Totally Milkshake Promo

Totally Totally with some Milkshake

In June we will be launching Totally Milkshake, our flavour-tastic  100 milkshake recipe game for Ipad, Iphone and loads of Android tablets.

Totally Milkshake is the lip smacking new matching game from Dojit that’s sure to set your taste buds and gaming fingers ablaze. With its fantastic colours and fun game play this gem is sure to keep you entertained for hours on end.

Collect the right ingredients to mix up your favourite fruits, nuts and chocolate and turn them into awesome shakes. Just make sure you’re quick enough to catch the falling ingredients into the milkshake glass, or else you’ll lose points and get some less then taste-tastic combinations.

Look up your favourite milkshakes on our list and try and complete all one hundred recipes! Try to make the most milkshakes in a set amount of time! Rank up the highest score and become master of the milkshake parlour! You’ll soon be spending hours trying to complete all this amazing game has to offer and more! And the best thing about totally milkshake is every shake on the list is REAL.

Once you’re done playing the game, you’ll find it easier to memorize all your favourite milkshake treats. The more recipes you unlock, the more flavours you’ll be able to try! So get stuck right in and put on your favourite cooking apron, because you’re going to be in for a real sugary treat!

How do we make sure the uk economy doesn’t dip again?

A radical suggestion from a radical new industry job maker: Games.

Good news it would seem as The Office for National Statistics released its first estimates for GDP yesterday today with experts saying the news should deliver a “psychological boost to consumers and businesses”.

“Today’s figures are an encouraging sign the economy is healing,” said George Osborne. “We are making progress. Businesses have created over a million and a quarter new jobs, and interest rates are at record lows.”

Year on year, the economy has grown by 0.6%, above what the OECD predicted last month. Apparently the big winners or gainers here are in the service sector, which unsurprisingly for the UK is leading the way with quarter one growth of 0.6% whilst more old school tangible building things like in the construction sector shrank by 2.5% whilst production industries registered growth of just 0.2%.

So what does this say about the UK economy? Is it changing, should it change, should the government see this change and do more about it? Or can we rely on people building and buying houses forever?

Let me give you some other stats about a small and growing part of that economy, a part of a larger sector called the Creative Industry, something which has massive export potential, and helps Apple do a very important thing for America. It’s something we are part of at dojit games.

As Apple manufactures it’s products mainly in China but as this very interesting paper shows because of the app economy (i.e. people building apps and mobile games for iOS) The end result of it is that the app economy produces twice as many jobs in the US economy as there are people working to make Apple products in China.

This has BIG implications, and I think it is here that we have the answer for the UK. We start believing in advanced digital manufacturer. We start understanding the economic power of mobile games and mobile games development.

You have to remember that this industry is entirely new: before Apple et al brought out the iPhone and the smart phone revolution that following in 2007 none of it existed at all. It’s a radical new wealth creator. Just like it’s older brother video games. Which itself is advanced and creative digital manufacturing at its best.

The UK video games industry is the largest in Europe and the UK, it’s a world class location for video game development. The UK boasts a substantial and highly qualified talent pool, some of the finest video games studios globally, technical as well as creative excellence, an ongoing ability to generate products that sell well globally and to create original video games IP.

The UK is home to the studios that have developed video games such as Grand Theft Auto IV (the fastest selling entertainment product of all time), Runescape, the Fable series, Broken Sword and LittleBigPlanet.

The video game sector offers opportunities for growth and high value, high technology job creation for the UK. Estimates from PWC suggest that the global market for video games will grow from $52.5 billion in 2009 to $86.8 billion in 2014. TIGA’s, the really rather wonderful games union, has an ambition to make the UK the best place in the world to do games business and so enable the UK economy to secure a growing share of this huge market.

The UK games development sector contributes approximately £1 billion to UK Gross Domestic Product  per annum. Whilst a survey of developers conducted by Games Investor Consulting, saw the sector grew by 4% per cent in 2012, remember the service industry grew by 0.6%. So how’s that for growth George? Let’s get behind the UK mobile game industry and make sure we don’t do the triple dip!

How a small number of Parents could stop Mobile Gaming

There is some dangerous rhetoric being bandied around – with ideas which if they are allowed to take off could ruin the very start of something wonderful which will make money for England.

I am talking about how the mistakes of a small minority might make it impossible for creativity to blossom, how the irresponsible can control the minds of the many responsible, how governments can really hamper a growth sector – our sector – the mobile gaming developers of this world.

And so many reporters are jumping on the bandwagon mainly due to high PR profile cases, for example the story of one young boy who spent £1700 on his father’s iPad in less than an hour. Ok that is bad but let’s get a dose of reality here i.e. I would guess that only 1 person in a million has done this (*the exact analytical stats are not known.)

Shouldn’t it be, ultimately, the parent’s responsibility to check what their children are doing. Or to know about opt in and opt out choices work as according to Charlie Osborne of ZDnet, “not every parent understands how an application works, the fact you can turn off in-app purchases in settings, or even that in-app purchases exist.” Isn’t this like saying people don’t know that you can call people on mobile phones, that your child, unless you chat to them about it, could call a premium number on a landline? And that you can block children from access to things?


This is the nanny state gone mad. As of now, the OFT has launched an investigation into whether children are being unfairly pressured or encouraged to pay for additional content in ‘free’ web and app-based games, including upgraded membership or virtual currency such as coins, gems or fruit. So mobile games developers and the industry is to be pressured into NOT creating engaging games and getting them paid for with upgrades? This IS Dangerous!

We understand that as part of the investigation, the OFT is looking into whether these mobile phone games include ‘direct exhortations’ to children – a strong encouragement to make a purchase, or to do something that will necessitate making a purchase, or to persuade their parents or other adults to make a purchase for them. Again isn’t this an attack on basic freedoms. I don’t hear anyone picking on the toy industry for advertising on Nickelodeon.

People use Google for free as other people’s advertising pays for it, you use Facebook for free and give them your personal details, you use apps for free and you can upgrade your experiences, you watch ITV for free and advertising again pays for it. You can get a free piece of a cake at a shop – and the shopkeeper hopes you buy some more later on. Surely everyone knows this by now – and trying to stop this is counterproductive to productive people – people working hard to make a new way of living. People who are making great mobile games and doing great things.

With this weak thinking, the OFT should look into whether parents who give their children their credit card details and pin numbers should be reimbursed? Madness! Or should the government investigate whether shopkeepers are allowed to entice people in with sampling their wares? Should all “so called” freebies be stopped – whenever you can “try before you buy” we should monitor the effects on people, of course not.

Sampling, freemiums, try before you buy, test drives, upgrades, the ability of the customer to make a decision are all things we should praise and triumph. STOP this madness! Didn’t we go through this before with credit cards and the internet? And before then with landlines and naughty numbers!

It is simple. If it is connected to your finances, if it can take money out of your wallet, if you give access to it to your children, in ANYWAY, the responsibility for your child’s action have to lie with you, as the responsible adult.

One simple solution rather than smashing the whole mobile phone games industry, throwing the baby out with the bather water, might be as reported in ICT Innovate, to “Make sure you’re logged out and don’t give your password to your children in the first place.“ I find this works every time.

Freemium or Premium? That is the question… Or is it? Part Two

It is interesting that new research reported by Shane Schick shows offering virtual merchandise is a key monetization strategy for iPhone and iPad apps. Not the freemium model as previously thought. For a while now in the mobile / hand held gaming world (which for a very quickly changing world is not very long) we have seen iOS leading the way for in app purchases. The thinking from massive games like Clash of the Clans being keep apps free but offer some opportunities for consumers to open their wallets once they’re engaged – a lot of opportunities. Distimo’s recent research report: “How The Most Successful Apps Monetize Their User Base” backs this up with some really lovely numbers. The Netherlands-based company, which provides an app store analytics tool, looked at the highest-grossing 250 apps in Apple’s App Store in February that have been released in the last year.

 The Stats:

arpd-ipad-us arpd-iphone-us

More than three-quarters of all revenue was generated via in-app purchases (IAPs), with 90 percent coming from Asian markets. Which is something I found very interesting – as this is the area we wish to enter with titles like Dragon Dancer. Countries like Japan also tend to spend more on apps, but the overall average price was $0.99. Freemium doesn’t work–at least based on this data. Many of the freemium apps generated less than $0.99 on average per user and the overall average revenue was $0.93. Freemium trailed far behind other monetization models such as in-app purchases or even paid downloads. IAPs and paid downloads go together almost as well as chocolate and peanut butter: Distimo said this combination generated even more revenue for the developers that have tried it. Screen size may matter: iPads with IAPs generated more money than IAPs on iPhone apps, and the average price point was higher, with more than $4 for the tablet apps vs. just over $2 for smartphone versions.

Fantasy games can turn into real cash. On Distimo’s top 10, the app with the highest all-time average revenue per download was Rage of Bahamut, which gets more than $7.00. “Even though the (IAP) model is successful in all countries, it doesn’t mean that success is guaranteed in all of them,” the report says. An example of this is one of the top revenue generating countries for the Apple App Store for iPhone–Germany–where only 61 percent of revenue was generated from in-app purchases in February 2013. Although the overall approach to data analysis looks quite sound in this report, there is one fairly large gap. Distimo limited its research to revenue generated within the app store, probably because that’s what its tool, AppIQ, focuses on as well. This leaves out ad revenue that could be substantial for a number of apps, depending on whether the developer markets their app or game through an ad network. The study is a good endorsement of IAPs, but the study offers no real guidance on approach–how to offer IAPs as part of the app experience, how to price merchandise and how to nurture a paying customer relationship over the long term.

That’s still something that us mobile game developers will have to figure out on our own.

How social is mobile gaming? How mobile is social?

Sitting on the train going to the next station you see lots of people of all ages on their mobile phones, on their smart phones, probably on mobile apps, most probably playing games. But how many of them are still playing free mobile games which are social in nature? How many more invites to FarmVille or CandyCrush can the world take?

Social for many developers has apparently started to lose its shine. Talking to, many of the UK game developers, as part of the TIGA event in the House of Common’s last month, I realised that apart from the BIG players in the market place the success that Facebook seemed to instantly give creative game developers seems to be on the wane.


Part of this I believe is that Facebook didn’t move quickly enough into creating a satisfying mobile experience. They and other social networks have for nearly a decade dominated the web. However, it is the combination of the smart phone and tablet mobile device, the technology and the app stores that have created new opportunities for global social experiences that were not possible in the web. But many of the main players realised this too late. As such, this created new business opportunities those developers who are utilizing the camera, real-time sharing, location-based technology and virtual items to reshape social experiences on mobile. Apps like WeChat, LINE, Kakao, Zoosk, Badoo, and Find My Friends are at the forefront of this newfound growth. And some of those publishers are starting to figure out ways to monetize this distribution. But they are doing so often without gaming.

Over the past year, social Networking apps as a category was the third-largest in iOS revenue, up from twelfth one year ago. While revenue growth was seen across all major countries, Japan stood out with a tenfold increase in monthly revenue year-over-year, led by the runaway success of LINE. Whilst In the last year, global revenue growth for social networking apps has outpaced growth of its own downloads as well as revenue for other app categories.

As of January 2013, the Social Networking category ranked third in monthly revenues, behind only Mobile Games and Productivity Apps in the iOS App Store. And that’s up 87% compared to January 2012 monthly revenues, representing 3% of total iOS App Store revenue. Its growth is impressive and nowhere near its ceiling.

But are mobile and social gaming truly mixing and mixing well? iPad Games like Supercell’s “Clash of the Clans” are intrinsically social and make money from in-app purchases after social platforms have given them the launch they need to be viral. Their advertising done by social, they are free to be free, monetising en masse swapping your now invested time for money invested in skipping time – in doing the impossible – becoming god of time – if only in the game and only for one moment. But again how social is this really? How much FarmVille is really played on a truly in your pocket mobile device? Does this increase if the mobile gaming environment this is transferred over to on an iPad? Does it decrease or increase with the time of day you give your “social reward” for actions taken by the user.

Will it make a difference with Facebook’s new move, with Home, trying to take over the home screen of all android mobile phones? Will this finally work out for some mobile game developers the problems of discovery for their game / app? Will Facebook created a PPC version of this to help their monetisation strategy?

Should dojit only be producing mobile phone games, purely for Android, knowing that the changes are coming, or is it just hype as our wise old CTO believes?

From a marketing POV, the stats on where people play casual games for free would be a great thing to have. Especially for marketing our new releases like Home Bear and Soccer Zillionaire, as I know that people spend longer on apps in iPads and click on more adverts and buy more stuff when they do. But games wise, right now, we are rather unsociably in the dark.

UPDATE: Soccer Zillionaire

We are happy to announce that Soccer Zillionaire will be released in the next couple of weeks. We have designed a new logo that will be sure to stand out on the Apple and Google Play Store. Soccer has just got more exciting in this new hybrid of sports and board games. You now have the chance to become the ultimate Soccer Zillionaire in this fun game of strategy and nail biting shoot outs. Climb your way to the top of the leader board with your supreme team of world-class soccer players, each with their own individual skill set.

Keep checking the dojit blog for further updates on Soccer Zillionaire and our other games also check out our recent instagram account and follow us.

From the dojit team 🙂