Visit The Gallery Today!

Catering for the customer and developer in equal measure, the internationally-renowned iPhone Apps Gallery is the website of choice for application lovers everywhere. Boasting a substantial catalogue of applications, elegantly divided into categories such as ‘Sports’, ‘Social Networking’ and ‘Entertainment’, the site’s wealth of knowledgeable and tech-savvy writers review and rate the latest mobile releases on iOS in order to help the average consumer make an informed choice in picking the app that is most suited to their needs.

Working in a similar manner to film and music aggregation sites such as Rotten Tomatoes or Metacritic, the App Gallery’s concise, cogent and informative reviews assist the casual phone owner in navigating an often confusing, intimidating and grossly over-saturated App Store. Reinforcing their investment in the happiness of the consumer, the Gallery additonally provides visitors with a seemingly endless list of free apps to download and explore, a genuine tool for optimising the mobile phone activity of the typical user.

Yet, iPhone Apps Gallery also bridges the often gaping gap between the consumer and developer. Offering independent developers a platform to showcase their latest wares, the website is curated by a diverse palette of writers who utilise engaging, colourful and arresting copy (or allows developers to add their own app descriptions) to raise awareness of a brand amongst their site visitors. Both developer and user can be assured of a fair and trustworthy assessment of each and every app on a website whose impressive collection of app reviews puts contentment and satisfaction in your hands.

A New Experience – Working in the games industry

Hey there, Usman here!

This is a new experience for me and you could say a dream come true. I’ve always wanted to work in the games industry in some capacity and now I have the chance. Dojit has given me the opportunity work as Marketing assistant and join a talented team to learn and earn some valuable experience with.

I have experience working with top brand names in the technology industry, companies like Microsoft, Lenovo and Samsung, training staff members in PC World and John Lewis on new products such as Windows 8, Lenovo Yoga Book and Samsung Galaxy S4. This has been a good experience as you can bring great product awareness to the staff members and raise sales, which will help both store and the company represented. It also brings brand awareness to the customers; they experience new technology products and learn something new as they come into the store. Now, with the opportunity of working in the games industry, it will take my experience to the next level and advance my career.

Now on to the fun stuff! I love video games! I have been a gamer since the days of the Super Nintendo. Playing Super Mario and Legend of Zelda: Link To The Past early morning before school was the most enjoyable experience’s I had. Getting that once stage further in Mario or finding that heart peace or killing a boss in Zelda was what I lived for back then. Then I moved onto the N64, PS1 and we entered the 3D era. Seeing Link and Mario characters and worlds in fully 3D changed the way we all looked at games.

Jumping all the way to current generation, gaming has changed a lot; we live in an always-connected world, connecting us to people all over in online multiplayer games. We’ve also entered a time of casual games. Games we can play on our mobile phones or in Facebook on a web browser. People do not have the time to put in hours into games on their consoles or PC’s but can spend 10mins on their commute playing Farmville or Candy Crush Saga.  The casual games I am playing at the moment are Angry Birds Star Wars and Plants Vs Zombies. It’s very satisfying to get past a level in a short amount of time and easy to pick up again.

Hope you enjoyed my first post, will be hoping to bring you fun and informative content in the future

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!

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:

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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.

Home Bear – A Kid Friendly Game


At dojit we know everyone likes Bears, especially cuddly teddy bears. So we had to build a bear, Home Bear, so that everyone can love bears too.

So how have we done this?

Game Play – The game starts with easy to complete tutorial levels which are based on a Dream World. Here you can learn how to use the kids friendly tools :  Ladder, Pillow, Party Balloon, Space Hooper, Marsh Mellow and Platform Bridge. These levels then get more complex, developing into puzzles which require careful thought to complete using a preselected amount of tools.

Languages – For a truly international audience we have developed the game to work in Chinese (中国游戏), English, French, German, Italian, Japanese, Portuguese, Russian and Spanish. This allows children throughout the world to be able to play and enjoy Home Bear.

Phone, Tablet, Pad Support – At launch we aim to support Google Android and Apple devices which is the majority of smartphones in the world. During the first quarter of 2013 we will add support for Chinese, Windows phone. Take a look at

Free to Play and Paid Versions – By offering free play versions, kids can develop their knowledge and skills, allowing dojit to market the game to the casual games market. A paid version is offered which requires no further payments and ensures that children cannot add items to the users bill. Take a look at

Support – Through our online support site we can provide help, treats and tips on how to play the game.


Through this strategy we can help children throughout the world play and enjoy our game throughout 2013. As Home Bear Game is the first game to be launched by dojit games, developing games which are none violent and aimed at casual players who want to enjoy games.

Beta Testing with a Home Bear

Everyone is looking forward to the holidays, the shops are full of bright and shiny gifts to buy our family, friends and children. Yet Home Bear Game is slowly moving towards a launch on Android and Apple devices before Christmas.

Home Bear Game has been developed for kids, especially those who want a game which provides a fun and safe learning environment. The aim of the game is to help a cuddly bear, called Home Bear to get home, through a series of puzzle type screens.

At dojit, we love bears, especially Teddy Bears and therefore Home Bear never gets hurt or harmed in any way. You just restart the level if he gets stuck, as Bear sometime do.

For more information about Home Bear, check our website at and our Facebook page at so we can keep you updated.