Source: Games Industry
quote: All the data really shows is the maturity rate of the typical iPhone user....more little children, unemployed, etc that don't have jobs and the time to game all day...
quote: I guess that's why the can afford Apple's 'premium' prices.
quote: So if you are app developer, would you A) Develop apps for iOS B) Develop apps for Android
quote: If you are a restaurant owner, do you make fun of customers who is willing to pay premium for your food and services? I'm puzzled by your logic.
quote: I care because I'm a developer
quote: I don't develop games, so how's that help me?
quote: Like this?
quote: ... the only thing in the data that we can be sure about is that sales of Apple's iPad grew 48.1% year over year -- from 15.1 million to 22.9 million. We and IDC know this because Apple (AAPL) reported those unit sales figures last weekThe rest of IDC's report is almost entirely guesswork. It says that Samsung shipped 7.9 million tablets -- up 263% -- but doesn't say how it got those numbers. Certainly not from Samsung, which hasn't released unit sales figures for any of its devices in years.IDC also says that Amazon (AMZN) shipped 6 million Kindles -- up 26.8%. This despite the fact that Amazon has never once said how many Kindles it sold, a policy that remained conspicuously in force during Tuesday's Q4 2012 earnings call.As for the rest of IDC's findings, they just get more bizarre. The press release says Barnes & Noble (BKS) "gained traction" in the tablet market, but the spreadsheet shows Nook sales falling year over year. Even more startling, the release says Asus lost share, while the spreadsheet shows Asus' market share nearly tripling on sales that grew 402.5%.
quote: You do understand capitalism and the value of competition right?
quote: Tell me why I should develop for Android if I can make 4X more for iOS apps?
quote: For gaming, Android's hardware diversity is a curse, not a blessing. Let's say you have 200 potential devices to support (as a rough example). Of those, only 20 can actually run games at a level you'd be comfortable with. That remaining 20 has 2-3 display resolutions and graphics architectures to support, and only that same amount of phones has enough users to justify development -- but that combined group ends up being considerably smaller than the iOS group you could reach. You end up either giving up sales or building for the lowest common denominator.iOS may have limited selection, but it's much, much, much easier to develop knowing that you'll hit a big swath of users -- including much larger media player and tablet audiences. You can also optimize your code much more effectively. Knowing that fewer people will steal your game just makes it that much easier to justify supporting iOS first or exclusively.
quote: The cost of the port and support are what makes or breaks it. For some it's worth it, for us it makes so little money it's not. Right now we basically use Google Play as a feature test.