Author Archives: Reto Meier

Welcome to Playtime!

Posted by Larissa Fontaine, Director, Global Head of Apps Business Development, Google Play

Almost three years ago, we started the first of an ongoing series of developer events, called Playtime, dedicated to educating partners on best practices and tools available to improve their apps and games and grow successful businesses on Google Play. It was originally a modest gathering that was held on our campus in Mountain View, CA, but it has quickly grown to become one our premier developer events of the year (outside of Google I/O) with a huge global footprint. We've already been in London, Paris, Berlin, San Paulo, New Delhi, Moscow, Tel Aviv, Tokyo, Seoul and more, just to meet directly with developers.

Today, Playtime is back in San Francisco after a long international run! On stage, we'll recap some of our recent efforts to invest in new areas that go beyond the smartphone, as well as announce new tools and highlight the major progress of recently launched features that help developers increase user engagement and make more money.

Extending beyond mobile devices

We live in a multiscreen world and people want to enjoy Android apps on the their phones, and many other devices. That's why we have been extending Google Play to go beyond the smartphone, enabling new app and gaming experiences while on the go, on a chromebook, in the living room and immersed in virtual reality.

The new Daydream device platform is going to be available soon and will come with a Google Play Store filled with high quality VR apps. Android Apps are now available in beta on a few Chromebook devices (same Android apps that currently run on phones and tablets). And we recently announced a developer preview of Android Wear 2.0 which introduced Google Play for Wear. This makes it easier for users to discover and install great apps that work directly on the watch.

Enhanced developer tools and programs

We continue to deliver the best tools for developers in the Play Developer Console to drive user engagement and increase revenue.

Offer new subscription promos

We know how important subscriptions are in helping you monetize and we're continuing to invest in features to support your subscription business. Subscriptions are the fastest growing business model on Play, with consumer spending in subscription apps increasing 10x over the last 3 years. Coming soon, you'll be able to create an introductory price for new subscribers for a set period of time. For example, you can offer a subscription for $1 per month for the first three months before the normal subscription price kicks in. Along with local/custom pricing and free trials already offered, introductory pricing will help you acquire more subscribers and grow your subscription business.

Build anticipation with pre-registration

Earlier this year, we started working with select developer to let users pre-register for major upcoming Android titles, such as Clash Royale (Supercell), and Candy Crush Jelly Saga (King), which has driven more than 30 million installs so far. With pre-registration, users simply tap the 'pre-register' icon to show their interest. The process automatically sets up an alert that prompts a user once the app is available. The program is limited at this time.

Get feedback early with Early Access

In only a few short months, more developers have been leveraging the "Early Access" open beta program to build a user base, interact with early-adopter users and get invaluable feedback before an official launch. It has been an immediate hit! Since the collection became available to all users, open beta titles have been installed over 4 million times (up from 1 million in September) and demand is growing. If you are a developer getting ready to launch on Google Play, you can nominate your app or game to be part of Early Access. Learn more here.

Recognizing art and innovation from Indies

To build awareness of the awesome innovation and art that indie game developers are bringing to users on Google Play, we have invested heavily over the past year in programs like Indie Corner, as well as industry events like the Google Play Indie Games Festival in North America. The new Indie Corner collection, in particular, has already helped million of gamers discover the latest and most innovative releases on Google Play. Developer can nominate indie game for inclusion at g.co/indiecornersubmission. We'll pick the best games to showcase based on the quality of the experience and exemplary use of Google Play game services.

Ensuring fair play for everyone

Our goal is always to do the right thing for both users and developers. As game economies have become more complex, developers are looking for more tools to ensure that all users play fairly to make gameplay fun for everyone. Today, we are announcing a new API (in beta) that helps developers identify users who have requested refunds so they can better manage their economies. This program is currently in early beta and interested developers can sign up to learn more here.

It has been another great year for Google Play thanks to the continued feedback and support from the developer community.

Keeping the Play Store trusted: fighting fraud and spam installs

Posted by Kazushi Nagayama, Search Quality Analyst, and Andrew Ahn, Product Manager

We strive to continuously make Google Play the best platform for enjoying and discovering the most innovative and trusted apps. Today we are announcing additional enhancements to protect the integrity of the store.

Our teams work every day to improve the quality of our discovery systems. These content discovery systems ensure that users can find and download apps they will love. From time to time, we observe instances of developers attempting to manipulate the placement of their apps through illegitimate means like fraudulent installs, fake reviews, and incentivized ratings. These attempts not only violate the Google Play Developer Policy, but also harm our community of developers by hindering their chances of being discovered or recommended through our systems. Ultimately, they put the end users at risk of making wrong decisions based on inaccurate, unauthentic information.

Today we are rolling out improved detection and filtering systems to combat such manipulation attempts. If an install is conducted with the intention to manipulate an app's placement on Google Play, our systems will detect and filter it. Furthermore, developers who continue to exhibit such behaviors could have their apps taken down from Google Play.

In the vast majority of cases, no action will be needed. If you are asking someone else to promote your app (e.g., third-party marketing agency), we advise you to make sure that the promotion is based on legitimate practices. In case of questions, please check out the Developer Support Resources.

These important changes will help protect the integrity of Google Play, our developer community, and ultimately our end user. Thank you for your support in building the world's most trusted store for apps and games!

Readfeed graduates from Google Play’s Early Access beta program & offers some learnings

Guest post by Rajiev Timal, Founder of Readfeed

Readfeed was created to help book lovers around the world share and discuss their favorite reads with each other more easily. Today, we are excited to officially launch the Readfeed app on Google Play. As one of the first online book clubs available only on Android devices, Readfeed lets you create your virtual bookshelf by adding books to custom lists, track and share your reading progress with community members, and see what books others are reading and talking about.

Readfeed has come a long way since we first released the app as beta in Google Play's Early Access program. As one of the first graduates of the beta program, we were able to solicit feature requests, identify bugs, locate new and optimize existing target markets, as well as build a sizable reader community. This allowed Readfeed to deliver the best possible experience right out of the gate.

As a guest on this blog, we thought it would be helpful to share some important best practices that we learned from the Early Access program to improve your products and scale your user base.

Harnessing Feedback Loops

One of the core principles underlying the construction of any successful product is setting up an effective feedback loop between users and product creators. Google Play Early access does this automatically. Users show up (sometimes seemingly out of nowhere), install the app, and leave feedback in the Beta Feedback section of the developer console. We can then reply in that section or take the conversation into an email, address the issue, and email users when it's addressed. Many improvements to Readfeed have been made as a direct result of this process.

Identifying New Target Markets

One major benefit of Early Access was that it gave us immediate access to a worldwide audience of readers. We were able to quickly assess the different book-related markets that existed based on user feedback and interviews done through email. Since launched in beta, over 1000 people have asked to read free books. Apparently this need exists in third-world countries and we plan to add this functionality in a future release.

Identifying Bugs

Bugs plague any app in its early stages. Because of the variety of devices that Early Access users have, ranging from Android 4.2 rooted devices to the latest Nexus phones, we were able to identify bugs very quickly. For instance, on Android 4.2 there was a recurrent crash which was tough for me to identify with my own devices. After one user emailed me about it, I was able to gather enough information to resolve the issue and put out an update immediately.

Identifying New Features

Google Play Early Access made it a lot easier to determine what to do next. When about 10 people request a feature, we know it's immediately important and put it in the app. One feature that came directly from Early Access feedback was the ability to rate books without leaving a review.

Community Building

Early Access has allowed us to start building a community. For instance, a Software tester from the UK who likes books sent me a detailed analysis of all of Readfeed's bugs. Also, we've witnessed many people take the initiative and answer others' questions about the app. Because of the critical mass that Google Play Early Access helps you build, it's easy for communities to form and start sharing information with each other.

A/B Testing

We now have enough users to A/B test certain parts of the app and get statistically significant results. This is something that usually takes a long time to achieve.

There are many other ways Google Play Early Access have helped us, and we're thankful that Readfeed has had the opportunity to be a part of the program. I can say without reservation that our current and future product would be in a very different place had it not been for our inclusion in Early Access.

Android Developer Stories: drupe and Noom expand globally by localising their apps on Google Play

Posted by Kacey Fahey, Marketing Programs Manager, Google Play

Interested in growing your app on a global scale? See how two app developers localized their apps in unique ways to drive revenue and user engagement.

drupe

drupe is a communications app that utilizes the openness of android to build a truly native experience delivering highly contextual recommendations to their users across the world.

Key to achieving international growth, drupe has translated their app in 17 languages, and their store listing page in 28 languages. This led to an increase in conversion and retention rates. Additionally, when entering India, the team noticed several user reviews requesting integration with a specific messaging app widely used in the Indian market. Through a combination of this integration, adding Hindi language translation, and other new features, drupe saw improved performance. In six months, daily active users increased 300%, and actions per average daily user increased 25% in the Indian market.

Noom

Noom is a health & fitness app that has achieved an 80% increase in international revenue growth on Android over the past three years by localizing their app with unique cultural behaviors, cuisines, and local-market coaches.

In addition to translating their app and store listing page, Noom conducted extensive analysis to determine the right financial model tailored to each international market. This included evaluation of their competitive landscape and local health and wellness spending behavior, in addition to running pricing experiments to determine the optimal offering between subscriptions, IAPs, or a premium app.

Use the Localization Checklist to learn more about tailoring your app for different markets to drive installs and revenue, and to create a better overall user experience. Also, get the Playbook for Developers app to stay up-to-date on new features and learn best practices that will help you grow a successful business on Google Play.

Read the full articles for drupe and Noom.

Tips to help you stay on the right side of Google Play policy

Posted by Lily Sheringham, Google Play team

Today we have released a new video ‘10 tips to stay on the right side of Google Play policy’. The video provides 10 best practices to help you develop and launch apps and games which follow Google Play’s Developer Program Policies.

It accompanies the recently published News video series and is part of our 10 tips for success on Google Play video series.

Watch the video to learn how to review your app, to ensure you have appropriate content and the rights to use it, how to handle user data, and more. Also, find out how to stay up to date with policy updates and get support from our policy team.

You can also find more resources on Google Play policies in the Developer Policy Center, and also get the new Playbook for Developers app to learn more best practices to find success on Google Play.

Android Developer Story: PicMix reaches global audience on Google Play

Posted by Lily Sheringham, Google Play team

Inovidea Magna Global, is the developer of PicMix, a photo and video editing app, which has now evolved into an interest based social media platform powered by content discovery and social commerce. It has 27 million users worldwide, 65% of which are outside of its home market in Indonesia.

Hear Calvin Kizana, CEO, and Sandy Colondam, Co-founder, explain how they used Google Play tools, such as Store Listing Experiments and Material Design, to create a high quality app which appeals to a global audience.

Learn more about store listing experiments and find out how to get started with Material Design. Also, get the Playbook for Developers app and stay up-to-date with more features and best practices that will help you grow a successful business on Google Play.

Android Developer Story: Papumba grows revenue globally by localising its family titles on Google Play

Posted by Lily Sheringham, Google Play team

Papumba is an educational games developer based in Argentina, with a core team of four people and a vision to grow a global business.

Watch Gonzalo Rodriguez, CEO, and Andres Ballone, CFO, explain how working with a team of experts from across the world and adapting their games to local markets helped them find success globally.

Learn more about localized pricing and translation services to grow your app or game business globally on Google Play. Also, get the Playbook for Developers app to stay up-to-date on new features and learn best practices that will help you grow a successful business on Google Play.

Android Wear 2.0 Developer Preview 3: Play Store and More

Posted by Hoi Lam, Developer Advocate

Today we’re launching the third developer preview of Android Wear 2.0 with a big new addition: Google Play on Android Wear. The Play Store app makes it easy for users to find and install apps directly on the watch, helping developers like you reach more users.

Play Store features

With Play Store for Android Wear, users can browse recommended apps in the home view and search for apps using voice, keyboard, handwriting, and recommended queries, so they can find apps more easily. Users can switch between multiple accounts, be part of alpha and beta tests, and update or uninstall apps in the “My apps” view on their watch, so they can manage apps more easily. Perhaps the coolest feature: If users want an app on their watch but not on their phone, they can install only the watch app. In fact, in Android Wear 2.0, phone apps are no longer necessary. You can now build and publish watch-only apps for users to discover on Google Play.

Why an on-watch store?

We asked developers like you what you wanted most out of Android Wear, and you told us you wanted to make it easier for users to discover apps. So we ran studies with users to find out where they expected and wanted to discover apps––and they repeatedly looked for and asked for a way to discover apps right on the watch itself. Along with improvements to app discovery on the phone and web, the Play Store on the watch helps users find apps right where they need them.

Publish your apps

To make your apps available on Play Store for Android Wear, just follow these steps. You’ll need to make sure your Android Wear 2.0 apps set minSdkVersion to 24 or higher, use the runtime permissions model, and are uploaded via multi-APK using the Play Developer Console. If your app supports Android Wear 1.0, the developer guide also covers the use of product flavors in Gradle.

Download the New Android Wear companion app

To set up Developer Preview 3, you’ll need to install a beta version of the Android Wear app on your phone, flash your watch to the latest preview release, and use the phone app to add a Google Account to your watch. These steps are detailed in Download and Test with a Device. If you don’t have a watch to test on, you can use the emulator as well.

Other additions in Developer Preview 3
Developer Preview 3 also includes:
  • Complications improvements: Starting with Developer Preview 3, watch face developers will need to request RECEIVE_COMPLICATION_DATA permission before the watch face can receive complication data. We have added ComplicationHelperActivity to make this easier. In addition, watch face developers can now set default complications, including a selection of system data complications which do not require special permission (e.g. battery level and step count), as well as data providers that have whitelisted the watch face. Lastly, there are behavior changes related to ComplicationData to 1) help better differentiate various scenarios leading to “empty data” and 2) ease development by returning a default value for fields not supported by a complication type instead of throwing a runtime exception.
  • New WearableRecyclerView: This new UI component helps developers display and manipulate vertical lists of items while optimizing for round displays.
  • Inline Action for Notifications: A new API makes it easy to take action on a notification right from the stream. Developers can specify which action is displayed inline at the bottom of the notification by calling setHintDisplayActionInline:
    NotificationCompat.Action replyAction =
        new NotificationCompat.Action.Builder(R.drawable.ic_message_white_24dp,
                "Reply", replyPendingIntent)
                .addRemoteInput(remoteInput)
                .extend(new NotificationCompat.Action.WearableExtender()
                        .setHintDisplayActionInline(true))
                .build(); 
  • Smart Reply: Android Wear now generates Smart Reply responses for MessagingStyle notifications. Smart Reply responses are generated by an entirely on-watch machine learning model using the context provided by the MessagingStyle notification, and no data is uploaded to the cloud to generate the responses.
  • And much more: Read about the complete list of changes in the Android Wear developer preview release notes.
    Timeline

    We’ve gotten tons of great feedback from the developer community about Android Wear 2.0––thank you! We’ve decided to continue the preview program into early 2017, at which point the first watches will receive Android Wear 2.0. Please keep the feedback coming by filing bugs or posting in our Android Wear Developers community, and stay tuned for Android Wear Developer Preview 4.

Announcing the winners of the Google Play Indie Games Festival in San Francisco; Indie Games Contest coming soon to Europe

Posted by Jamil Moledina, Google Play, Games Strategic Lead

Last Saturday, we hosted the first Google Play Indie Games Festival in North America, where we showcased 30 amazing games that celebrate the passion, innovation, and art of indies. After a competitive round of voting from fans and on-stage presentations to a jury of industry experts, we recognized seven finalists nominees and three winners.

Winners:
Presented by Greg Batha
Bit Bit Blocks is a cute and action-packed competitive puzzle game. Play with your friends on a single screen, or challenge yourself in single player mode. Head-to-head puzzle play anytime, anywhere.
Presented by Kaveh Daryabeygi, Wombo Combo
Numbo Jumbo is a casual mobile puzzle number game for iOS and Android. Players group numbers that add together: for example, [3, 5, 8] works because 3+5=8.
Presented by Chetan Surpur & Eric Rahman, Highkey Games
ORBIT puts a gravity simulator at the heart of a puzzle game. Launch planets with a flick of your finger, and try to get them into orbit around black holes. ORBIT also features a sandbox where you can create your own universes, control time, and paint with gravity.

Finalist nominees:

Antihero [coming later in 2016]
Presented by Tim Conkling
Antihero is a "fast-paced strategy game with an (Oliver) Twist." Run a thieves' guild in a gas-lit, corrupt city. Recruit urchins, hire thugs, steal everything – and bribe, blackmail, and assassinate your opposition. Single-player and cross-platform multiplayer for desktops, tablets, and phones.
Armajet [coming later in 2016]
Presented by Nicola Geretti & Alexander Krivicich, Super Bit Machine
Armajet is a free-to-play multiplayer shooter that pits teams of players against each other in fast-paced jetpack combat. Armajet is a best in class mobile game designed for spectator-friendly competitive gaming for tablets and smartphones. Players compete in a modern arena shooter that’s easy to learn, but hard to master.
Norman's Night In: The Cave [coming later in 2016]
Presented by Nick Iorfino & Alex Reed, Bactrian Games
Norman's Night In is a 2D puzzle-platformer that tells the tale of Norman and his fateful fall into the world of cave. While test driving the latest model 3c Bowling Ball, Norman finds himself lost with nothing but his loaned bball and a weird feeling that somehow he was meant to be there.
Presented by David Fox, Double Coconut
Parallyzed is an atmospheric adventure platformer with unique gameplay, set in a dark and enchanting dreamscape. You play twin sisters who have been cast into separate dimensions. Red and Blue have different attributes and talents, are deeply connected, and have the ability to swap bodies at any time.

Finalists nominees and winners also received a range of prizes, including Google I/O 2017 tickets, a Tango Development kit, Google Cloud credits, an NVIDIA Android TV & K1 tablet, and a Razer Forge TV bundle.

Indie Games Contest coming to Europe

We’re continuing our effort to help indie game developers thrive by highlighting innovative and fun games for fans around the world. Today, we are announcing the Indie Games Contest for developers based in European countries (specific list of countries coming soon!). This is a great opportunity for indie games developers to win prizes that will help you showcase your art to industry experts and grow your business and your community of players worldwide. Make sure you don’t miss out on hearing the details by signing up here for updates.

As we shared at the festival, it’s rewarding to see how Google Play has evolved over the years. We’re now reaching over 1 billion users every month and there’s literally something for everyone. From virtual reality to family indie games, developers like you continue to inspire, provoke, and innovate through beautiful, artistic games.

Extending Web Technology with Android

Developer guest post by Active Theory

Paper Planes started as a simple thought - “What if you could throw a paper plane from one screen to another?”

The heart of our concept was to bring people together from all over the world, using the power of the web - an instant connection to one another. Modern web technology, specifically JavaScript and WebGL, powered the experience on every screen.

Paper Planes was initially featured at Google I/O 2016, connecting attendees and outside viewers for 30 minutes preceding the keynote. For the public launch on International Peace Day 2016, we created an Android Experiment, which is also featured on Google Play, to augment the existing web technology with native Android Nougat features such as rich notifications when a plane is caught elsewhere in the world.

Introduction

Users create and fold their own plane while adding a stamp that is pre-filled with their location. A simple throwing gesture launches the plane into the virtual world. Users visiting the desktop website would see their planes flying into the screen.

Later, users can check back and see where their planes have been caught around the world. Each stamp on the plane reads like a passport, and a 3D Earth highlights flightpath and distance travelled.

In addition to making their own planes, users can gesture their phone like a net to catch a plane that has been thrown from elsewhere and pinch to open it, revealing where it has visited. Then they can add their own stamp, and throw it back into the flock.

WebView

We developed Paper Planes to work across devices ranging from the 50-foot screen on stage at Google I/O to desktop and mobile using the latest in web technology.

WebGL

From the stylized low-poly Earth to the flocking planes, WebGL is used to render the 3D elements that power the experience. We wrote custom GLSL shaders to light the Earth and morph targets to animate the paper as the user pinches to open or close.

WebSockets

When a user “throws” a plane a message is sent over websockets to the back-end servers where it is relayed to all desktop computers to visualize the plane taking off.

WebWorkers

The plane flocking simulation is calculated across multiple threads using WebWorkers that calculate the position of each plane and relay that information back to the main thread to be rendered by WebGL.

To create an experience that works great across platforms, we extended the web with native Android code. This enabled us to utilize the deep integration of Chromium within Android to make the view layer of the application with the web code that already existed, while adding deeper integration with the OS such as rich notifications and background services.

If you’re interested in learning more about how to bridge WebView and Java code, check out this GitHub repo for a tutorial.

Notifications

Firebase Cloud Messaging (FCM) was used to send push notifications to the Android app. When a user’s plane has been caught and thrown by someone else, a notification showing how many cities and miles it has travelled is sent to the device of the plane’s creator via FCM. Outgoing notifications are managed to ensure they are not sent too frequently to a device.

Background Service

We implemented a background service to run once a day which checks against local storage to determine when a user last visited the app. If the user hasn’t visited in over two weeks, the app sends a notification to invite the user back into the app to create a new plane.

The Communication Network

Our application runs on a network of servers on Google Cloud Platform. We used built-in geocoding headers to get approximate geographic locations for stamps and Socket.IO to connect all devices over WebSockets.

Users connect to the server nearest them, which relays messages to a single main server as well as to any desktop computers viewing the experience in that region.

Moving forward

This approach worked extremely well for us, enabling an experience that was smooth and captivating across platforms and form factors, connecting people from all over the world. Extending the web with native capabilities has proven to be a valuable avenue to deliver high quality experiences going forward. You can learn even more on the Android Experiments website.