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IndianWebs has been present at the 3rd edition of the BDIGITAL APPS 2012 conference

02/11/2012
XPinyol

On October 30 at CosmoCaixa in Barcelona, ​​the BDigital Apps 2012, conference specialized in mobile applications for companies and developers. The conferences that were held in the Ágora Room, under the theme of twitter: #bdigitalapps The topics could be discussed with those present. As stated by the general director of Barcelona Digital, Carles Fradera, on the last day of the congress specialized in applications for mobile devices.

More than 700 congressmen have participated in the different conferences to learn from leading companies such as Tecnocom, Qualcomm, Nokia, PayPal or Bardehle Pagenberg and renowned entrepreneurs (Xavier Carrillo, from Digital Legends or Máximo Cavazzani, from Etermax), tools available to developers, success stories and key factors for the success of an app.
Among them, the different speakers have agreed to highlight the presentations of: Jorge Mediavilla www.banzaii.es, Juan Antonio Muñoz www.unkasoft.com, Bernat Casanovas www.lafactoria.eu, Xavier Carrillo www.digital-legends.com, Lluis Ramis www.cluster-development.com

IndianWebs In its clear commitment to APP programming, it did not want to miss such an important conference. Ivan Carrascal y Marcos Guerrero were those present at 3rd edition of the BDIGITAL APPS 2012 conference. Among the trends, some interesting data should be highlighted:

"In the world, 1.000 new lines are registered per minute. Apple earns more with less quota. It has more profit. It is a very fragmented sector in the developers and less in the platforms. The Apple consumer is more active given that they have purchased a higher priced terminal and has provided its bank details to the AppleStore. In Spain, game downloads are in 5th position. Innovation is the basis of the company. The idea of ​​lateral thinking: with our training, the possibility is greatly limited. to innovate."

Lateral thinking It is a method of thinking that can be used as a technique for creative problem solving. The term was coined by Edward de Bono in 1967, which refers to the technique that allows problem solving in an indirect way and with a creative approach.

The importance of graphic quality in APPS was discussed. Also that the APPs had to be Multiplatform. It was said that large companies have to have innovation in their DNA, otherwise you cannot continue competing. An example of this is that Apple has removed the keyboard from tablets, car game creators have reacted and currently racing games are driven with steering wheel movements.
Technology in all its areas grows at a frenetic pace. The competition is global and anywhere on the planet there is at least a group of people thinking and working on how to re-invent the business we are in. You can opt for a strategy of copying and low costs, however, as a consequence of the pace of change, they are not sustainable strategies in the medium and long term. Only from an attitude dedicated to innovation, making innovation in the DNA of companies and organizations, will it be possible to survive in this context.

Apple concentrates a lot of technology in a small space. Do we take advantage of it? You have to lose the fear of making mistakes, for example: Angry Birds released 51 titles before launching Angry Birds.
 
Large multinationals are competing with individual programmers who only have a developer license, a computer and a lot of creativity. The average profit from an APP is below 10.000 euros. Most APPs cost 89 cents. Less than a coffee. It is also worth noting that there are many types of public, there are those who will never spend a dime and others buy APPs weekly. In short, the world is changing. People want to pay for something that adds value.

They also talked about the types of players who consume APPs. There are two types of players. Harcore and on the other hand casual.

Advertising is very important: Advergaming, Product placent, Cross promotions

More than half of the applications developed for iPhone are games and they are also the most requested content for this device. iPhone along with iPad and other new devices such as those based on Google's Android open enormous opportunities for the development of high-demand, low-investment video games. On the other hand, the sector faces the challenge of adapting content to new devices that renew their versions on the market in less than 10 or 12 months. This is the case of the iPhone 4, which has sold 1,7 million units in three days.

Brands increase their interest in advergaming, consolidating video games as alternative advertising media, and this advertising format has already taken a step beyond the mere insertion of the product in the games. Faced with the insertion of the brand, a game exclusively centered around it is developed. In addition, advergaming is also evolving towards viral marketing strategies. On the other hand, mini-games, or smaller games inserted into a larger one, and educational games with great impact on all age groups of society are gaining ground in the sector.

The “Free to play” model is consolidated in Europe with a total penetration of 80% of all online games, leaving 20% ​​of users in the “Pay to Play”. F2Ps have a mass of users estimated at more than 30 million users throughout Europe. These games take the form of “client-based” games, “web browsers” (no download required), social games or “causal games”. In the case of the first two platforms, the penetration of browser-based F2P games reaches 67% in Europe, leaving a 33% share for “client-based” games. These games usually respond to MMOs (Massive Multiplayer Online Games), those that allow you to assume a character and play against other real players online, replacing the computer as an opponent.

For example, in the world of cinema we know that if James Bond drives a BMW brand car, it is because the automobile company has paid for it. The same thing is happening in video games.
What is currently new are “Games that are not games”. Nintendo was the first to produce them. At the educational level there is great potential.

Video games constitute a rich source of information, learning and training that nourishes the experiences of children and adolescents in numerous aspects of their lives.. Various research supports the therapeutic and health-promoting role of video games, and that while television is configured as a passive medium, consoles require user participation and interactivity, encourage creativity and playful learning, and help develop psychomotor skills, assimilation and retention of information. Within this genre of video games, the educational possibilities they have can be considered proven, not only in the children's age group, but at all ages and for all types of abilities: language learning, sports practice, mental training. , etc.

We currently have two associations that represent APP developers:
•    DEV Spanish association of video game development companies. http://www.dev.org.es
•    DEVICAT, association of video game developers of Catalonia. http://www.devicat.org

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