Attention, owners of Android powered mobile devices, here is some epic news that is to die for -- Fortnite will be arriving on the most popular mobile platform in the face of the planet some time in the summer season of this year. After landing on Apple’s devices more than a month ago, the game has since topped the iOS charts in the last few weeks. Pretty soon, it just might do the same on Android’s gaming charts as well.
According to new information presented by Sensor Tower, it seems that owners of iPhone devices who are based in the United States have spent 23 percent more in apps in 2017, compared to their spending during the previous year. Whereas the average consumer spending on in-app purchases was $47 for each active app user in 2016, that has since increased to an average of $58 per active user for the whole of last year.
It was only a few weeks ago when invites to the mobile version of Fortnite were first sent out. But this week now sees the highly anticipated free to play title (which also comes with the Battle Royale game mode) being made available to all owners of Apple devices, as long as their handset is supported.
For those not familiar with the Fortnite game, basically its set up involves having a hundred players parachute on an island where they have to find all kinds of weapons and essentially fight to the death until one victor emerges (hence, the Battle Royale reference).
At this year’s ongoing Game Developers Conference (currently being held in the city of San Francisco in California), Google took the opportunity to reveal that over 60 mobile apps compatible with its ARCore augmented reality platform are launching this week at the Google Play store.
According to a report recently published by the New York Times, it appears that hundreds of mobile games come with a functionality that taps into a mobile device’s microphone in order to capture audio signals from television programs, films, and even commercials. This particular software feature is said to be developed by a startup firm called Alphonso who is reportedly even taking full advantage of Shazam in identifying the audio being monitored. The compiled information is then sold to advertisers who are looking to target a specific demographic based on TV watching habits.
Razer is mostly known as a company that develops hardware and software offerings for gamer users. But back in January early this year, the firm had completed its acquisition of Nextbit, the startup responsible for building the Robin smartphone. With that move (as well as its acquisition of audio tech company THX in October of last year), the general assumption is that Razer might be entering into the phone making business soon.
According to a report recently published by Flurry, revenues generated from mobile games have increased this year (53 percent growth, from $7.8 billion in Q1 2016 to $11.9 billion in Q1 2017), but the overall volume of gaming sessions have dropped 10 percent as compared to that of last year. Flurry’s report also states that the United States contributes the most number of mobile gaming sessions across the globe, claiming 20 percent of all sessions. Following the US are India, China, Brazil, and Russia.
Here is some bit of good news for all gamers out there -- SEGA is set to bring its most beloved classic game titles to smartphones and tablet devices for free. This is made possible by way of a free to play format that comes with ads (which generate the revenue, not money from players), support for offline playing, and plus other cool features (like the ability to save game play in the cloud). Moreover, SEGA’s mobile games can be offered as an ad free version, as long as customers are willing to pay $1.99, which is not bad when you know what you are going to get.
Last year, Nintendo released its first ever mobile game for iOS users. The Super Mario Run app first launched on the App Store back in December 15. Ever since then, the app has been able to reach 78 million hits from iOS users. Surprisingly though, only 5 percent of players made a decision to get the full version of the game by paying $10 to unlock it.
Initially, Nintendo estimated that there would be twice as much paying users for the game, at least it had hoped it would. Despite this, the 5 percent figure still led the company to earn 6 billion yen (or $53 million) from the game. Comparing this with its toughest competitor, Pokemon Go, Niantic earned $143 million on its first month alone from the iOS App Store. The game was also downloaded 32 million times.
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