January 25, 2010 Eurocenter's Portha: We had 150k downloads of Cocoto Kart via FreeAppADay And generated thousands through in-app purchases
January 22, 2010 Bight's Duncan: iPhone games are our Trojan Horse into traditional carriers Puzzlings was Verizon's #2 best mobile game of 2009
January 21, 2010 Rovio Mobile on being a launch game developer for Maemo and Nokia N900 Also looking for publishers for DSiWare and PSP Minis
January 20, 2010 Ubisoft's Ben Mattes on entering the iPhone market Piracy, hardcore games, and the prospect of Uplay
January 19, 2010 SGN's CEO Breen: We're going to be one of the iPhone companies to break away from the pack Android titles coming in 2010 too
January 18, 2010 Sponsored feature: Why Subatomic chose OpenFeint for Fieldrunners 1.3 Gold Edition Compelling features and commitment to social experience
January 12, 2010 Joe Bayen on how FreeAppADay.com will generate revenue for developers Free for a day then revenue for months
January 7, 2010 That was the year that was: Clive Downie, ngmoco Our approach is now for service-orientated games
January 6, 2010 That was the year that was: Trip Hawkins, Digital Chocolate We need one-touch billing integration for mobile devices
January 5, 2010 That was the year that was: Michael Chang, Greystripe The money is where the audience is
January 4, 2010 That was the year that was: Jason Citron, Aurora Feint In-app purchases will really hit their stride in 2010
January 3, 2010 That was the year that was: Kyu C. Lee, Gamevil 2010 will be a year of platform competition
January 2, 2010 That was the year that was: Stephen Hey, Connect2Media 2010 will see more demanding customers
January 1, 2010 That was the year that was: Marc Gumpinger, Scoreloop Developers need to focus on quality, not volume
December 30, 2009 That was the year that was: Vincent Dondaine, Bulkypix In-app purchases in My Brute are already a great success
December 29, 2009 That was the year that was: Justin Fic and Lydia Heitman, Freeverse Discovery of iPhone games will be key
December 28, 2009 That was the year that was: Randy Breen, SGN The freemium business model is win-win
December 27, 2009 That was the year that was: Markus Nigrin, Windmill Apps Prepare for sequels, collaborations, big brands and cross-platform development
December 26, 2009 That was the year that was: Morten Nielsen, AGON Online Charging 99c for a game is silly
December 26, 2009 Sponsored Feature: DDM's Marco Dufour talks about being a Samsung Developer Challenge winner The inspiration behind Cinetrailer
December 26, 2009 Sponsored Feature: HyongaSoft's Sukhyun Shin talks about being a Samsung Developer Challenge winner The inspiration behind Ompass World Cities
December 24, 2009 That was the year that was: Tim Closs, Ideaworks Labs Laying the foundations for cross-platform development
December 23, 2009 That was the year that was: Michael Schade, Fishlabs We light a candle for Apple every day
December 22, 2009 That was the year that was: Paul Farley, Tag Games PSPgo underlines the rise of digital downloads
December 22, 2009 Imangi Studios and Critical Thought talk about geoSpark collaboration How hardcore gaming meshed with casual appeal
December 21, 2009 That was the year that was: Alex Galvagni, Glu Mobile We have pay more attention to the consumer experience of finding games
December 20, 2009 That was the year that was: Christopher Kassulke, HandyGames Grow up and concentrate on making money
December 19, 2009 That was the year that was: Adam Saltsman, Semi Secret Software I would love to see people price their games reasonably
December 18, 2009 That was the year that was: Brian Robbins, Riptide Games Droid is the first device that might compete with iPhone
December 17, 2009 That was the year that was: Joony Koo, Com2uS Google needs to reduce the Android OS refund policy
December 17, 2009 That was the year that was: Brian Greenstone, Pangea Software There are too many developers diluting the market
December 16, 2009 That was the year that was: Dave Castelnuovo, Bolt Creative 2010 will be the year of the big publisher
December 16, 2009 Nickel Buddy's Mike Barnes on bringing tower defence gaming to BlackBerry And selling it for $4.99 a pop
December 15, 2009 That was the year that was: Julian Farrior, Backflip Studios In-app purchases will be enormously significant in 2010
December 15, 2009 PressOK's Morell on getting Finger Physics to 1.9 million downloads Building up a touchy iPhone brand
December 14, 2009 Scoreloop's Gumpinger: A lot of companies are adding Android development The future of social networks is more than iPhone
December 14, 2009 That was the year that was: Sarah Thomson, IUGO 2009 for original iPhone content, 2010 for taking it to BlackBerry, BREW and Android
December 8, 2009 Gameloft's de Vallois talks in-app purchases, thirdparty publishing and copycat games
December 3, 2009 Pocket God's in-app purchases peak at 20 percent Castelnuovo: all our new games will use in-app purchases
December 2, 2009 Scoreloop's Hirsch: iPhone is only the start for social networking Taking your connections cross-platform
November 27, 2009 Mike Kirkup: BlackBerry enables developers to charge a premium for their games The untapped opportunities of the App World
November 26, 2009 Com2uS: Were focusing on iPhone, Android and Windows Mobile Android needs to find a poster child game
November 26, 2009 BlackBerry's Mike Kirkup on in-app purchases, OpenGL ES, and location services How RIM is gearing up the platform
November 25, 2009 BlackBerry's Mike Kirkup on the opportunities of RIM's new advertising service Hook into a global village
November 24, 2009 NaturalMotion's Reil on iPhone success: 99c, sub-10MB, plus a great game How Backbreaker Football sacked the App Store
November 24, 2009 Fishlabs' Schade: App Store price pressure means it's a challenge to break-even But premium priced games provide the opportunity to differentiate
November 23, 2009 Connect2Media's Hobson on Java, Lumines and cracking the App Store top 25 'There's plenty of life in the conventional carrier market'
November 20, 2009 Gendai Game's Agustin on dropping GameSalad Creator's Express price to $99 We're building a new kind of gamemaking community
November 19, 2009 SGNs Randy Breen: In-app purchases let players pay for what they value All future SGN games will adopt model
November 18, 2009 30% of Homerun Battle 3D's revenue comes from in-app purchases Items priced from 99c to $19.99