Archive for the ‘Mobile Applications’ Category

WHERE unveils hyper-local mobile ad network

Location-based services developer uLocate Communications announced its WHERE local search and recommendation service will expand to offer third-party publishers hyper-local mobile advertising connecting merchants to consumers according to their respective physical whereabouts. According to uLocate, the WHERE Ads network leverages access to operator infrastructure to deliver contextually relevant content and marketing.

WHERE Ads is now running on mobile services including Geocade, Jambase, MocoSpace and Superpages.com. uLocate adds that click-through rates on WHERE Ads exceed rival mobile advertisements by as much as three times.

For more on WHERE Ads:
- read this release

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Google patents location-based advertising
Apple vows to reject location apps geared for mobile advertising

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AT&T blocks non-market apps from Motorola Backflip

AT&T has locked down its new Android-powered Motorola Backflip smartphone, preventing subscribers from installing non-market apps from unknown sources. Previous Android devices from rival U.S. operators have included support for non-market apps as a default option–Android proponents tout installation of non-market software and beta applications as one of the open-source platform’s biggest advantages over Apple’s rival iPhone.

As of press time, AT&T had not responded to FierceMobileContent’s request to clarify the decision. According to the xda-developers Forum, developers and consumers can work around the Backflip lockdown by installing the latest Android SDK and enabling the USB debugging option.

AT&T previously broke from Android convention by releasing the Backflip with Yahoo as its default mobile search engine instead of Google’s own search tool. Most if not all previous Android devices launched in the U.S. arrived at retail with Google installed as the default search option, although Motorola earlier offered Chinese consumers the option to select Baidu as their primary search service.

For more on AT&T’s Backflip release:
- read this ComputerWorldarticle

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finally adds 3G support for SlingPlayer Mobile app
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to developers: We will reduce fragmentation

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Verizon Wireless strips NFL sponsorship from Sprint

Verizon Wireless announced a four-year sponsorship agreement with the National Football League, promising subscribers a wealth of NFL content highlighted by live streaming coverage of NBC’s marquee Sunday Night Football broadcast. A Verizon spokesperson confirmed to FierceMobileContent that the deal makes Verizon Wireless the league’s exclusive mobile media partner as well as its official wireless service sponsor, roles previously filled by Sprint, which has prominently featured the NFL in its advertising efforts in recent years. According to The Wall Street Journal, the new deal is valued at $720 million, including a rights fee and advertising spending–the earlier Sprint package was valued at $120 million.

The Verizon/NFL deal officially kicks off with mobile coverage of the 2010 NFL Draft, which begins Apr. 22–during the regular season, Verizon will introduce to mobile the NFL Network’s NFL RedZone channel, which supplies live look-ins of every touchdown and signature play from the Sunday afternoon games. In addition to NBC’s Sunday Night Football, Verizon will also simulcast the NFL Network’s own Thursday Night Football matchups, with the cable channel’s related football programming airing live 24/7/365.

Verizon’s NFL Mobile package is also slated to include on-demand video and analysis from the NFL Network and NFL Films, fantasy information, news and statistics, and customizable alerts, ringtones and graphics. Verizon adds that information on specific handsets and associated pricing will be announced in August, prior to the start of the regular NFL season.

Sprint initially launched NFL Mobile in the fall of 2005, upgrading to the NFL Mobile Live application–complete with live radio broadcasts of all regular season games as well as all eight Thursday Night Football matchups–three years later. According to Sprint, the NFL Mobile Live app set the company’s single-day record for downloads on Sept. 7, 2008, the first Sunday of the NFL campaign.

For more on the Verizon Wireless/NFL deal:
- read this release

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, DirecTV to offer Sunday Ticket package on mobile
Motorola teams with NFL stars to cover Super Bowl XLIV

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Target looks to cash in on mobile coupons

Retail giant Target is poised to introduce a new barcode-based mobile coupon initiative. Article

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Social network Gowalla finds a place on Android

Location-based social networking service Gowalla announced the introduction of a native application optimized for Google’s Android mobile operating system–previously, Android users who wished to access the Gowalla experience via Android smartphone were limited to the mobile browser. According to Gowalla, the free app significantly improves on an earlier mobile website targeting Android users, providing additional features as well as more accurate location data.

One of a growing wave of location-centric social networking services alongside Foursquare and Brightkite, Gowalla promises rewards for users who “check in” at participating establishments–so far, consumers have checked in at over 600,000 unique destinations spanning 165 countries. In related news, the startup announced a new agreement with The Travel Channel to integrate the cable network’s proprietary content into the Gowalla service–the partnership will initially focus on the fledgling series Food Wars.

For more on Gowalla’s new Android app:
- read this release

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The beat goes on for Pandora

How personalized digital radio service Pandora avoided the grim fate of so many other music startups. Article

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Big in Japan acquires mobile barcode firm Snappr

Mobile applications developer Big in Japan announced its acquisition of mobile barcode scanning solutions provider Snappr. Financial details were not disclosed. The Snappr 2D barcode scanning app enables users to create mobile content and promote it via QR Codes on printouts, t-shirts and other media as well as across social networks like Facebook–Big in Japan will now incorporate Snappr’s technology into its ShopSavvy comparison shopping app for the Android and iPhone platforms.

ShopSavvy enables users to comparison shop on the go for more than 20 million products at more than 20,000 retailers worldwide–after a product is scanned using the phone’s camera, the app displays the lowest prices online as well as at nearby brick-and-mortar retailers. ShopSavvy also offers up product reviews. Big in Japan launched on Android in Sept. 2008 after ShopSavvy claimed one of 10 $275,000 top prizes awarded as part of Google’s first Android Developer Challenge competition; the startup soon after secured $700,000 in seed financing from IT outsourcing company and tech startup incubator Architel LP, and launched on Apple’s iPhone platform in late 2009.

For more on the Big in Japan/Snappr deal:
- read this release

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Digital Chocolate builds ‘NanoTowns’ on Facebook

Mobile games and applications developer Digital Chocolate announced the introduction of NanoTowns, a new cooperative simulation title launching on Facebook. Developed expressly for the social networking giant’s platform, NanoTowns enables users to build their own city to their specifications–gamers also can visit their friends’ towns to earn additional coins to purchase buildings, roads, trees and cars for their own locale, and assign their contacts as residents. According to Digital Chocolate, the game includes more than 50 cartoon-style buildings, each with its unique purpose and look, as well as more than 100 different player quests.

Digital Chocolate now boasts more than 80 games in all, spanning platforms including smartphones, feature phones, the web and Xbox Live–its Crazy Penguin Catapult, 3D Brick Breaker Deluxe, 3D Tower Bloxx Deluxe and Mini Golf 99 Holes Theme Park titles for Apple’s iPhone all reached number one on the App Store bestseller list.

For more on NanoTowns:
- read this release

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LiveWire Mobile revenues slip 9% in Q4

Ringback, full-track music downloads and personalization services provider LiveWire Mobile announced Q4 2009 revenues of $4.4 million, down 9 percent from Q3 revenues of $4.9 million but up 24 percent over year-ago totals. According to LiveWire, revenues for the fourth quarter increased 2 percent over Q3 when excluding $0.5 million of non-recurring managed services revenue resulting from commercial changes related to a contract extension with an unspecified customer–in addition, Q4 revenues include about $0.9 million attributable to the recognition of a cap-ex ringback customer deployment in Europe completed late last year.

LiveWire Mobile CEO Matthew Stecker said that in the year ahead, the firm plans to expand its international service footprint as well as its worldwide partner alliances, with new applications and services already in the pipeline. LiveWire now boasts more than 40 operator partnerships worldwide.

For more on LiveWire Mobile’s Q4 results:
- read this release

For more on the Q4 earnings season:
- check out our complete coverage here

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acquires Groove Mobile for $15.4 million

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Unification could unlock the value of mobile social networking

Josh Martin Strategy AnalyticsI like to fashion myself a valued contributor to the world at large. I write witty reviews on Yelp allowing other to avoid my epicurean misadventures. I caution moviegoers on Netflix and Flixster to avoid spending a king’s ransom on “Avatar.”I share photos that make grown men weep on Facebook, Kodak Gallery and Picasa. My hilarious videos go to YouTube. My prose on books lives on Amazon. Naturally, I tweet daily @therogueanalyst. Wine reviews? Those are on Snooth.

Now, I am surely over exaggerating the quality of my contributions, but the truth is, I do engage in all of these and I also admit that I may have a problem. When I first joined Facebook my desire was for the social network to be the conduit through which all my created content would flow.

Unfortunately, my best laid plans never really worked out so well. My Yelp reviews would show up as status updates, my photos live in multiple locations because I like geotagging them and best I can tell Facebook doesn’t allow that. Amazon and Facebook don’t seem to play very well together. Even if I could resolve these issues, do people in San Francisco care if I just reviewed a restaurant in Boston? Do those that think People deserves a Pulitzer want to know my opinions on Goodwin’s tome, “Team of Rivals?”In short, no. And thus a better solution must be proffered.

Now, you may be wondering–how will mobility factor in? Primarily, mobile will enable individuals to contribute even more content; location updates, check-ins–indicating your arrival at a specific location, pictures of entrees, reviews as one eats, etc. New social networks emerge as well. The report, Global Mobile Social Networking Forecast 2006-2013, authored by David MacQueen, the director of Strategy Analytics’ Wireless Media Strategies team, shows the growth of the mobile social networking market–consumer spending will exceed $1.7 billion by 2013.

Services such as FourSquare and Gowalla use location as the premise of their social networks, which also offer virtual and real prizes for visiting certain locations (as discussed on my blog in February). Instead of further disintermediating the experience, mobile should bring the experience together. Motorola has started the process with the introduction of MotoBLUR–an experience that combines many social networks into one unified interface. But MotoBLUR is just the beginning.

I was facing this conundrum when I came upon an article on TechCrunch that highlighted some of these challenges, which got me thinking that smartphones are only going to make the problem worse as new disparate services emerge allowing ever more information to be stored. As one that has never been good at committing–there are plenty of people that can confirm that–opting for only one service is not a likely solution…Continued

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