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May 28th, 2020, 21:41 Posted By: wraggster
Ever wanted to play Nintendo 3DS games on your Android device? Well, the Citra development team has just made your dreams reality, with their brand new release of Citra Android. The hard work from many different developers, including ones who have previously worked on Dolphin and Yuzu, has culminated in a beta version of the official build of Citra that you can grab from the Google Play Store for free. Running Citra on your phone or tablet will require, at minimum, Android 8 Oreo and support for OpenGL ES 3.2. Having a snapdragon 835 chip is recommended in order to get the best performance possible, but isn't mandatory. The Android version of the emulator even has features such as microphone support, camera support for scanning QR codes, and was shown running Pokemon Omega Ruby and Alpha Sapphire, Super Smash Bros. for Nintendo 3DS, Mario Kart 7, Animal Crossing: New Leaf, Fire Emblem: Fates, and more, in addition to certain Virtual Console titles.
What Works and What Doesn’t?
The app is still in beta. So, while we have tried to squash the bugs we’ve come across, you may still run into the occasional glitch. If you run into any major problems, please report them to us on our Discord server or forum and we will try to organise them.
The app requires a minimum of 64-bit Android 8 (Oreo), and OpenGL ES 3.2 support. These are relatively high requirements; however, they allow us to ensure that every device that can run Citra will have a reasonably good experience. As for hardware, we recommend a device with a Snapdragon 835 or better. Your experience may vary greatly depending on the quality of your device’s GPU drivers.
Source
Google Play Store Download
https://gbatemp.net/threads/citra-em...elease.565779/
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May 28th, 2020, 21:22 Posted By: wraggster
The weekly average download figures for mobile games hit a record 1.2 billion in March as more people turn to gaming for entertainment amid the COVID-19 lockdown.
That's according to a report from market intelligence firm App Annie, which found that users downloaded 35% more games in March compared to January.
Games continue to dominate the mobile app stores, accounting for 70% of user spending on both iOS and Android. Globally, consumer spending increased on both formats by 1.7% year-on-year.
Mobile also remains the leading segment of the games industry, and is projected to become 2.8 times larger than PC gaming, and 3.1 times larger than consoles in 2020.
Despite this, games accounted for just 40% of total downloads on Google Play and the App Store.
Tencent published Game for Peace -- the Chinese release of PUBG Mobile -- was the top-grossing game on iOS in Q1, followed by another Tencent juggernaut with Honor of Kings.
https://www.gamesindustry.biz/articl...id-19-lockdown
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May 26th, 2020, 21:44 Posted By: wraggster
Fortnite's mobile version has reached over $1 billion in lifetime player spending across iOS and Google Play, according to a new report by Sensor Tower.
It's worth noting that up until last month, Fortnite has only been available either through the App Store on iOS, or through Epic Games directly on Android, meaning that Sensor Tower's estimates do not account for spending in the game through Epic's launcher -- only through the two storefronts.
However, with the game's recent launch on Google Play plus an increase in overall game time due to COVID-19 stay-at-home orders, spending across both store reached $44.3 million in April, up from $23.3 million on the App Store alone in March and $35.4 million on the App Store in April of 2019.
In fact, Fortnite has crossed the $1 billion in spending threshold on the App Store alone, even without the months-worth of spending that's taken place on Google Play -- estimated to be about $937,000.
https://www.gamesindustry.biz/articl...pp-store-alone
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May 11th, 2020, 16:33 Posted By: wraggster
As the games industry begins to see the financial impacts -- for better or worse -- of COVID-19, the ways in which the pandemic affects the different segments of the industry are coming to light.
According to Newzoo's latest 2020 Global Games Market update, the industry will reach revenues of $159 billion -- up 9% year-over-year -- in 2020, largely driven by both next-gen consoles and the effects of COVID-19.
Because the pandemic is keeping people inside, all types of games are seeing surges in engagement, though none quite so much as mobile. Newzoo predicts that mobile revenues will reach $77.2 billion in 2020, up 13% year-over-year as they see a bigger bolster from stay-at-home orders than either PC or console gaming.
That's because, Newzoo continues, mobile games have a low barrier to entry, can serve as an alternative to PC gaming cafes, and development of them is less complex -- making them less likely to suffer delays.
The analytics firm predicts there will be 2.6 billion mobile gamers in 2020, though only 38% will actually be paying for their games, and it expects a noticeable mobile exodus once COVID-19 restrictions lift due to the low barrier of both entry and exit.
Console gaming, meanwhile, is expected to grow almost 7% year-over-year to $45.2 billion, with over 729 million total players in 2020.
Newzoo expects both engagement and revenues will grow, but development impacts of COVID-19 resulting in game delays and scope scale-downs will prevent console gaming from seeing the same gains as mobile.
https://www.gamesindustry.biz/articl...-from-covid-19
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April 27th, 2020, 22:23 Posted By: wraggster
Epic Games' decision to relent and finally put Fortnite on Google Play -- almost two years since announcing that it wouldn't be doing so with a pretty blunt statement on Google's revenue share from CEO Tim Sweeney -- has been reported in most places as succumbing to the inevitable. That's not an unfair characterisation.
The decision to bypass Google's app store on the company's own Android platform always seemed enormously unlikely to succeed, both in terms of damaging Fortnite's own performance (which it must have done, otherwise this U-turn wouldn't be happening) and in terms of Google itself being largely unconcerned by the whole affair (which, again, seems to be the case). That it's taken this long for the decision to be reversed does indeed speak to stubbornness as much as anything else.
Epic's lengthy refusal to use the Google Play store, however, hasn't happened in isolation. It's emblematic of a much broader bugbear which the developer has with the business model of digital distribution generally -- specifically, the 30% cut which has become the industry standard for digital distribution platforms. On consoles and on iOS, Epic has had no option but to go along with the policies of the platform holders -- albeit under protest -- but on the two platforms where the company could do something different, namely PC and Android, it has taken a stand against this aspect of the business.
https://www.gamesindustry.biz/articl...takes-a-tumble
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April 22nd, 2020, 15:04 Posted By: wraggster
Epic Games, the creators of the battle royale sensation Fortnite, have been pretty averse to releasing their hit multiplayer game on Google Play. Citing Google's 30% cut as a deterrent, the company made their game accessible as a third-party software downloadable outside of Google's app store. Epic CEO Tim Sweeney commented that “30 percent is disproportionate to the cost of the services these stores perform, such as payment processing, download bandwidth, and customer service.” Epic even went as far as to request for an exemption to the 30% cut in December; a request that was unsuccessful.
However, operating as a side-loaded app might not be the optimal decision as it leaves out a significant chunk of potential users and Android flags third-party apps as a potential security risk. Epic Games released a statement about revising their decision:
After 18 months of operating Fortnite on Android outside of the Google Play Store, we’ve come to a basic realization. Google puts software downloadable outside of Google Play at a disadvantage, through technical and business measures such as scary, repetitive security pop-ups for downloaded and updated software, restrictive manufacturer and carrier agreements and dealings, Google public relations characterizing third party software sources as malware, and new efforts such as Google Play Protect to outright block software obtained outside the Google Play store.
Click to expand...
Fortnite is now available as a free-to-play title downloadable from the Google Play store. Find the link below!
Google Play Download Link
SOURCE
https://gbatemp.net/threads/fortnite...e-play.563130/
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April 21st, 2020, 22:20 Posted By: wraggster
Apple has announced a significant expansion for its mobile store and related services, including 20 new markets for its games subscription.
The App Store and Apple Arcade have launched in various nations, mostly across Africa and Europe, but with additional new regions in Asia-Pacific and the Middle East.
The expansion brings the number of countries with access to the App Store up to 175, with Apple claiming that half a billion people already access it on a weekly basis.
Apple Arcade is the company's mobile games subscription service that launched last year, and currently offers subscribers more than 100 games.
https://www.gamesindustry.biz/articl...-new-countries
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April 19th, 2020, 23:11 Posted By: wraggster
Marketing intelligence firm Sensor Tower is on the record as being bullish about mobile gaming's prospects during the pandemic, and today it released some information backing up those calls in the short-term.
According to a Sensor Tower blog post, mobile gaming metrics across Europe were up significantly during March, when much of the continent was locked down due to COVID-19.
Sensor Tower said March was the best-ever month for game downloads, with new installs across Europe up 19% over February and closing in on 1.2 billion.
User spending was also up for the month, but not quite as much. Sensor Tower said Europeans spent $740 million on mobile games in March, up 12% month-over-month.
It wasn't just games that were breaking records last month. Sensor Tower said it was the best month ever for downloads and user spending across every app category.
https://www.gamesindustry.biz/articl...-than-spending
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April 2nd, 2020, 14:21 Posted By: wraggster
Apple has more than doubled its previously announced donation to efforts fighting the coronavirus in China.
Reuters reports the company has now donated over 50 million yuan ($7 million) to the various initiatives and organisations helping to tackle the impact of COVID-19 in the region.
Apple previously donated 20 million yuan ($2.82 million) to the China Foundation for Poverty Alleviation, focused on supporting six hospitals in Hubei Province, the epicentre for COVID-19.
The rest will be donated to longer-term public health recovery efforts, according to an announcement by CEO Tim Cook via Chinese platform Weibo.
https://www.gamesindustry.biz/articl...relief-efforts
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March 31st, 2020, 19:18 Posted By: wraggster
Gaming appears to have received a short-term boost due to the global pandemic. App monetization and ad firm ironSource offered the latest indication of that this week, reporting that its company has seen increases in people playing games since countries started implementing social distancing policies and going into lock down.
First and foremost, ironSource saw a jump in weekday daily average users (DAU) across the board. (Weekend numbers also rose, but not as significantly.) In the US, the weekday DAU was up 13% since March 13. In South Korea the jump was 23% since February 20, and in Italy DAU was up 15% since the country began lock down.
https://www.gamesindustry.biz/articl...ays-ironsource
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March 30th, 2020, 22:02 Posted By: wraggster
Pokémon GO just saw its best week yet in 2020, despite growing lockdowns and shelter-in-place orders worldwide.
According to information shared by Sensor Tower, Niantic's location-based adventure earned nearly $23 million in gross revenue last week, showing week-over-week growth of 67%.
That is likely in part due to a major in-game event last week, but seems to be additionally supported by recent changed made to the game to make it easier to play while staying at home to avoid the spread of COVID-19.
Sensor Tower additionally reports that last week's total accounted for 13% of all total revenue earned in 2020 thus far, with US spending accounting for 34% of the total.
https://www.gamesindustry.biz/articl...t-for-covid-19
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March 30th, 2020, 13:50 Posted By: wraggster
Hyper casual games are taking over the mobile market, representing 78% of the most downloaded new mobile games of 2019.
In 2018, hyper casual games only represented 68 per cent of the most downloaded new games, according to Sensor Tower. Looking at the top 20 for mobile games released in 2019, ordered by number of downloads globally, 16 were hyper casual versus 13 in 2018.
The most downloaded new mobile game of 2019 was Fun Race 3D, with Good Job Games' app installed by 219 million people, accounting for 10% of all installs from the top 20.
https://www.gamesindustry.biz/articl...nloads-in-2019
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March 28th, 2020, 00:03 Posted By: wraggster
Minecraft Earth developer Mojang has followed suit, changing some core mechanics of its augmented reality mobile game to accommodate social restrictions during the coronavirus pandemic.
"We want to help you #FlattenTheCurve," said the Minecraft Earth on TWitter. "To align with COVID-19 precautionary measures, we have made it easier than ever to play Minecraft Earth from home."
https://www.gamesindustry.biz/articl...ad-of-covid-19
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March 27th, 2020, 11:16 Posted By: wraggster
Retroguru brought the puzzle game Fruit’Y to Symbian S60 / UIQ devices today, port is courtesy of Lars Persson (AnotherGuest).
Fruit’Y -- Playing with edibles is heavily inspired by the Kaiko classic Gem’X, which has been seen on computers such as the Commodore Amiga 500, Commodore 64 and Atari ST.
Although tiger mum forbids little Sheran to play with edibles, there is simply no way to stop him from playing with fruits found inside the deep jungle. Being shiny, smelling wonderful and tasting even better Sheran can’t be kept away. So let’s do the best we could do: Support him!
The game consists of two boards of fruits. The left field belongs to Sheran who needs to reproduce the right field 1:1 being able to proceed to the next level. Sounds easy?!
https://pdroms.de/symbianos/fruity-v...ymbian-os-game
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March 16th, 2020, 20:48 Posted By: wraggster
Niantic has introduced a number of temporary changes to location-based mobile title Pokémon Go in an attempt to discourage behaviors that may enhance the spread of COVID-19 (known as novel coronavirus).
The developer has postponed its March Community Day event indefinitely, as Community Days offer rewards to large groups of players meeting and playing together in populated areas.
Additionally, Niantic has decreased distances to hatch Pokémon Eggs, is offering more rewards from PokeStops, and is increasing Pokémon spawn rates -- all effectively allowing players to continue playing and gain increased in-game rewards despite traveling shorter distances and avoiding populated areas.
The in-game store is also offering a one-time purchase bundle of 30 Incense -- an item that spawns Pokemon at the player's location even if they aren't moving -- for 1 PokeCoin. Single PokeCoins can be obtained in-game for free by leaving a Pokémon in a Gym location for a short period of time.
Niantic has also postponed its March Community Day in Harry Potter: Wizards Unite.
https://www.gamesindustry.biz/articl...ad-of-covid-19
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February 27th, 2020, 22:13 Posted By: wraggster
With more people in China and greater Asia choosing or needing to stay inside during the coronavirus outbreak, there has been an increased interest in home activities. Demand for Nintendo's fitness game Ring Fit Adventure is said to have soared. User spending in certain categories of mobile apps -- including games -- has also surged, as people have kept themselves busy while exercising safety precautions.
[h=2]Revenue and download growth[/h]Sensor Tower Store Intelligence estimates show that games revenue on the Chinese App Store during January 2020 increased by 36% compared to January 2019. The number of downloads also grew, rising by 38% year-on-year.
In January 2020, the Chinese App Store -- not including third-party Android stores -- generated more than 31% of global games revenue for the month, the largest share of any country. It also accounted for close to 24% of all App Store game downloads worldwide, just behind the US with 26%.
In fact, downloads for games in China during both January and February 2020 were at the highest level since July 2018.
https://www.gamesindustry.biz/articl...g-mobile-games
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February 27th, 2020, 22:12 Posted By: wraggster
Plague Inc. has been pulled from the China App Store.
"We've just been informed that Plague Inc. 'includes content that is illegal in China as determined by the Cyberspace Administration of China' and has been removed from the China App Store," developer Ndemic Creations said today in an update on the game's official site. "This situation is completely out of our control."
The studio added it wasn't clear that the removal was related to the COVID19 novel coronavirus outbreak that originated in China late last year.
https://www.gamesindustry.biz/articl...nese-app-store
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February 9th, 2020, 11:17 Posted By: wraggster
The BBC this week launched a new mobile game based on an original IP. The release marks a notable change in tact into how the state-funded broadcaster has previously approached video games.
Developed for BBC Children's by London-based Goodboy Digital, Nightfall is an online co-operative mobile title, playable in browsers or on iOS, Android, and Amazon devices. As a product of the BBC's non-profit model, Nightfall plays by slightly different rules than the conventional games industry.
In a statement, the BBC said Nightfall has been designed with the aim of "uniting young players with their friends in a safe gaming environment."
"Creating a positive and safe gaming experience is at the heart of Nightfall, and, to protect players, the game doesn't include loot boxes, ads or micro-transactions," said the BBC.
With a focus on creating a safe social space, the BBC has also veered away from data collection, and limited in-game communication to pre-set emojis. Although the BBC has a long history of dabbling with games from a brand-first approach -- and boasts over 200 kids' games in its web portfolio -- senior product manager Will Storer says this is the broadcaster's first attempt at a gaming-first approach, taking into consideration what the wider industry has to offer.
https://www.gamesindustry.biz/articl...ing-experience
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