By comparison, MazeFinger average play time was around 6 minutes. Of course, there are lots of levels in Rolando. According to ngmoco, the average time spent playing Rolando is over 20 minutes each time it is played. Stephanie did put some stats on the board, however.įor one, we found out that iPhone games don't have to be designed for McNugget-sized attention spans.
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She explained a sort of tiered approach to ngmoco's efforts: starting with free apps to build awareness, moving up to building a platform for good games, and ultimately expanding into the paid apps - where the money is, of course. Next up was Stephanie Morgan from ngmoco, who discussed some things we all know: the iPhone is unlike any gaming platform or handheld. Plus, games account for most App Store downloads, with puzzle games being the most downloaded genre. That's a staggering amount, especially in comparison to other platforms, with Java only accounting for 8%, Windows Mobile about the same, and it goes south from there. Another interesting point: 70% of mobile browsing is done via iPhone or touch. Thus, factoring in iPhone numbers and an estimate of iPod touches, we get upwards of 20 million devices.
We don't know exact iPod touch numbers because Apple doesn't publish those, but there was a huge jump in iPod touch browser detection after the holidays. Raven Zachary is the guy responsible for the Obama campaign app, and he started off with some stats from Pinch Media around how many devices are out there: roughly 20-30 million. The panelists came armed with data and didn't pull punches when it came to criticism of the store or other apps.The panelists: Stephanie Morgan from ngmoco, Danielle Cassley from Aurora Feint, Raven Zachary (moderator) and Brian Greenstone from Pangea Software. Panels at SXSW range from touchy-feely to nuts-and-bolts.