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The Best iPhone Online Casino Games
The Apple iPhone is the worlds best selling Mobile Phone for a reason, its the place to get the best in music and the best in apps and also the very best in Casino Games.
There are websites where you can find the best iphone online casino games as well as the latest in information on the best Casino operators for the Apple iPhone and where to get the biggest bonus and offers.
THE LATEST NEWS BELOW
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September 11th, 2018, 20:42 Posted By: wraggster
Games will account for 76% of the expected $92.1 billion mobile app revenue in 2018, according to the latest report from market intelligence firm Newzoo.
In total, global mobile gaming revenue will reach nearly $70 billion by the end of this year, generated from three billion smartphone users.
As data plans and hardware become cheaper, Newzoo estimates that the number of smartphone users will reach 3.8 billion by 2021, with total app revenue exceeding $139 billion.
Having grown from $42.5 billion in 2016, games revenue is expected to reach $106.4 billion in 2021, a compound annual growth rate of 20.1%.
China will continue to lead the market with 783 million smartphones, accounting for 26.1% of global users.
Games revenue in the region will reach $37.9 billion by the end of this year, with the 573 million mobile gamers generating more than $23 billion -- more than 60% of China's total gaming revenue for 2018.
The dominance of mobile in China is expected to continue outpacing other regions. According to Newzoo's consumer insights, 13.7% of all Chinese mobile players agree that they would buy new hardware to improve their gaming experience, compared to just 7.6% in the US, and 2.9% in Europe.
India, meanwhile, has grown to the second largest global market despite low penetration. Although just 26.1% of the population are smartphone users, it now boasts over 350 million active devices, and is expected to surpass 600 million by 2021.
The US and Western Europe have the highest smartphone penetration with 77% and 75% respectively. In Eastern Europe, however, the number dips significantly to 60%, and decreases further still regarding the Middle East and Africa which only has a penetration of 19.9%.
https://www.gamesindustry.biz/articl...evenue-in-2018
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September 7th, 2018, 21:53 Posted By: wraggster
Epic Games' experiment with foregoing the Google Play store in favor of its own launcher and APK for Fortnite on Android is, according to the company, a success thus far. In a technical blog today, Epic revealed that the conversion rate for players being sent a beta invite to installing the game is "similar to that of the iOS beta."
That in of itself doesn't give hard numbers, though Epic did say that 23 million users signed up for the beta and 15 million installed it.
In a detailed official blog post, Epic goes into some of the nuts and bolts of bringing Fortnite to Android, including a close partnership with Samsung and Google engineers to optimize the system both for phones running the newest OS and slightly older ones. Particular issues were elements such as memory (due to Fortnite effectively being a full-blown console game), the lack of Vulkan support as a standard across all Android, differences between different phone manufacturers, and the struggle to get the game running smoothly on older phones:
"We'll still be exploring older and slower phones but it's impractical to go too far back. Every year, top-end phones are getting 50% faster than the year before. Fortnite runs acceptably on two-year old phones, well on one-year old phones, and great on phones released this year. At this pace, just imagine what Fortnite will look like on phones released next year!"
There is also the issue of numerous "Fortnite for Android" sites across the Internet promising to provide a game download but in reality installing malware or other undesirable programs to phones. Since Fortnite isn't in the Google Play store, users have to download the game through an APK file from an outside website, and if users are not careful, they may run into an unauthorized site and download something other than the game.
https://www.gamesindustry.biz/articl...similar-to-ios
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August 22nd, 2018, 22:11 Posted By: wraggster
Back in 2010, Apple released 3 devices with the Apple A4 SoC which are the iPad 1, iPod Touch 4 and iPhone 4. Quite curiously, they only gave 512MB RAM to the iPhone 4 and left the iPod Touch 4/iPad 1 with only 256MB RAM, which went on to cause performance issues later on for these devices. The iPad 1 was killed off with iOS 6 and the iPod Touch 4 was killed off with iOS 7 but the iPhone 4 stayed until iOS 7.1.2 even though it didnāt run it too well.
A couple of years ago, dual-booting versions of iOS on older 32-bit Apple devices became something quite easily achievable and of course, some people decided to try unsupported versions of iOS on their devices just for fun! Recently, a Twitter user called Raffaele tweeted his iPod Touch 4 running iOS 7 and that got me interested. Obviously, the reason why the iPod Touch 4 could run iOS 7 for the iPhone 4 is because their hardware is quite similar but itās not quite as similar as some may thinkā¦
http://wololo.net/2018/07/21/ios-7-d...well-it-works/
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August 22nd, 2018, 20:10 Posted By: wraggster
OpenBOR (Open Beats of Rage) is an open source engine to play Beats of Rage. Beats of Rage is a freeware open source video game and modifiable game engine made by Senile Team and inspired by Segaās classic Streets of Rage series. The term āmodifiableā means that the program allows users to create their own content, and thus their own beat-āem-up game, which is then called a āmodā.
Changes:
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August 22nd, 2018, 10:54 Posted By: wraggster
Heres a good Playstation One Emulator for Android:
FPse for Android is the fastest and most compatible PSone/Playstation 1/PSX emulator for handheld devices. FPse is able to render PSone games in high resolution by using OpenGL which gives outstanding graphics!
Release notes:ā Unset OpenSL ES by default because some devices donāt like it. Two ways to get low latency, change value from advanced settings and audio or set from audio menu. Depending if the device run well or now with OpenSL ES set. Changes and fix from previous version remains
via https://pdroms.de/android/fpse-v0-11...mu-for-android
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August 22nd, 2018, 10:37 Posted By: wraggster
Fortnite's iOS revenue is at the same level as Supercell's Clash Royale after five months on the App Store, according to new data from Sensor Tower.
Epic's hugely popular battle royale game launched on iOS in mid-March, and earned $100 million in just 90 days.
Fortnite's iOS revenue has increased to $200 million in the time since, according to estimates from Sensor Tower, putting it on a par with Supercell's Clash Royale in a similar timeframe.
The game's biggest market on iOS, by far, is the United States, which accounts for 63 per cent of that $200 million. The next biggest iOS market is the UK, with just 5 per cent of the total.
For most releases, Sensor Tower uses combined estimates from both the App Store and Google Play, but that isn't possible for Fortnite. Earlier this month, Epic announced that it would be skipping the official storefront, opting instead to offer its own launcher for Android.
https://www.gamesindustry.biz/articl...h-clash-royale
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August 21st, 2018, 23:04 Posted By: wraggster
The mobile games that users spend the most time playing are, predictably, the ones they spend the most money in. According to an Apptopia chart, Clash of Clans, My Talking Tom, Candy Crush Saga, and Fortnite were the top four mobile games by total session time during the months of May through July, across both iOS and Android.
https://www.gamesindustry.biz/articl...r-session-time
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August 17th, 2018, 17:53 Posted By: wraggster
Today, PUBG Corporation and Tencent announced that PUBG Mobile has reached over 100 million downloads internationally since its launch in March. This excludes downloads in China, Japan, and Korea.
In addition, the game surpassed 14 million daily active users at a point less than four months after launch. During the game's first week, it was the most-downloaded mobile game in over 100 different countries.
"We want to thank our committed development team at Lightspeed and Quantum Studios and especially thank the devoted players around the world that continue to inspire us with their passion and dedication," said the publishing team's general manager Vincent Wang. "We will continue to set the bar for mobile gaming and look to deliver even more great contents to our players later this year."
PUBG Mobile has also seen a revenue increase since the release of its Royale Pass, with Sensor Tower estimates seeing its revenue reach $30 million as of the end of July.
https://www.gamesindustry.biz/articl...lion-downloads
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August 4th, 2018, 23:03 Posted By: wraggster
Apple has terminated its App Store Affiliate Program, ending commissions earned by websites that linked to iOS and Mac apps and in-app content. Other content types, including music, movies, books, and TV will remain unaffected by the change.
The change was announced in a newsletter sent to members of the Affiliate Program, in which Apple stated that the conclusion of the program was the result of "the new App Store on both iOS and macOS and their increased methods of app discovery."
The Affiliate Program was used most notably by iOS app and game review sites, such as TouchArcade, AppShopper, and others. In a post on TouchArcade, editor-in-chief Eli Hodapp discussed the particulars of Touch Arcade's situation, a site that has covered iOS games since 2008. The Affiliate Program was one of the site's most consistent sources of revenue even as other sources dried up, Hodapp says, and the site was able to sustain itself even after commission rates were cut just over a year ago by reducing event attendance and freelancer numbers.
https://www.gamesindustry.biz/articl...oved-discovery
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August 4th, 2018, 23:02 Posted By: wraggster
Yesterday, rising Apple stock lifted the company to close the market with a value of $1 trillion. It is the first publicly traded US company to reach the milestone.
Apple stock has flirted with the record for months now, but a promising Q3 earnings report put the stock price over the edge, closing at $207.39 per share with an outstanding total of 4,829,926,000 shares. The stock saw a peak during the day of $208.38 per share.
The company saw a record net revenue in Q3 of $53.3 billion primarily led by sales of the iPhone, which totaled 41.3 million units over the period. Apple exceeded analyst and guidance expectations, seeing 17% YOY growth. In light of these results, Apple stock climbed around 9% from Tuesday to Thursday, seeing a 2.9% increase Thursday to reach the record.
In a memo to employees regarding the milestone reported on by Reuters, Apple CEO Tim Cook said, "Financial returns are simply the result of Apple's innovation, putting our products and customers first, and always staying true to our values."
https://www.gamesindustry.biz/articl...-usd1-trillion
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July 30th, 2018, 20:46 Posted By: wraggster
Fortnite maintained its standing as a revenue monster in Q2, compared to its App Store fellows and compared to games on Google Play. The game made over $40 million in net revenue in the US alone three months after launch, and brought in an average revenue per install (ARPI) of $3.47.
For the period of April 1 through June 30, SensorTower's quarterly report shows that Fortnite was ranked the fourth most-downloaded game in the US on iOS and the sixth most-downloaded game across both iOS and Android (despite not being available on the latter).
Its revenue success is especially notable when compared to other battle royale games over a similar period of time. For example, Fortnite's 90-day $3.47 ARPI is far and above PUBG Mobile's $0.13 ARPI three months after its launch. That $40 million in US revenue over the first 90 days is also far above US revenue for PUBG Mobile, Rules of Survival, and Knives Out (none of which scraped 10 million over their first 90 days), and Fortnite continues to be a revenue giant according to a report from Apptopia today estimating that Fortnite mobile has brought in $160 million worldwide since its launch.
https://www.gamesindustry.biz/articl...s-after-launch
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June 20th, 2018, 20:52 Posted By: wraggster
Just 90 days after arriving on iOS, Fortnite generated $100 million in revenue, earning 335 per cent more than its closest battle royale rival on the platform, Knives Out.
Hitting $25 million revenue in its first month, and $50 million after 45 days, user spend has shown no signs of slowing down since the game went live on iOS in March, according to the latest report from mobile intelligence firm Sensor Tower.
In comparison, Tencent's wildly popular Honor of Kings -- known as Arena of Valor in the West -- earned only $33 million during its first 90 days on iOS, and took 179 days total to reach $100 million revenue.
Of course, it's worth noting that Honor of Kings was available only in China during that period, whereas Fortnite has yet to arrive in the region, but a deal is in place for Tencent to publish the game there on iOS.
https://www.gamesindustry.biz/articl...90-days-on-ios
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June 2nd, 2018, 21:56 Posted By: wraggster
New version of the PSP Emulator for Windows in Beta:
PPSSPP Git (2018/06/02) is compiled. PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
PPSSPP Git Changelog:
* Merge pull request #11121 from unknownbrackets/ui-texture-crash
* UI: Reinit UI texture during game when used.
* Merge pull request #11119 from hrydgard/vk-nulltexture
* Better return the right pointer.
* Never bind a NULL image view in Vulkan no matter what.
* Merge pull request #11118 from hrydgard/framebuffer-download-size
* When creating temp framebuffers for download, size them using bufferWidth/Height instead of width/height.
* Fix a GL error when taking a screenshot in non-buffered. May help #11056
* Vulkan image readback: Fix a couple scary cases of wrong argument order in image transitions, leading to transitioning 0 mips
* Update lang submodule
download http://www.github.com/hrydgard/ppsspp
android version http://down.emucr.com/v3/6253564171124736
via http://www.emucr.com/2018/06/ppsspp-git-20180602.html
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June 2nd, 2018, 21:51 Posted By: wraggster
ColEm v4.6 is released. ColEm is a ColecoVision emulator. ColEm will run software written for the ColecoVision video game console. ColEm package itself does not contain any games. You should place your own game files onto the SD card before running ColEm. Please, do not run any software you do not own with ColEm. The author cannot and will not tell you where to find free ColecoVision games.
ColEm v4.6 Changelog:
* Made replay save states approximately every 170ms.
* Added ability to browse through paused replay.
* During replay, press [UP] to pause or resume.
* When replay paused, press [LEFT] and [RIGHT] to browse.
* Press any other button to continue playing.
* Now cancelling replay if any key or button is pressed.
* Made WaitJoystick() exit when window closed.
Download http://fms.komkon.org/ColEm/
android version https://play.google.com/store/apps/d...s.colem.deluxe
via http://www.emucr.com/2018/06/colem-v46.html
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