and MyPizza.com.

HBO Adds AirPlay To Stream HBO GO From iPhones And iPads To The Biggest Screen In The Home

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Over the last several years, HBO has been making its streaming video product more attractive to users by adding more and more devices that users can stream its programming on. At the D: Dive Into Media conference today, HBO President and COO Eric Kessler said that the company is enabling AirPlay streaming for its HBO apps, enabling iOS users to stream video from the iPhone and iPad to the Apple TV.

The addition of AirPlay comes a few weeks after a report surfaced that HBO would be rolling out a standalone app for the Apple TV. Not quite, but close.

Getting on Apple TV itself would mean building an app and getting its distributors on board with authenticating on that device. That’s been a sticking point on certain platforms — like Roku — where it has an app, but not every cable or satellite provider has agreed to provide a login system on the device. But with the launch of AirPlay streaming, the company will be able to serve customers who have multiple products in the Apple ecosystem. It is, in a sense, taking advantage of a workaround.

While fans of HBO shows will be thrilled with this news, there will still be others who don’t — or won’t — subscribe to the service, due to the cost of paying for a cable bundle. But Kessler said the company has no plans to introduce a standalone service online without going through cable or satellite partners. That’s mostly due to the marketing and distribution help that it gets from those distributors. At the same time, it’s looking at ways to engage younger viewers who might not already be cable subscribers.

Disrupt NYC To Feature Indian, Brazilian And Israeli Pavilions

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If Battlefield is the soul of Disrupt, Startup Alley is the ever-beating heart. It’s a wild marketplace where startups gather on the show floor to demo their creations.

And this year, at Disrupt NYC held on April 29-May 1, there will be pavilions specifically dedicated to Indian, Brazilian and Israeli startups.

Making these connections is critical to keeping communication flows open between the startup cultures here in the U.S. and other parts of the world. With new markets emerging fast, we were joined in September at Disrupt SF 2012 by Brazilian, Mexican, Chilean, Argentinian and Korean startups.

For Disrupt New York we are working with the Internet and Mobile Association of India (IAMAI) for emerging companies to come and join the Indian Pavilion. In addition, we’ll be partnering again with Initial.vc to bring Israeli and Brazilian companies to the US.

What is Startup Alley?

  • You get a cocktail table to demo for one day (Monday or Tuesday of the conference)
  • Two tickets for the entire 3 day event and After parties
  • Compete for the “Audience Choice Award”

Exhibiting startups must be less than two years old and have less than $2.5 million in funding. Each day the ’Audience Choice’ Startup Alley company gets to present on stage at Disrupt and earn the chance to fight for the Disrupt Cup and $50,000 grand prize. Interested startups from Israel sign up here! For Brazil, sign up here! Startups from London, Berlin, Paris, Helsinki and Stockholm can sign up here. And if you are any sort of startup and want to join us in Startup Alley, please sign up here.

Disrupt New York is being held at the The Manhattan Center at 303 West 30th Street NY, from April 29-May 1. Accelerators, VCs and industry/government associations who would like to partner with us and bring a group of startups to Disrupt NYC please email Jamie Quiocho.

Our sponsors help make Disrupt happen. If you are interested in learning more about sponsorship opportunities, please contact our amazing sponsorship team here [email protected].

Sony Entertainment CEO Lynton Says Netflix, DVR Change The Way People Watch TV

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Today at the D: Dive Into Media conference, Michael Lynton, CEO of Sony Corporation of America and Sony Entertainment, said that the rise of Netflix and DVRs are fundamentally changing the way that viewers watch TV content. And that now changes the type of content that is being produced and the quality of it.

The bigger paradigm shift here is the idea that consumers are getting used to binge-watching TV shows. And that, in turn, is changing the quality of content that is being produced… for the better. Lynton said that the rise of episodic TV — whether it be driven by cable shows like Mad Men or Sons of Anarchy, or by Netflix’s House of Cards — is accompanied by the idea that show runners no longer need to wrap things up neatly at the end of each episode.

The increase in episodic TV is also luring higher-quality actors, writers, and directors. Rather than trying to squeeze everything into an hour or two of TV, creators can now create longer-form, open-ended serialized dramas. “It’s one of the reasons you’re seeing explosion in creativity right now,” Lynton said.

Sony just re-upped its deal with Starz, but Lynton said that Netflix was definitely a player in the bidding for that deal. “They wanted to be a part of [the deal], and still want to get studios on the service,” he said. While the studio deal didn’t work out, Netflix still spends substantial money on licensing TV content, including some from Sony’s production studio.

“Netflix has always been a really good customer, and they continue to be a better and better customer,” Lynton said. That Netflix is providing a new revenue stream for TV studios, as well as changing the way people watch TV content, is helping to change the creative landscape for Sony and others.

Kickstarter: The SIMPLcase Is An iPhone 5 Case For The Globetrotting SIM Switcher

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Being based in Canada means that I’m often traveling for work, and that means fiddling with SIM cards. A new Kickstarter project from the same people who brought you the X-Wing joke campaign proposes to make keeping track of those SIMs and navigating international border-crossing much easier, with a simple design that adds a couple of simple twists to a basic low-profile iPhone case design.

Unlike the X-Wing squadron project, the SIMPLcase, as creators Simon Kwan and Ed Dean call their latest project, isn’t a joke. It’s a minimalist case (which adds just 3mm to the iPhone 5 at its thickest point) that houses a SIM tray capable of holding up to three SIMs (in addition to the one inside your phone) as well as an ejector tool. It also has a groove in the back which, combined with any credit, debit or ID card, helps transform it into a basic stand for propped-up portrait or landscape viewing.




The SIM and ejector tray is rubber to better grip those tiny fiddly components and make sure they don’t get lost, and the cases all ship with an ejector tool compatible with the iPhone in case you’ve misplaced your original (it’s remarkably easy to do). And while the initial project will be designed for iPhone 5, there also exists an iPhone 4/4S prototype, which the guys plan to put in production should there prove to be enough demand to justify it.

Ed and Simon know a thing or two about tripping around the world. They met working in the same shared office space in Shanghai, after growing up in London, England and Boston respectively. Both have ample experience in graphic design and product development, and first-hand knowledge of supply chain logistics, meaning they have the know-how to deliver on their project timeline of a June 2013 anticipated ship date.

Is there enough demand out there for an iPhone case aimed specifically at world travelers? That remains to be seen, but given that SIMPLcase is only looking for $20,000 in backer money, with pre-orders starting at just $12 and including free shipping anywhere in the world (cheaper than a lot of brand-name slim cases), I don’t think they’ll have that much trouble selling out the first batch, if only to satisfy the needs of people like me who perfectly fit the niche market they’re targeting.

PayPal At The Pump – Payments Company Signs Deal With Gas Station Checkout Provider Gilbarco Veeder-Root

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PayPal today announced that it has signed a deal with gas station checkout solution Gilbarco Veeder-Root, which will be implementing PayPal as a payment option at all their gas and convenience stores across the U.S. The initial rollout involves integration with Gilbarco’s Passport Point-of-Sale product, but the company says that going forward, PayPal will be integrated into its suite of media and merchandising applications.

“PayPal wants to be where consumers shop every day and by collaborating with Gilbarco, one of the leaders in the convenience store and fuel industry, it has the potential to put us into thousands of locations,” Don Kingsborough, Vice President of Retail Services at PayPal said in a release.

Gilbarco tells us that it has installed over 30,000 POS systems across North America which will now see PayPal integrations, to give you an idea of scale. Initial efforts will have users paying for their purchases either via QR code, or by entering in their fueling position into a mobile application.

This latest move follows last month’s announcement with another point-of-sale and hardware maker NCR, which said it would integrate PayPal into several products, including NCR’s Mobile Pay application, NCR’s Online Ordering system, and more. That announcement was primarily aimed at increasing PayPal presence in the restaurant and hospitality space, where NCR has great traction, but it also included integrations with NCR’s Convenience-Go (C-Go) app, a white labeled solution for gas stations and convenience stores.

However, the Gilbarco deal will have a much larger impact in terms of “PayPal at the pump,” so to speak, as the 150-year old Gilbarco currently works with 19 of the top 20 convenience store operators in the U.S. Mike Schulte, Gilbarco President in North America, said the PayPal mobile solution will become “a cornerstone of our suite of retail applications.”

PayPal has been quickly ramping up its efforts to find traction outside of online payments, with attempts to establish itself as a leading mobile payments provider at places where people shop out in the real world.

Previously, the company has announced partnerships with large retailer chains, including Famous Footwear, Dollar General, RadioShack, Abercrombie & Fitch, Advance Auto Parts, Aéropostale, American Eagle Outfitters, Barnes & Noble, Foot Locker, the Home Depot, Jamba Juice, JC Penney, Jos. A. Bank Clothiers, Nine West, Office Depot, Rooms To Go, Tiger Direct and Toys “R” Us, and others. The company said last month it has agreements with 23 merchants to offer its service in-store as of the end of 2012. Twelve of those twenty-three are now live, totaling 18,000 locations.

New Dropbox For Teams Gives IT Deep Control And Visibility, Reveals More About Company’s Next Chapter

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Dropbox for Teams has a new set of features that gives IT deep visibility and control over the way both individuals and groups use the service. The new features show how Dropbox is entering a new chapter in its evolution, pointing to a future where a significant aspect of its business will focus on the business market.

Dropbox For Teams launched in late 2011. In August of last year the company began offering two-factor authentication, followed in October by providing IT with more visibility into who was using the authentication capability. With the new feature sets offered today, Dropbox is offering granularity that, for example, gives IT a view into the actions people take, the devices they are using, per-user storage usage, linked devices and third-party applications the person or group is using.

The new user interface offers IT admin control over a user and a group’s activity, authentication settings, sharing and account access.

IT can view team activity, such as member log-ins and team invitations. The new features also offer the ability to generate downloadable reports.

With an individual user view, IT can see what devices an individual uses to access the service. IT can also remove access to individual devices.

Dropbox has further beefed up authentication controls with the ability to require two-factor authentication. IT can reset passwords and draw a perimeter around the group so no data can be shared outside the corporate walls.

Beyond The Magic Folder

Dropbox built its service on the concept of the “magic folder.” Its next chapter is about Dropbox as a back-end. A new sync API is key to this evolution. The new API means that updates to an app get synced even when a developer goes offline and comes back on again.  This means more apps will hook in to the Dropbox service. Combined with the new IT controls, Dropbox sees the company going deeper into the enterprise.

Dropbox sees its differentiator as being the gold standard for end-user apps. Its challenge will come in where it takes the service next. There are a number of services that offer file sharing. Box, SugarSync and Mozy to name a few. Box now integrates with collaborative offerings, such as Jive, and VMware’s Project Octopus is part of the company’s larger VMware Horizon suite.

But for now, Dropbox is showing that its service can stand up in the enterprise with robust security and deeper IT visibility and control.

Storenvy Goes From Getting Kicked Out Of YC To Raising A $5M Round

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Note: This is the second friend in a row whose funding I’m covering this week. Looks like my friends are doing okay for for themselves despite the Series A Crunch. Have at it, comments.

Storenvy, a platform for people who’d like to build custom storefronts and marketplace for people who’d like to discover them, is announcing its Series A funding today. The $5 million round was led by Intel Capital with Spark Capital with follow on by First Round Capital.

Storenvy, which aims to be the Amazon for indie sellers, presently has more than 30,000 merchants of wares who can market their products either through the individual links to their own stores or through the socially equipped Storenvy Marketplace (its homepage), which is a discovery platform similar to Wanelo or The Fancy.

Storenvy CEO Jon Crawford (disclosure, see Note above) tells me that the startup has brought in $1 million in monthly sales since the launch of the Marketplace, which now accounts for about 50 percent of the sales of the site. In addition to the 30K sellers, the startup also has more than half a million registered users.

“The biggest challenge in e-commerce is discovery,” Crawford says. “I’d spend so much more money online if someone would just show me more things I’d love. The best software in the world can’t tell you what you will love. But you know what can? Your friends.” Crawford tells me that in addition to the social and crowd curation, he plans on making Storenvy a style destination with the new cash. “We want to be a gigantic Urban Outfitters full of the world’s best stuff including fashion,” he says.

Crawford, who started Storenvy out of his Kansas City, Missouri, garage in 2008, is perhaps best known in the founder/startup community for getting kicked out of Y Combinator and living to tell the story (and raise more money). As he wrote in an infamous post:

I want to make it absolutely clear that I have the utmost respect for Paul, Harj, Jessica and everyone affiliated with Y Combinator. It’s an amazing program that produces amazing companies. Paul made the right decision to not fund Storenvy, given the circumstances. I wish it had worked out, and I recommend that every single startup apply. But I hope people reading this realize that there can be life after a YC rejection.

One gets the sense that surviving, and thriving, after this rejection has made Crawford humble. When asked if Storenvy was, to use a startup cliche, “killing it,” Crawford said, “Most people haven’t brought their stores online yet. We haven’t captured 1 percent of the market. I want to be the default store platform for the next generation of merchants, and until we’re doing that I’m not going to be satisfied.”

Crawford plans on leveraging the funds to go from seven to 30 staff, as well as sign on 200,000 stores by 2014.

Storenvy Marketplace sales, August 2012–January 2013.

Apple Doesn’t Care, That’s Why It’s Winning

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Apple doesn’t care if competitors have cheaper products. It doesn’t care if its next big thing cannibalizes its last big thing. Not about buying big money-makers, and certainly not about how you think it should deal out stock. Today at Goldman Sach’s conference, Tim Cook played the defiant king of an empire too powerful to be distracted by the present or the past. All he sees is Apple’s future.

The Wall Street Journal has a great play-by-play of Cook’s hour-long talk, and we’ve picked apart the highlights. But what really matters is that Apple’s size and momentum give it a unique advantage in the tech world — the ability to make tunnel-vision an asset and not a liability.

Apple is too big to pivot nimbly. It’s a freight train going full-speed and Cook’s in the boiler room screaming at soot-covered engineers to shovel more coal into the burners. The iPad is crushing the tablet market, so Apple will make more iPads. The average Apple store earns $50 million a year so it’ll build 30 more, including in China and other international locations like Turkey. Shareholders love when Apple hands them money, and it’s got plenty, so it is returning $45 billion to them and ignoring the “silly sideshow” lawsuit about how it approves preferred stock handouts.

Cook knows the track is laid out in front, so he doesn’t need to nitpick the horizon in order to drive. Sure, there are cheaper smartphones out there, but the nagging schizophrenic voices are what really threatens Apple. Dividing resources to make a ‘good’ cheaper phone could prevent it from making what Cook considers far and away the best phone.

If it holds that spot, there will be plenty of customers, because he believes the market will double in the next few years. ”Our North Star is great product,” so that’s the direction it will keep heading. If you want a cheap iPhone, buy the old model. And you don’t actually want a screen with the most pixels, or a computer with the fastest processor, or a camera with the most megapixels. Cook foams “Does it matter? You want a fantastic experience….the truth is, customers want that a-ha moment.”

The suit & tie attitude for big businesses is not to build products that cannibalize your existing ones. Apple’s a turtleneck tech company, though. A tie-less Cook said on stage that “Our basic belief is, if we don’t cannibalize, someone else will.” So if it sells fewer iPhones or iPods because it makes an iWatch, fine. Better than people buying a Samsung Galaxy Watch S 7 or Google Time, or whoever tackles the wrist eventually. People thought Apple was crazy for making the iPhone when its iPod business was doing so well. Crazy like a fox. Crazy like a honey badger. Honey badger doesn’t care.

And finally, you’re not going to see Apple shaking in its boots about some big revenue-generating business and buy it. It’s got its own roadmap and acquires companies to make the magic happen faster and stronger. Cook said “If a large company could help us, then that would be of interest.” Otherwise, the cash stays in the bank. Or more specifically, foreign tax shelters.

That doesn’t mean there aren’t dead-ends for Apple to crash into, or problems in the engine room.

Ignoring the landscape only works if you keep guessing right, and human crystal ball Steve Jobs isn’t around anymore. Maybe smartwatches aren’t what’s next and Google Glass style eyewear is. A big mobile product blunder could throw Apple off the track real quick.

The biggest lie Cook told today was that “Apple has skills in software.” Judging by Google’s invasion of our homescreens, Apple’s software skill is sorely lacking. If smartphone hardware tops out and handsets become more of a shell around software, Apple could sees its locomotive start to sputter.

But Cook seems keenly aware that the greatest dangers to Apple are slowing down or getting distracted. “We’re disciplined and thoughtful” said Cook, with his eyes on the prize. Jobs was heralded for his focus, and most people worried that no one else could keep Apple in line the same way. Today, Cook looked Wall Street dead in the eyes and made it clear he won’t flinch. He won’t waffle. He doesn’t care.

Cook is the honey badger, googoo g’joob.

[Image Credits: Amazing CreatureBusiness Insider / Owen Thomas]

Think Tracking DAUs Is Enough? Then You’re Not Getting Your Whole Mobile Story

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Editor’s note: Robert Weber is co-founder and senior vice president of new products at W3i. Follow him on Twitter @robertjweber.

In the mobile world, companies often live and die by metrics: “How are your monthly active users doing? What’s going on with your user retention? How many total downloads do you have?”

These kinds of metrics, which can have widely different implications, can make or break developers. Especially with the Silicon Valley mindset, driven by success stories like Instagram and Socialcam, that says “get users today, make money off them tomorrow.” With this mentality, user metrics often play a larger role than financial figures for some companies.

But what do they all mean? In mobile, daily active users (DAUs) is frequently the standard by which game and app developers are judged. However, the industry doesn’t really have a concrete definition of what a DAU is. Some analytics providers, such as Flurry, use a rolling average, where a user is considered active if they’ve opened the app at least once in the past seven days. Another part of the mobile market considers someone an active user if they’ve used the app on a particular day. To truly define success, the industry needs to settle on what an active user actually is.

Understanding Daily Habits

Before we can really understand the best way to measure and report on mobile metrics, it helps to understand the general habits of mobile users. W3i, which works with hundreds of mobile developers, sees a lot of data on how people interact with mobile apps.

The first thing to consider is that mobile developers can expect to lose about two-thirds of their users on day one. Our data shows that on average, most apps have a retention rate of 31 percent after the first day. In any other business, losing such a significant chunk of your audience so early would spell disaster, but that’s not the case on mobile.

After the first day, developers can expect their user retention to even off slightly but still decline steadily. After seven days, the average user retention for an app drops by about half to 14 percent. By the end of the first month, an average of 6 percent of users will still be interacting with the app.

With such fickle mobile users, it comes as no surprise that mobile developers would want to judge an app’s performance by its DAUs. Who knows what your users will like in a day much less a month?

This brings up the issue of determining what kind of user you actually want. Although it may look better on paper, just because someone plays a game in a seven-day period, it doesn’t necessarily make him or her an active user. However, this DAU measurement is widely used and is artificially inflating the user bases of a lot of apps.

A user can only execute an in-app purchase or view advertisements if they open your app, so it makes sense to count active users as those who have started a session that day. In short, we should be classifying DAUs in the most obvious way possible: the number of people who actually used the app on that particular day. This figure most accurately represents the revenue potential of an app and is a better indicator of how it’s performing.

Once developers effectively understand what to look for in an ideal user, they need to understand how to design their app in a way that attracts those users and keeps their attention. Developers should iterate a few times and make sure their retention is stable. Once they are comfortable, they should pursue more aggressive forms of user acquisition. When acquiring users, developers should benchmark their sources and how each performs to determine where most of their revenue is coming from.

This model is especially effective in mobile gaming.

Mobile gaming has always been a world apart from console and PC gaming. While PC gamers may chug away playing World of Warcraft for hours in their living rooms, and console gamers will spend entire days cooped up slaughtering Covenant in Halo 4, mobile gamers have different playing schedules and usage habits. They’re more likely to clock in their playtime on buses, waiting in lines, and upsetting flight attendants before takeoff.

It comes as no surprise then that the shelf life of a mobile game differs significantly from that of a console game. While AAA console games can keep users engaged for months on end, mobile games almost always see a significant drop in users after day one.

There are also some best practices developers can use to make sure the DAUs they’re seeing are being monetized to their fullest potential in their game or app:

  • Give users some in-app currency off the bat to help them learn about the app or game and how it’s played.
  • Don’t give too much currency away during level-ups or random situations, but still give some away so that users feel they’re getting a valuable game experience.
  • Drive users through points in the app where they can use them often. This includes storefronts or speed-up moments in games.
  • Update your app often, even with small changes. An update can get a dormant or non-active user back to the app by checking out the new content.
  • It’s also important that developers understand that not all active users will be equally valuable. Adding an engagement metric counting the number of sessions per user is also a great idea. This way, you can tell the active users from the super users. 

As the mobile market continues to mature, what metrics are and aren’t important will continue to become apparent. In the meantime, developers need to consider which numbers they really want to focus on.

What Games Are: Why The Xbox’s $5 Problem Is Great For OUYA

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Editor’s note: Tadhg Kelly is a veteran game designer, creator of leading game design blog What Games Are and creative director of Jawfish Games. You can follow him on Twitter here.

Game developers, publishers and platform holders regularly argue the toss on the appropriate pricing of games. They struggle with questions of whether being too expensive cuts off oxygen to new players, or whether being too cheap means they become devalued. In a free-to-play era especially, this question grows even more complicated. Those kinds of games require certain compromises in game design, and those compromises do not work for all kinds of game.

The results of that argument play out differently over various platforms. Facebook games, for example, are almost entirely free-to-play, while console games are retailed at comparatively high prices. Steam makes most of its bones in holiday sales when games are often 75 percent off, while iOS advocates endlessly debate the virtue of $0.99 or $1.99, or the occasional outlier like Minecraft at $6.99. Each breeds its own tensions, but – for me at least – it seems that the optimum price for non-free-to-play digital games is around $5.

I base this from a study that development studio 2DBoy ran a few years ago. The studio sold copies of its hit game World of Goo using a flexible pricing model. You could buy the game at whatever price you liked. The developers then compiled and released all of the sales data. The results were interesting, showing that of all the price points that users chose, $5 seemed to work best in terms of numbers of downloads versus pay-off.

Informally, I’ve seen the same magic number seem to work wonders across the board. Steam sales often encourage mass purchases from users of games in or around the $5 mark (ask any PC gamer just how many impulse purchases they have made at this level that they have not yet played). Similarly, second-hand retailing of games often serves as a kind of library for gamers, where they essentially maintain a deposit with a store by buying a game, and then trade-in-and-top-up with a few dollars each time to get the next game, and the next one.

The reason is that $5 is cheap enough to consider a punt on a game without going through the rigmarole of trying a demo, or pirating the game, and it especially makes sense for kids. Kids operate on a pocket-money budget most of the time, which means that they swap, loan, copy and otherwise get access to many more games than they can reasonably afford. This kind of activity is how they play a lot, form their tastes and go on to become valuable adult customers down the road.

That’s why the recent news broken by Edge (Disclosure: I write a column for Edge magazine) about the next Xbox being always-online and locking games to accounts is so significant. The notion that a game that you buy soul-binds itself to your account is not new. Your iPad already does exactly this, for example, as does your Steam account. Once you buy a copy of XCOM Enemy Unknown or Temple Run 2, you can’t pass it on.

This, largely, is the thinking behind locking games on console for disk- and digital-sold games. If you buy your Halo 5 in Gamestop and insert it into your next Xbox, the thinking goes, it will only ever work for you. So, no second sales or borrows or swaps.

In principle this makes publishers very happy because they resent the grey markets of piracy and second-hand retail with a passion. Likewise, everyone assumes that the entire console business is going digital anyway, and with the death of media retailers like HMV it’s only a matter of time. The combination of the two seems to promise a future where all console games will be sold at high prices, all the time, and everybody will make money.

Microsoft’s $5 Problem

Maybe, but at the expense of younger players. During my formative years I was an inveterate pirate. I got my start with a Sinclair Spectrum and games recorded on cassette tape. In the schoolyard I would swap, copy and even compile mix-tape compilations of games on larger cassettes, writing start numbers on the inlays. I would also buy games by the truckload. As a result, I played a lot of games.

Whether you came up in the console era and swapped cartridges like a maniac at lunchtime, or copied floppy disks at home and prayed they would work, try lots of free-to-play games on Facebook, or buy lots of cheap apps, chances are that you’ve played many cheap or free games. It’s a part of growing up that you have way more time than money. You bore easily, but also become highly passionate toward the things that do not bore you, and you learn like crazy. You become invested, perhaps in a few games or in the whole culture of being a gamer, and this turns you into a lifelong fan of that platform.

Unless, of course, you can’t afford to. Then you just go elsewhere.

The problem as I see it for the next Xbox, or PS4, and this wish to lock games in, is that I just don’t see Microsoft lowering itself enough to charge $5 for Halo 5. Rather, I think they’re thinking to turn every previously-a-borrower potential customer into a $50 actual customer, and so is every other publisher that wants to see this kind of locking happen. And that’s simply ludicrous. A locked-in strategy only works in a $5-or-less world.

Microsoft should have owned the digital gaming space years ago, not Apple. It had the solution in place, millions of customers, and the hardware to play really great games. But the problem was that Microsoft could not really allow itself to enable those games to find their natural price point. Even today if you browse through the Xbox 360 back catalogue there are many 2- and 3-year old games that are being offered at twice or three times what you would pay for them new at retail, never mind second-hand prices.

Even while iOS races ahead as a gaming platform, console makers like Microsoft, Sony and Nintendo have not meaningfully responded. Part of the psychosis of these companies is that they still believe that they are a premium offering, and so they act like a fancy Nordstrom store selling perfume, luggage and handbags for vastly inflated prices. They get tied up in arguments over whether they should allow their product to be devalued (as though the rest of the world does not exist), and whether that is good for games in the long term.

Long story short: They are not in the position where they can make $5 work, and their publishers are not willing to sell Call of Duty for such small amounts. And that opens the door to OUYA, Gamestick, Steamboxes and the oncoming storm of microconsoles.

Whereas Xbox and such are all bound up in these massive and complicated tangles, microconsoles like the OUYA are perfectly happy to work with smaller developers and publishers. They are keen to deliver that App-Store-like relationship to the TV space, and they are increasingly well-placed to make the price argument. If it comes down to Microsoft demanding premium money for a console and games with no comeback or resale, versus an OUYA for $99 that sells games for $5, that becomes an easy decision for any parent. So the OUYA becomes the platform that onboards young players.

Perhaps there is a growing market for a console that is just for adults, for so-called “graymers” who are happy to pay for premium experiences. Perhaps there is an emerging market for an exclusive kind of console, a sort of super-premium category that does not need young players any more. If there is, I wonder how long that market could sustain an expensive platform like the next Xbox by itself though.