Kamis, 11 Maret 2021

Create Promo Codes For Your Apps And In-App Products In The Google Play Developer Console

Posted by Yoshi Tamura, Product Manager, Google Play Over the past six months, a number of new tools in the Google Play Developer Console have been added to help you grow your app or game business on Google Play. Our improved beta testing features help you gather more feedback and fix issues. Store Listing Experiments let you run A/B tests on your app’s Play Store listing. Universal App Campaigns and the User Acquisition performance report help you grow your audience and better understand your marketing. Starting today, you can now generate and distribute promo codes to current and new users on Google Play to drive engagement. Under the Promotions tab in the Developer Console, you can set up promo codes for your apps, games, and in-app products to distribute in your own marketing campaigns (up to 500 codes per app, per quarter). Consider using promo codes to reward loyal users and attract new customers. How to use promo codes Choose your app in the Developer Console. Under the Promotions tab choose Add new promotion . Review and accept the additional terms of service if you haven’t run a promotion before. Choose from the options available , then generate and download your promo codes. Distribute your promo codes via your marketing channels such as social networks, in email, on the web, to your app’s beta testers, or in your app or game itself. Users can redeem your promo codes in a number of ways, including: From Google Play, using the Redeem sajian option. From your app. They’ll be directed to the Play checkout flow before being redirected back to your app. By following a link that embeds the promo code (see kiat below). For more details about running a promotion for your app or game, read this article on the Google Play Developer Help Center . Tips for making the most of promo codes Some things to keep in mind when running a successful promotion: There’s a limit of 500 promo codes per app every quarter. You can embed your code in a URL so that users don’t have to enter it themselves (for example, if you’re sending your codes in an email). You can use the URL: https://play.google.com/redeem?code=CODE (where CODE is a generated promo code). To use promo codes for in-app products, you should implement In-app Promotions in your app. Note that promo codes can’t be used for subscriptions. Review and adhere to the Promotional Code Terms Of Service. We hope you find interesting ways to use promo codes to find new users and engage existing fans. To learn more about the many tools and best practices you can use to grow your business on Google Play, download our new developer playbook, “The Secrets to App Success on Google Play”.
Sumber http://mobile-app-apk.blogspot.com

Android Developer Story: Music App Developer Djit Builds Higher Quality Experiences And Successful Businesses On Android

Posted by Lily Sheringham, Google Play team Paris-based DJiT is the creator of edjing , one of the most downloaded DJ apps in the world, it now has more than 60 million downloads and a presence in 182 countries. Following their launch on Android, the platform became the largest contributor of business growth, with 50 percent of total revenue and more than 70 percent of new downloads coming from their Android users. Hear from Jean-Baptiste Hironde, CEO & Co-founder, Séverine Payet, Marketing Manager, and Damien Delépine, Android Software Engineer, to learn how DJit improved latency on new Android Marshmallow, as well as leveraged other Android and Google Play features to create higher quality apps. Find out more about building great audio apps and how to find success on Google Play .
Sumber http://mobile-app-apk.blogspot.com

Rabu, 10 Maret 2021

Play Games Permissions Are Changing In 2016

Posted by Wolff Dobson, Developer Advocate We’re taking steps to reduce sign-in friction and unnecessary permission requests for players by moving the Games APIs to a new model. The new interaction is: Players are prompted to sign-in once per account, rather than once per game Players no longer need their account upgraded to Google+ to use Play Games services Once players have signed-in for the first time, they will no longer need to sign in to any future games; they will be automatically signed in Note: Players can turn off auto-sign-in through the Play Games App’s settings Advantages: Once a user signs in for first time, new games will generally be able to sign in without any user interaction There is no consent screen required for signing in on any particular game. Sign-in will be automatic to each new game. In order to respect user’s privacy and avoid revealing their real name, we also have to change the way player IDs work. For existing players: Games will continue to get their Google+ ID (also called “player ID” in previous documentation) when they sign in. For new players: Games will get a new player ID which is not the same as the previous IDs we’ve used. Potential issues Most games should see no interruption or change in service. There are a handful of cases, however, where some change is required. Below are some issues, along with potential solutions. These are: Asking for the Google+ scope unnecessarily Issue: Your users will get unnecessary, potentially disturbing pop-up consent windows Solution: Don’t request any additional scopes unless you absolutely need them Using the Play Games player ID for other Google APIs that are not games Issue: You will not get valid data back from these other endpoints. Solution: Don’t use player ID for other Google APIs. Using mobile/client access tokens on the server Issue: Your access token may not contain the information you’re looking for ...and this is not recommended in the first place. Solution: Use the new GetServerAuthCode API instead. Let’s cover each of these issues in rincian. Issue: Asking for unnecessary scopes Early versions of our samples and documentation created a GoogleApiClient as follows: // Don’t do it this way! GoogleApiClient gac = new GoogleApiClient.Builder(this, this, this) .addApi(Games.API) .addScope(Plus.SCOPE_PLUS_LOGIN) // The bad part .build(); // Don’t do it this way! In this case, the developer is specifically requesting the plus.login scope. If you ask for plus.login , your users will get a consent obrolan. Solution: Ask only for the scopes you need Remove any unneeded scopes from your GoogleApiClient construction along with any APIs you no longer use. // This way you won’t get a consent screen GoogleApiClient gac = new GoogleApiClient.Builder(this, this, this) .addApi(Games.API) .build(); // This way you won’t get a consent screen For Google+ users If your app uses specific Google+ features, such as requiring access to the player’s real-world Google+ social graph, be aware that new users will still be required to have a G+ profile to use your game. (Existing users who have already signed in won’t be asked to re-consent). To require Google+ accounts to use your game, change your Games.API declaration to the following: .addApi(Games.API, new GamesOptions.Builder() .setRequireGooglePlus(true).build()) This will ensure that your game continues to ask for the necessary permissions/scopes to continue using the player’s real-world social graph and real name profile. Issue: Using the Player ID as another ID If you call the Games.getCurrentPlayerId() API, the value returned here is the identifier that Games uses for this player. Traditionally, this value could be passed into other APIs such as Plus.PeopleApi.load. In the new versi, this is no longer the case. Player IDs are ONLY valid for use with Games APIs. Solution - Don’t mix IDs The Games APIs (those accessed from com.google.android.gms.games) all use the Player ID, and as long as you use only those, they are guaranteed to work with the new IDs. Issue: Using mobile/client access tokens on the server A common pattern we’ve seen is: Use GoogleAuthUtil to obtain an access token Send this token to a server On the server, call Google to verify the authenticity. This is most commonly done by calling https://www.googleapis.com/oauth2/v1/tokeninfo and looking at the response This is not recommended in the first place, and is even more not-recommended after the shift in scopes. Reasons not to do this: It requires your app to know the current account the user is using, which requires holding the GET_ACCOUNTS permission. On Android M, this will result in the user being asked to share their contacts with your app at runtime, which can be intimidating. The tokeninfo endpoint isn’t really designed for this use case - it’s primarily designed as a debugging tool, not as a production API. This means that you may be rate limited in the future if you call this API. The user_id returned by token isu may no longer be present with the new versi. And even if it is present, the value won’t be the same as the new player ID. (See dilema 2 above) The token could expire at any time (access token expiration times are not a guarantee). Using client tokens on the server require ekstravalidation checks to make sure the token is not granted to a different application. Solution: Use the new GetServerAuthCode flow Fortunately, the solution is known, and is basically the same as our server- side auth recommendations for web. Upgrade to the latest version of Google Play Services SDK - at least 8.4.87. Create a server client ID if you don’t already have one Go to the Google Developer Console, and select your project From the left nav, select API Manager, then select Credentials Select “New Credentials” and choose “OAuth Client ID” Select “Web Application” and name it something useful for your application The client id for this web application is now your server client id. In your game, connect your GoogleApiClient as normal. Once connected, call the following API: Games.getGamesServerAuthCode(googleApiClient, “your_server_client_id”) If you were using GoogleAuthUtil before, you were probably calling this on a background thread - in which case the code looks like this: // Good way GetServerAuthCodeResult result = Games.getGamesServerAuthCode(gac, clientId).await(); if (result.isSuccess()) String authCode = result.getCode(); // Send code to server. // Good way Send the auth code to your server, exactly the same as before. On your server, make an RPC to https://www.googleapis.com/oauth2/v4/token to exchange the auth code for an access token, probably using a Google Apis Client Library . You’ll have to provide the server client ID, server client secret (listed in the Developer Console when you created the server client ID), and the auth code. See more details here: https://developers.google.com/identity/protocols/OAuth2WebServer?utm_campaign=play games_discussion_permissions_012316&utm_source=anddev&utm_medium=blog#handlingresponse No, really:  You should use a Google Apis Client Library to make this process easier. Once you have the access token, you can now call www.googleapis.com/games/v1/applications/ /verify/ using that access token. Pass the auth token in a header as follows: “Authorization: OAuth ” The response value will contain the player ID for the user. This is the correct player ID to use for this user. This access token can be used to make additional server-to-server calls as needed. Note: This API will only return a 200 if the access token was actually issued to your web app. In summary Let’s be very clear: If you do nothing, unless you are depending explicitly on Google+ features, you will see no change in functionality, and a smoother sign-in experience. If you are: Requesting Google+ scopes without using them, it’s a good idea to stop using them from here out. Sending client access tokens to your server, we strongly suggest you use getGamesServerAuthCode() instead. Thanks, and keep making awesome games!
Sumber http://mobile-app-apk.blogspot.com

New Features To Better Understand Player Behavior With Player Analytics

Posted by Lily Sheringham, Developer Marketing at Google Play Google Play games services includes Player Analytics, a free reporting tool available in the Google Play Developer Console, to help you understand how players are progressing, spending, and churning. Now, you can see what Player Analytics looks like with an exemplary implementation of Play games services: try out the new sample game in the Google Play Developer Console, which we produced with help from Auxbrain , developer of Zombie Highway 2 . The sample game uses randomized and anonymized data from a real game and will also let you try the new features we’re announcing today. Note: You need a Google Play Developer account in order to access the sample game. Use predictive analytics to engage players before they might churn To help you better understand your players’ behavior, we’ve extended the Player Stats API in Player Analytics with predictive functionality. The churn prediction method will return data on the probability that the player will churn, i.e., stop playing the game, so you can create content in response to this to entice them to stay in your game. Additionally, the spend prediction method will return the probability that the player will spend, and you could, for example, provide discounted in-app purchases or show ads based on these insights. Create charts in the new funnels report to quickly visualize sequences of events The funnels report enables you to create a funnel chart from any sequence events, such as achievements, spend, and custom events. For example, you could log custom events for each step in a tutorial flow (e.g., tutorial step 1, step 2, step 3), and then use the funnel report to visualize the exit points in your tutorial. Measure and compare the effect of changes and cumulative values by new users with cohort’s report The cohorts report allows you to take any event such as sessions, cumulative spend, and custom events, and compare the cumulative event values by new user cohorts - providing valuable insight into the impact of your decisions on your gaming versi. For example, you can view users that started the day before you made a change and the day after. This allows you to measure and compare the effect of changes made, so if you doubled the price of all your items in your in-game store, you can see if the cumulative sessions started after the change was lower or higher than the users that started before the change. Updated C++, iOS SDKs and Unity plug-in to support Player Stats API We have updated the C++ and iOS SDKs, and the Unity plug-in, all of which now support the Player Stats API, which includes the basic player stats as well as spend and churn predictions. Be sure to check out the sample game and learn more about Play Games Services. You can also get top tips from game developer Auxbrain to help you find success with Google Play game services.
Sumber http://mobile-app-apk.blogspot.com

Selasa, 09 Maret 2021

How Fabulous And Yummly Grew With App Invites

Posted by Laurence Moroney, Developer Advocate Introduced in May 2015, App Invites is an out-of-the-box solution for conducting app referrals and encouraging sharing. So far, we’ve seen very positive results on how the feature improves app discovery. While 52 percent of users discover apps by word of mouth, we have seen 92 percent of users trust recommendations from family and friends with App Invites. In this post, we’ll share some success stories from companies that have already used App Invites to grow their user base. Fabulous is a research-based app incubated in Duke University's Center for Advanced Hindsight. The app helps users to embark on a journey to resetting poor habits, replacing them with healthy rituals, with the ultimate goal of improving health and well-being. Users started taking advantage of App Invites within the app to share their experience with their friends and family. App Invites installs now account for 60 percent of all Fabulous installs via referrals. Sharing clicks also increased by 10 percent once App Invites were used. Fabulous also noticed increased user retention, with 2x the Life Time Value of the app for users that came in to it via App Invites. Fabulous simplified their user experience, combining SMS and email into a single interface, allowing users to focus on sharing. Additionally, users that were acquired via App Invites versus other channels were found to be twice as likely to stay with the app. CTO of Fabulous, Amine Laddhari, commented, “It took me only a few hours to implement App Invites versus several days of work when we built our own solution. It was straightforward!” You can view the full case study from Fabulous here . Yummly , a food discovery platform that views cooking a meal as a personalized, shareable experience wanted to expand its user base and generate awareness on the Android platform. It added App Invites so that users could recommend the app to their family and friends, giving functionality to share specific recipes, dinner ideas or shipping lists. With App invites, they found that installation rates were about 60 percent higher compared to other sharing channels. Additionally, Yummly was able to take advantage of the seamless integration of Google Analytics. It’s the only share channel that has this integration, allowing data such as the number of invites sent, accepted and resulting installs to be accurately tracked. Melissa Guyre, Product Manager at Yummly, commented, “The App Invites Integration process was seamless. A bonus feature is the excellent tracking tie-in with Google Analytics.” You can view the full case study from Yummly here . App Invites is available for Android or iOS, and you can learn how you can build it into your own apps at g.co/appinvites.
Sumber http://mobile-app-apk.blogspot.com

Android Developer Story: Travel App Wego, Increases Monthly User Retention By 300% With Material Design

Posted by Lily Sheringham, Google Play team Headquartered in Singapore, Wego is a popular online travel marketplace for flights and hotels for users in South East Asia and the Middle East. They launched their Android app in early 2014, and today, more than 62 percent of Wego app users are on Android. Wego recently redesigned their app using material design principles to provide their users a more native Android experience for consistency and easier navigation. Watch Ross Veitch, co-founder and CEO, and the Wego team talk about how they increased monthly user retention by 300 percent and reduced uninstall rates by up to 25 percent with material design.