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Apple set to introduce an in-app interface for billing problems

Apple is outlining its plans to streamline the fix for recurring subscription billing issues in an upcoming update.

Announced on its developer website, the Cupertino-based company says, “Starting this summer, if an auto-renewable subscription doesn’t renew due to a billing issue, a system-provided sheet appears in your app with a prompt that lets customers update their payment method for their Apple ID.”

The current process forces the user to exit the app they are in and navigate through the settings app to update their payment information.

With this update, a new overlay “sheet” will prompt users to resolve the issue within the app itself. Apple says that no action is required on the part of app developers to adopt the change.

The new feature will be made available in the summer on devices running iOS and iPadOS 16.4 or newer, according to Apple.

Source: MacRumors via Apple

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Mobile Syrup

Here’s why Apple’s App Store is better than Google’s Play Store

For most of us, the App Store on iOS or the Play Store on Android is where we download our apps.

Even though Android supports side-loading, unlike iOS, most users still download their apps directly from Google’s marketplace. Recently, there has been a lot of conversation around the potential of the European Union requiring Apple to allow third-party app stores on iOS, similar to Android and macOS. 

Admittedly, I have my frustrations with Apple’s App Store, primarily with the company’s decision to include ads within the store. Yet, for many reasons, I prefer the idea of Apple’s managed marketplace over the concept of side-loading.

This prompted a thought, how does an app store on a platform without side-loading compare to a platform with side-loading? 

App Store Overviews

Here are some facts you likely already know. The App Store is Apple’s app marketplace available on all of the company’s operating systems, including iOS, iPadOS, macOS, tvOS and watchOS. Mind you, there are not the same app offerings between all platforms. For this piece, I’m focusing on the App Store available on iOS and iPadOS, specifically.

Meanwhile, the “Play Store” is the app marketplace managed by Google and comes available by default on all Android devices. The main difference between iOS and Android is that Android allows a process called “side-loading.” This is where a user can download an app from a source outside the Play Store, such as from the internet or another app store. You’re likely familiar with the concept of a third-party app store if you use Setapp on your Mac or Steam on your Windows PC. 

App Store Benefits

Both the App Store and Play Store provide numerous user benefits over side-loading.

1. Automatic Updates. True, most side-loaded apps have an automatic update process, but that likely requires some background item, and frankly, I rarely find they work well. Instead, apps downloaded from the App Store or Play Store get controlled updates to minimize disruption to your day and protect system resources.

2. Saved Payment Information. No one enjoys typing in their payment information over and over again. A unified marketplace has the benefit of remembering your payment information for any app purchase instead of typing it in on every vendor’s website.

3. Simple Refund Processes. Both Apple and Google act as middlemen in the app purchasing process. A developer may be incentivized to not refund you if you are dissatisfied with your purchase or, even worse, if a malicious app doesn’t provide the functionality you paid for. Apple and Google have simple (albeit hard-to-find) processes for refund requests. In my personal experience, Apple is pretty generous with providing refunds, providing you delete the app before requesting the refund.

4. Unified Marketplace. Search for any app in the App Store or Play Store, and you’ll likely find it. On iOS, this isn’t surprising, being that it’s the only app store allowed on the platform. Yet, on Android, apps still opt to be in the Play Store to ensure users can easily find them, as directing users elsewhere is often too inconvenient.

5. Clean Removal. When deleting an app on iOS, you can be assured that no “cruft” will be left on your device. This is in contrast to where apps on macOS and Android, even when deleted, can still leave bits and pieces on your device. Sometimes these bits only take up storage, while other times, they impact the device’s performance.

6. App Reviews. Most consumers read reviews before making a purchase. This is often true for new apps too. Both the App Store and Play Store have product reviews written by real users. Compared to visiting a developer’s website, where they will likely only show you positive reviews about their product.

8. Gift Cards. Don’t want to use your credit card? Both Apple and Google have gift cards that can be purchased from your local retailer. Gift cards are a low-risk and secure way of buying apps for yourself or younger children.

9. App Privacy Information. Both app stores provide privacy information on the apps within their marketplace. This is nice for users like myself that consider if an app is worth downloading based on the data it collects and uses to track.

Platform Unification

Having the largest platform isn’t necessarily a great thing if there is no uniformity. One reason Android appeals to so many device manufacturers is that you can basically throw it on any device with any sized screen. The challenge here comes to app developers when they have to adjust their app’s layout and design to accommodate nearly endless displays and form factors. This is especially apparent with foldables, where most apps aren’t optimized for the larger-size displays.

On the other hand, many developers find efficiency in developing for the Apple platform because of its reasonably limited number of displays and pretty consistent aspect ratios. On top of having fewer device formats, Apple developers have to use more concise developing languages, including Objective-C, Swift, and SwiftUI.

Meanwhile, Android developers can use Java, C, C++, and Kotlin. While I am not a developer, I recently read a developer claim that a feature took less than forty lines of code to implement on iOS, whereas it took 500+ to implement on Android. Considering both display sizing variables and overall lines of code, you can see how a developer could save a lot of time working on a project for iOS over Android.

Monetization

Say a developer thought, “well, even if an app takes longer to develop for Android than iOS, surely I’ll make that money back because Android is a massively larger platform, right?” Sadly or not, the answer is no. While Android takes a whopping 70 percent of the international smartphone market share compared to iOS’s 28 percent, iOS users spend twice as much as Android users on apps, in-app purchases, and subscriptions. 

One report found that Android users value free apps much more than iOS users. Android users tend to skew older and in a lower income bracket. Where iOS users tend to be more affluent, skew younger, and have more disposable income. This translates into Apple making nearly twice as much as Google from app store revenues despite having almost a third of its market share.

App Availability

It’s hard to blame a developer for being attracted to Apple’s platforms over Android if it means they can access a market more willing to spend money and a platform requiring less overall development time. As a result, many of the best third-party apps are iOS only. Even if they do come to Android, it’s after they’ve had a successful run on iOS first. We saw this scenario play out with Super Mario Run several years ago. 

In fact, the most popular third-party podcasting app (after Apple Podcasts, Google, and Spotify), Overcast, is iOS only. Recently, the developer of Overcast said that despite the odd person asking for an Android app, there isn’t nearly enough incentive to develop an Android version. 

As a one-man development team, Overcast on iOS provides a good living for him. Working on an Android app would require him to take away time from iOS to learn Android development or hire an Android developer. It simply isn’t worth it. 

App Quality

Another tricky part about the Google Play Store is that it has over 3.5 million apps. This is compared to Apple’s App Store on iOS, with around 1.6 million apps. In most cases, you’d assume quantity is better. After all, more choices. However, once again, this isn’t the case. 

It’s widely known in the developer community that Apple has some pretty strict guidelines for user interface, app usefulness, and uniqueness. Around 40 percent of all app rejections are due to apps not being completed enough to Apple’s standards. Additionally, Apple has content moderation guidelines and other rules that developers must follow to publish to the App Store. 

Compare this to Google: other than not being allowed to have illegal, nudity, or malware, you’re pretty much free to publish anything. As a result, the Play Store is full of similarly looking, similarly functioning, or half-finished apps. It’s not hard to argue that apps on iOS are typically better designed, more performant, and sometimes even more functional than their Android counterparts. 

Security

Credit where credit is due, neither Apple nor Google does a perfect job moderating their app stores. Security controls are an area I hope to see both platforms improve upon to help keep users secure. Both marketplaces push submitted apps through automated scans that check for malware, copyrighted material, nudity, and general guideline compliance. 

However, Google typically has a lower bar for security and privacy than Apple. After all, Apple is far better respected for its stance on platform security and privacy. For starters, app reviews conducted by Google are typically faster than Apple, which often takes around 48 hours and seems to have a much higher rejection rate. 

Next, Apple requires apps to respect a feature called “Sandboxing.” Even on macOS, where apps can run outside of being Sandboxed, the app must be sandboxed to be listed on the App Store. 

Sandboxing is where an app must work within the confines of its own dedicated space. It cannot access or control another app or piece of data on the device. This is great for security but can lead to some limited feature sets. On iOS, Sandboxing is what allows the platform to maintain being so secure. In contrast, both macOS and Android have much higher levels of malware. 

While both platforms require developers to submit privacy information for their apps to inform users what data is being collected and used to track them, Apple is better known for implementing privacy-focused features. Some of these features inform users about app network traffic, accessing the device’s clipboard, using the microphone, and activating the camera. In situations where Apple does collect data, it is all anonymized and as much processing as possible is done on-device instead of being sent to a cloud. 

Even Apple’s developer fee acts as a small barrier to protecting quality. Google’s developer fee is only $25 compared to Apple’s $100. Many might say that Google is more accessible because of its price. This is true. However, spending that $100 on Apple compared to one-fourth of the cost on Google makes a person feel more invested in the platform, making them want to make sure they get the most out of their investment. 

Cross Platform Availability

With the release of Windows 11, Android apps can run on Windows at least in some capacity. And, of course, there are Android tablets and Android wear devices. However, bang for your buck is another area I’d say Apple wins here. A single purchase or subscription can unlock a single app for iOS, iPadOS, watchOS, tvOS, and macOS.

Although, not every app developer allows for a single purchase for all platforms. For example, Reeder, an RSS reader, has one purchase for iOS and iPadOS, whereas macOS is a separate buy. But it’s the fact that a developer can bundle multiple app versions into one or two purchase prices that make for a pleasant user experience. Apple Silicon Mac users can sometimes benefit from downloading an app’s iOS version and running it natively. 

Plus, there’s no app license limit if you own multiple Apple devices. You can continue to download the app across all of your devices. Even family members can benefit from your purchase. Family sharing allows family members to download a paid app at no additional cost once bought by another member through a feature called Purchase Sharing. Developers have to opt into Purchase Sharing. However, the majority do. 

Support

Finally, I want to address support for each platform. Have you ever tried contacting Google support? Don’t bother. It basically does not exist. This lack of customer support has frustrated Android users who need refunds or Play Store-related support. 

Meanwhile, Apple has a phone number, 1-800-MY-APPLE, where support agents can transfer you to the iTunes support team to assist with refund or support requests. Being able to talk to a human can go a long way in having happier customers. 

The fact is, if you have a free app that you want on as many devices as possible, Android is likely the platform for you to develop. However, if you want to prioritize development time and revenue, iOS is likely the platform for you.

As a user, both platforms have their merits, but I’ll be sticking with the App Store and Apple ecosystem, at least for a while longer. 

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Mobile Syrup

Apple Music, App Store, Apple TV+ and more experiencing outages

Apple services like the App Store, Apple TV+ and Apple Music are currently experiencing outages.

On Thursday afternoon, Apple users took to social media to report being unable to access these services. According to Apple’s official Support page, these services went down at 4:03pm ET for “some users.”

It’s worth noting, however, that the .ca version of Apple Support shows that there are no outages. On the flip side, Down Detector.ca mentions some outages for services like Apple Music. Therefore, your mileage will surely vary depending on where you are.

There’s no word yet on when service will be restored across the board.

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Mobile Syrup

Apple kills off popular Dark Sky weather app

Dark Sky is no more.

Apple officially retired the popular animation-rich weather app on January 1st. The tech giant first acquired Dark Sky over two years ago. The app was removed from the App Store back in September, but now it no longer functions for current users that already have it on their device.

While Dark Sky is gone, several of the app’s key features live on in Apple’s official iOS Weather App, including hyperlocal forecasts that offer specific weather information like next-hour precipitation, 10-day forecasts and high-resolution radar maps.

Dark Sky’s Apple Weather app features require your iPhone, iPad or Mac to be running iOS 16, iPadOS 16 or macOS Ventura. Apple also published a guide about how to transition from Dark Sky to its own weather app.

Image credit: Apple

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Apple reportedly plans to let third-party app stores on iOS

I never thought we’d see the day, but here it is: Apple reportedly plans to allow alternate app stores on iPhones and iPads.

The news comes from Bloomberg’s reliable Mark Gurman, who reports that Apple has a major overhaul in the works that aims to comply with new European Union (EU) requirements coming in 2024. This includes things like the ‘Digital Markets Act,’ which will take effect in the coming months but won’t require companies to comply until 2024. The act requires technology companies to allow the installation of third-party apps and allow users to easily change default settings.

Gurman cites people familiar with Apple efforts, writing that “software engineering and services employees are engaged in a major push to open up key elements of Apple’s platforms.” Changes include allowing people to download third-party software to iPhones and iPads without using the Apple App Store. That could potentially allow app developers to dodge Apple’s up to 30 percent cut of App Store payments.

However, the changes so far are designed to go live just in Europe, although the people familiar with the effort told Gurman the project could law the groundwork for similar changes in other regions should other countries pass similar laws. Apple aims for the changes to go live in iOS 17.

Moreover, the change is reportedly unpopular within Apple. That doesn’t come as a surprise given Apple’s various attacks on sideloading — the company also lobbied against the EU laws, arguing that it could allow unsafe apps to get onto people’s devices. Apple is reportedly considering mandating security requirements for software distributed outside the app store and requiring that Apple verify those apps — Gurman notes that could carry a fee.

However, that sounds like just another way for Apple to squeeze money out of developers even if they choose not to use the App Store. Various reports suggest Apple’s long-standing argument that the App Store promotes security doesn’t stand up to scrutiny.

Other things Apple is working on include opening more of its private APIs to third-party apps, allowing third-party browsers to use engines other than WebKit (which Safari uses), opening more camera features to third-party apps, and even the near-field communications (NFC) chip. So far, only Apple Wallet and Pay can use NFC, a long-standing gripe with developers of financial apps. Apple may even open up the Find My network to accessory makers like Tile.

Gurman also reports there are some things where Apple hasn’t made any decisions. For one, the company hasn’t decided whether to comply with a section of the Digital Markets Act that would allow third-party payment systems within apps. Apple also hasn’t made decisions about opening up the features of iMessage despite the requirements to do so. Apple still doesn’t plan to support Google’s RCS — also not a surprise, given its views on it.

The EU threatened fines of up to 20 percent of a company’s annual global revenue for repeated violations of the law. Gurman notes that Apple generated nearly $400 billion USD (roughly $542.4 billion CAD) worldwide in 2022, putting the fine in the $80 billion USD (about $108.5 billion CAD) range. Moreover, this comes as Apple prepares to comply with another EU regulation by adding a USB-C port to the iPhone. Perhaps with both these changes on the horizon, we could see an EU-only iPhone from Apple.

Source: Bloomberg

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Mobile Syrup

Apple’s new App Store pricing allows for $0.29 apps

Apple is giving developers more options regarding how they can price apps on its mobile App Store.

According to a recent press release from the company, it now offers 700 new price points and tools for developers in what it calls the “biggest upgrade to App Store pricing” since the platform’s launch.

Pricing now starts at $0.29 USD (roughly 40.40 CAD) and can go all the way up to $10,000 “upon request.” Hopefully, we don’t see any $10,000 USD (roughly $13,649 CAD) apps on the App Store. In total, there are 600 new price points available to developers, with 100 available on request from Apple, according to the company’s press release.

App prices can also increase incrementally across price ranges — for example, every $0.10 up to $10 (see the U.S chart below for more detail).

App Store Pricing
Further, as part of this update, developers of subscription apps can “manage currency and taxes across storefronts more effortlessly.”

“…developers of subscription apps will also be able to manage currency and taxes across storefronts more effortlessly by choosing a local storefront they know best as the basis for automatically generating prices across the other 174 storefronts and 44 currencies. Developers will still be able to define prices per storefront if they wish,” writes Apple in the press release.

Finally, developers are also now able to change pricing to shift automatically in different regions based on exchange rates. Apple says that this new pricing structure is available now for apps on auto-renewable subscriptions. It will come to all apps and in-app purchases in spring 2023.

Image credit: Apple

Source: Apple

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Mobile Syrup

Apple halts gambling app ads in App Store following criticism

Apple announced on October 25th that users would soon see new ad placements from Apple Search Ads on the App Store. The update was meant to make it easy for advertisers to promote and drive discovery of their apps in certain sections of the App Store, like the ‘Today tab’ and the ‘You Might Also Like’ section.

Mere hours after the new ad placements went live, industry developers were quick to point out how their App Store feed was full of unsavoury and off-putting ads related to gambling apps, as shared by MacRumours.

Developer Simon B. Støvring said, “With Apple’s recent changes to ads on the App Store, your product pages may now show ads for gambling apps,” while podcast app Overcast’s developer Marco Arment was displeased that ads for gambling apps were showing up under his app in the ‘You Might Also Like’ section.

Legal expert Florain Mueller condemned Apple’s move last week by saying that ads on the Today tab and product page campaigns are just another way for it to increase its effective app tax rate, “forcing developers to buy ads on their own app pages in order to avoid that others steer customers away from there.”

Subsequently, in a statement shared by MacRumours, Apple said that “We have paused ads related to gambling and a few other categories on App Store product pages.” While that should stop gambling ads from showing up on app pages for now, it doesn’t address the issue of app developers needing to buy ads on their own app pages to keep competitors from advertising there instead.

Source: MacRumours

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Recession risk woes are affecting Apple’s App Store

Consumers worldwide are spending less, and that is visible by taking a quick peek at the Apple App Store revenue. As reported by Sensor Tower, Apple’s App Store revenue fell by 5 percent year-over-year in September, via CNBC News.

Further analyzed by multinational investment management and financial services company Morgan Stanley, the drop in revenue is the most significant decline since 2015, with major decreases seen in the U.S., Canada and Japan.

Gaming revenue experienced a 14 percent drop, which seems to be weighing down the overall App Store average, alongside concerns over the global macroeconomic conditions forcing people to spend less money on things they don’t need.

“We believe the recent App Store results make clear that the global consumer has somewhat de-emphasized App Store spending in the near-term as discretionary income is reallocated to areas of pent-up demand,” said Morgan Stanley analyst Erik Woodring in a note.

Apple’s earning reports don’t mention App Store sales individually, but they are bundled together alongside warranties and subscriptions under “services.”  In the second quarter of the year, Apple reported a 12 percent increase in services revenue but expects growth to be less than 12 percent for the third quarter due to the strong U.S. dollar and the global macroeconomic conditions, said Apple’s finance chief Luca Maestri.

Maestri also said that services sold during the COVID-19 pandemic have raised the bar to levels dchallengingto get to in these conditions. “Our services business a year ago grew a lot and so also the compare [sic] is a bit challenging,” said Maestri.

Apple’s stock has been in a strong downtrend since August 17th, and currently sits roughly 25 percent below its all-time high in January 2022.

Read the Sensor Tower report about the global app revenue decline here.

Image credit: Shutterstock

Source: Sensor Tower Via: CNBC News

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Mobile Syrup

Some iPhone users can’t update apps after updating to iOS 16

Some people (including myself) are experiencing issues updating apps after making the jump to iOS 16.

The problem stems from a new ‘Terms and Conditions’ agreement. After updating to iOS 16, when trying to update apps from the App Store, users are prompted to accept the new agreement. However, when tapping ‘Agree,’ a pop-up says there was an error and to try later. Strangely, you can still download apps without agreeing to the terms — only updates are impacted.

I had just stumbled across the issue myself and was scratching my head over what was going on when I saw a post from MacRumors about it. The publication suggests it’s an issue with Apple’s servers, but there’s no official word on what’s going on or how long it might take to fix.

Some people who are running iOS 15 may also experience the issue, but it seems to impact iOS 16 users primarily. My wife is running iOS 15.7 and doesn’t have the issue, and other MobileSyrup team members running iOS 16 don’t seem affected either (although they previously ran the iOS 16 beta and didn’t download the update today).

Hopefully Apple rolls out a fix for the issue soon.

Via: MacRumors

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Mobile Syrup

Behaviour Interactive’s Jurassic World Primal Ops soft launches in Canada

Montreal-based Behaviour Interactive’s Jurassic World Primal Ops is entering a soft launch phase ahead of its full release. In Canada, players can download the free-to-play game on the App Store and Google Play Store.

Jurassic World Primal Ops is a top-down action-adventure game based on the long-running dino-centric franchise. Players take on the role of a dinosaur handler who must save dinosaurs from mercenaries, poachers, and other threats.

To help fight back the threats, players collect and team up with a roster of dinosaurs to complete objectives while travelling North America. The game features a ranking system for each dinosaur species. Players can rank them and level them up. In turn, these dinosaurs join players as companions in-game

From now until June 24th, Canadian players can jump into the game and gain access to an in-game event. During which, players take on the powerful T. rex.

Currently, Behaviour Interactive states that Jurassic World Primal Ops is due to arrive worldwide “soon.” However, pre-registration for the game is available now. Those who pre-register are able to unlock exclusive in-game items available at launch.

The latest entry in the Jurassic World franchise, Jurassic World Dominion is now playing in theatres.

Image credit: Behaviour Interactive

Source: Behaviour Interactive