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Airfoil Speakers Touch is Back in the App Store, But…

Paul Kafasis on Apple’s takedown of Airfoil Speakers Touch and its reintroduction into the App Store:

We’re pleased that Airfoil Speakers Touch is once again available in the iOS App Store, enabling you to use Airfoil to send audio from your Mac or PC to Airfoil Speakers Touch running on your iPhone, iPod Touch, or iPad. However, in order to get Airfoil Speakers Touch back into the store as a receiver for Airfoil, we had to remove its ability to receive audio directly from iOS and iTunes via AirPlay. This was quite disappointing to us, as we’d provided a feature that thousands of users found quite useful.

Airfoil Speakers Touch was removed from the App Store on May 24th, specifically for its Enhanced Audio Receiving feature which turned your iPhone or iPod into an AirPlay receiver. For instance, you could stream audio from iTunes to an iOS device that was connected to your home audio equipment. The feature was sold as an in app purchase — Kafasis states that over 7,000 customers paid extra for the functionality.

We now know that Apple’s issue with Airfoil Speakers Touch was specifically related to its recently-added ability to receive audio directly from iOS devices and iTunes. This was not properly conveyed in our initial conversations prior to the removal of Airfoil Speakers Touch from the store, and Apple’s representatives apologized for the fact that the entire process was “poorly handled”.

Apple’s problem with Enhanced Audio Receiving stems from Rogue Amoeba’s use of AirPlay in the app — Apple hasn’t made available any APIs for iOS devices to act as AirPlay receivers. Rogue Amoeba made clear that they weren’t using any Private APIs in their implementation. As John Gruber speculated, perhaps it wasn’t the issue of an API, but rather that Apple simply didn’t want a high profile AirPlay Receiver in their App Store.

John Gruber:

I think the bottom line is that Apple is saying that apps are not allowed to act as AirPlay receivers on iOS, but there’s no App Store guideline that explicitly forbids that. So they’re citing App Store Review Guideline 2.5:

Apps that use non-public APIs will be rejected.

Kafasis specifies what guidelines Apple used to remove Airfoil Speakers Touch from the App Store:

Regardless, Apple is using the authority they provide themselves in the guidelines and program license agreement to remove apps they don’t like. Specifically, they cited a provision in the App Store Review Guidelines which allows them to reject apps “for any content or behavior [they] believe is over the line”. That’s certainly disappointing, and frustrating, but it’s the nature of the system Apple has created.

Kafasis is upset, and rightfully upset, this his customers paid for a feature that was swiftly taken away without good reason. It’s also frustrating for customers, who may have specifically downloaded the app to pay for and use this feature. Instances like this can have negative impacts on the reputation of the developer if customers are unaware that the removal of a feature they paid for was mandated by Apple. Kafasis writes that Apple licenses AirPlay to lots of vendors, and that Apple might not want their own products to compete with AirPlay enabled hardware sold in stores. Rogue Amoeba had no choice but to comply and do the best they can to provide the remainder of the app’s functionality for existing customers. As far as outcomes go, I think it was the best compromise, but certainly not ideal.

[via Rogue Amoeba, The Next Web]


Angry Birds Space Downloaded 100 Million Times in 76 Days

This morning, Rovio Entertainment (@RovioHQ) tweeted that their latest franchise hit, Angry Birds Space, has been downloaded 100 million times in just over a period of two months.

When we last heard from Rovio, Angry Birds Space was touted as the “fastest growing mobile game” after hitting 50 million downloads within the first 35 days, and 10 million downloads within the first 3 days. Comparatively, when Angry Birds first launched in December of 2009, it took until June, 2010, to reach 5 million downloads.

As the popularity of the iPhone and Angry Birds has exponentially increased, Angry Birds fans are more than happy to get a dose of the kid and adult friendly gameplay. Rovio recently reported that Angry Birds was downloaded one billion times in May, after reporting 648 billion downloads in December. Apple’s all time record charts noted Angry Birds as the top paid iPhone app, with an HD version on the iPad being the second top paid app.

When we looked at Angry Bird’s success last November, we charted its exponential growth and made note of its addictive gameplay. At the time, gamers were racking up more than 300 million minutes per day playing Angry Birds, putting in well over 200,000 years of pig crushing, crate smashing, and star collecting fun.

[Rovio via iDownloadBlog]





Airlines Increasing Fuel Efficiency By Adopting The iPad As An Entertainment Device

Airlines Increasing Fuel Efficiency By Adopting The iPad As An Entertainment Device

Bloomberg reports today that startup airline Scoot Pte (their maiden flight is today) will save fuel and have increased profits by deploying the iPad as the passenger entertainment device. By cutting out old entertainment systems weighing more than two tons, they’ve saved fuel while still flying older airplanes and even expanding traditional seating capacity by 40 per cent. Increasing profit, the post-PC way.

The tablets helped the carrier cut 7 percent off the weight of planes obtained from parent Singapore Airlines Ltd. (SIA) even after a 40 percent increase in seating, Chief Executive Officer Campbell Wilson said. The savings will help Scoot, which makes its maiden flight today, cope with fuel prices that have jumped about 36 percent in two years.

Scoot Pte will rent the iPads for $17 a flight to economy-class passengers and offering them for free to those in business class. It follows moves by other airlines such as Jetstar, AirAsia and Qantas which have deployed the iPad in trials and small test runs since late last year.

Cutting costs and finding new sources of revenue will be key for Singapore-based Scoot as it seeks to make a profit flying older planes than other low-cost carriers and selling tickets as cheap as S$158 one-way to Sydney, a flight of more than seven hours. Singapore Air formed Scoot after budget operators led by Jetstar and AirAsia Bhd. won 26 percent of the city’s air-travel market.

By reducing fuel costs, parent company Singapore Airlines hopes that it can turn over a new leaf with Scoot after it tumbled 28 percent this year, exceeding the 14 percent decline for the Straits Times Index. It’s really crazy to think that something like the iPad can have such a huge impact on fuel efficiency of airplanes - today’s story is on top of  the existing trend of airlines replacing flight manuals with iPads that Tim Cook gladly shared earlier this year.

Scoot plans to increase its fleet to as many as 14 777s by the middle of the decade. The carrier will be able to pare maintenance costs by working with its parent, Wilson said.

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Game In-App Purchases: A Conflict Between Developer Economics & Goodwill

In-App Purchases for iOS games. It’s a bit of a sensitive topic really, not many people like them at all, and quite a few people hate them and the impact they have had on the iOS games market. But today I want to explore the reason for their prevalence and explain why it has become an important part of the market for developers. I also want to reframe the discussion from one of “In-App Purchases are a problem” to one where we consider how they are being used and what developers could do to improve their implementation.

Below the break is Part 1: The Economics, in which I tackle the reason for their prevalence and importance in the iOS games market. Following that is Part 2: “Developers and Goodwill To Customers” in which I discuss how they are being used and perhaps what might be some best practices.

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Updated Editor’s Choice Section Hand Picks Best of the Best

Last week’s App Store update introduced Editor’s Choice banners on the iOS and Mac App Stores that highlighted that week’s best apps. In turn, App of the Week became Apple’s way of promoting cherry picked apps while offering them for free (similar to app deals found on Amazon’s App Store for the Kindle Fire). This week, Apple has subsequently introduced a rebranded “App of the Week” as the Editor’s Choice section in the iOS App Store, showcasing both iPhone and iPad apps. The Editor’s Choice section of the App Store aims to showcase the highest quality and the most innovative apps on their store, with the showcase being divided into new and previous picks. Apple recommends that you check back often to check for new applications.

The Editor’s Choice section for the iPad can be found here, while the Editor’s Choice section for the iPhone can be found here.