Bitclave - отчет об инвестиционной привлекательности (Digital Rating Agency)digitalrating
▪ BitClave основана в 2016 году с целью переосмыслить отношения между бизнесом и клиентами и выстроить
их заново на основе доверия и прозрачности смарт-контрактов. Компания планирует изменить онлайн-рынок
рекламы, который в настоящее время монополизирован гигантскими корпорациями и контролируется
посредниками.
Pейтинг "A1"
Low Fraud Rate
Bitclave - отчет об инвестиционной привлекательности (Digital Rating Agency)digitalrating
▪ BitClave основана в 2016 году с целью переосмыслить отношения между бизнесом и клиентами и выстроить
их заново на основе доверия и прозрачности смарт-контрактов. Компания планирует изменить онлайн-рынок
рекламы, который в настоящее время монополизирован гигантскими корпорациями и контролируется
посредниками.
Pейтинг "A1"
Low Fraud Rate
Data Science Week 2016. DCA. "Ваш телефон вас понимает. Персонализированные п...Newprolab
Презентация Андрея Иванова, Директора по продукту DCA.
Если вы хотите получить доступ к видео выступления, напишите нам на datascienceweek2016@gmail.com.
The Print Media is dead, long live the Digital Media!
The era of mobile technologies has come and revolutionized the way we consume information. Online content surpasses print newspapers and magazines in economy and convenience. The main problem of print media is that digital is better. And with proliferation of mobile technologies traditional MSM have no choice but to go digital. Learn more about innovations in digital publishing solutions.
http://nasty-creatures.com/
Презентация доклада с курса в школе интернет-маркетинга от Genius Marketing
Докладчик: Александр Щербина, Senior PPC Specialist at Netpeak
11 октября, Киев
This document discusses the success of the mobile game Clash of Clans, created by the game company Supercell. It outlines Supercell's founding in 2010 with a small team of gaming veterans, and their focus on free-to-play, tablet-first social games. The rest of the document details the development process for Clash of Clans, from concept to launch, including pre-production, production, soft launch, and ongoing updates. It identifies four key factors for the game's success: compact interdisciplinary teams, empowering team members, playing the game yourself, and interacting with players.
Монетизация игр и приложений на рынках Кореи и ЯпонииLeonid Bogolubov
The document provides contact information for an advertising company called Metaps, including their email for sales inquiries and URLs for their website and social media profiles. It invites the reader to contact them regarding Android advertising and monetization needs and says they will provide comprehensive marketing consultation.
Data Science Week 2016. DCA. "Ваш телефон вас понимает. Персонализированные п...Newprolab
Презентация Андрея Иванова, Директора по продукту DCA.
Если вы хотите получить доступ к видео выступления, напишите нам на datascienceweek2016@gmail.com.
The Print Media is dead, long live the Digital Media!
The era of mobile technologies has come and revolutionized the way we consume information. Online content surpasses print newspapers and magazines in economy and convenience. The main problem of print media is that digital is better. And with proliferation of mobile technologies traditional MSM have no choice but to go digital. Learn more about innovations in digital publishing solutions.
http://nasty-creatures.com/
Презентация доклада с курса в школе интернет-маркетинга от Genius Marketing
Докладчик: Александр Щербина, Senior PPC Specialist at Netpeak
11 октября, Киев
This document discusses the success of the mobile game Clash of Clans, created by the game company Supercell. It outlines Supercell's founding in 2010 with a small team of gaming veterans, and their focus on free-to-play, tablet-first social games. The rest of the document details the development process for Clash of Clans, from concept to launch, including pre-production, production, soft launch, and ongoing updates. It identifies four key factors for the game's success: compact interdisciplinary teams, empowering team members, playing the game yourself, and interacting with players.
Монетизация игр и приложений на рынках Кореи и ЯпонииLeonid Bogolubov
The document provides contact information for an advertising company called Metaps, including their email for sales inquiries and URLs for their website and social media profiles. It invites the reader to contact them regarding Android advertising and monetization needs and says they will provide comprehensive marketing consultation.
1) The document discusses analytics data from the app stores, showing growth in downloads and revenues, with games making up 30-35% of downloads and over 60% of revenues.
2) It provides various analytics on top earning apps and categories, with the number 1 app in the US generating over 114,000 daily downloads in January 2013 and the top 3 grossing apps generating $8.3 million in revenues.
3) The document emphasizes that focusing on in-app purchases and user engagement can lead to more sustainable long-term revenues than one-time app purchases.
The document summarizes mobile app usage trends from 2008-2012 based on data from Flurry Analytics. Key points include:
- Worldwide in-app events have grown exponentially from 100 billion in 2008 to over 1 trillion in 2012.
- The US, China, UK, Japan, and South Korea have the most active iOS and Android devices. Emerging markets like China and Vietnam have seen the fastest growth over the last year.
- Time spent on mobile apps now exceeds time spent on the web and is approaching TV viewing levels in the US.
- Gaming dominates app usage but social, media, and shopping apps are growing rapidly. Disruption is occurring across many industries like retail, media, and travel
Мобильная игровая сеть BoosterMedia подготовила познавательный отчет об экосистеме HTML5-игр. В презентации и инфографике подробно рассматривается разработка, инструменты, дистрибуция, способы монетизации, истории успехов и тренды 2013 года на рынке мобильных игр на базе HTML5.
Flurry: миллиардная аудитория – насколько большим может быть рынок мобильных ...Leonid Bogolubov
This document discusses the growth of the mobile games market and analyzes usage trends across smartphones, tablets, and platforms. Some key points:
- The mobile games market is growing rapidly, surpassing 1 billion users next year, and apps are disrupting industries globally. Tablet usage is more concentrated during primetime and older users.
- The top successful game types are endless pass time, social RPGs, and "gamer's games" featuring high-end graphics. Flurry Services help developers increase engagement, acquire users, and maximize monetization.
- Tablet usage is longer per session but less frequent than smartphones. Entertainment dominates tablet time spent versus a mix of categories on smartphones.
9. So, apps vs. browsers. Who is winning?
•Apps have finally taken a slight lead in overall penetration: The percentage of all U.S. mobile users accessing a mobile browser
increased from 29% in February 2010 to 50% in May. The percentage of U.S. mobile users accessing downloaded apps rose from
28% to 51% over the same period.
•People spend far more time in apps: Americans spend more time per day on apps that they do on the web — both desktop and
mobile combined.
•Time spent in apps is surging: According to Nielsen, the minutes spent per month on apps more than doubled from March 2011 to
March 2012. Many of our most time-consuming mobile activities — games, social networks, and music — are accessed through
apps. Time spent on the mobile web was basically flat.
•But there is plenty of growth to go around: Even though time spent on mobile browsers is flat, audiences will still grow with
increased smartphone penetration. And with certain companies are starting to offer vastly improved mobile browser options, the tides
can always turn.
•This may not be a winner-takes-all competition: As we detail in a recent report, HTML5 web-based apps are a more promising
technology long-term, and could completely change the playing field.
16. Windows Store – Беспрецедентный охват
С момента начала продаж Windows 7 по март 2012. Данные IDC
1
10/24/2012
6
17. People will be able get Windows 8 starting on October
26th either by upgrading for $39.99 or on a new PC or device.
And if you buy an eligible Windows 7 PC today, you will be
able to purchase an upgrade to Windows 8 Pro for $14.99
(U.S.) through the Windows Upgrade Offer.
19. Стоимость регистрации в год
Физические лица Компании Студенты и стартапы
$49 $99 $0
DreamSpark
BizSpark
Регистрация в Windows Store добавлена в MSDN-подписки!
21. Платные приложения
Возможности
Контроль цены (0$, $1.49-$999.99)
Через Microsoft и сторонние платежи
22. Триалы
Возможности – без кода, по
Легко создается (по времени
функциональности через API)
Аналитика для анализа эффективности
23. Встроенные платежи
Возможности
Через Microsoft и сторонние
Каждая сущность имеет свою
цену и срок действия
24. Реклама
Возможности
На HTML/JS можно внедрять
существующие рекламные
сети
Microsoft Advertising
25. Подписки и истекающие заказы
Возможности платежи с
Временные внутренние
продлениями (инициализируется
пользователем)
Сторонние подписки и механизмы оплаты
26. 23 октября
Москва
2
10/24/2012
6 windows8summit.ru
OEM and MNA partners (Samsung, Dell, HP, Asus etc) to provide a slew of other form factors OEMs are specifically looking to Education as a key vertical. Why? Simple. Education provides the volume by which they can compete effectively against Apple and Android devices. While margins may be slim, the economy of scale offers benefits to the consumer business. In large scale deals, form-factor is a huge advantage – few tenders are for one form factor alone (ex Brazil – MultiPoint Server and shared computing, desktops for computer labs etc. – Microsoft’s ability to bring one OS to all of these form-factors is a big deal in tenders)
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Register as an individual: This is appropriate when you have not formed a business entity specifically for the purpose of developing and selling apps. This requires that you live in one of the developer markets that the Windows Store supports. Register as a company: This is appropriate if you have a business entity specifically for the purpose of developing and selling apps. You must have the business registered in one of the developer markets that the Windows Store supports. We verify the identity of every business
“Developers earn up to 72% more per sale at the lowest price point”- 80% of a $1.49 app is $1.192 compared to 70% of a $0.99 app is $0.693