Integrating advertising in a game and how Real Racing GTI nailed it

The iPhone now represents almost exactly one third of all touchscreen phones in the US, new comScore info says. Of all touch phones in the country, 32.9 percent are iPhones while all others trail significantly behind. Most of the runners-up are Verizon devices and include the LG Dare and Voyager at 8.7 and 7.8 percent respectively. The BlackBerry Storm has just seven percent, while the T-Mobile G1 is both the most popular Android and T-Mobile phone on the list with 3.6 percent.
Apple's success comes as the touchscreen field itself has swelled dramatically in the past year. The number of phones in American hands has jumped 159 percent from 9.22 million in August 2008 to 23.84 million just one year later. By comparison, the entire US smartphone market grew by 63 percent to 33.78 million, or enough for touchscreen phones to represent a large section of the smartphone business where they were just a minority before.

Flurry, a San Francisco-based mobile analytics company, says that in September, about half a million people among the 40 million users it tracked used apps more than 100 times per month.
1,2% of appfreaks use an one more than 100 times a month.

See the interview with the guys that put the word "video" in videogames.
via flickr.com
If you’re thinking about switching to the free+ model or promoting your app by giving it away for a short time, read on. A developer, who asked to remain anonymous, recently shared his experience with me. I’m glad he’s letting me share, as I think this could save you some pain.
Most of the newspapers, magazines, websites, TV programs and radio have something in common. They are a medium for advertising since you can remember. With the time, media outlets and advertisers have developed in most of the cases formats that allow marketeers to use space for commercial purposes. This is how we think of newspapers and blogs nowadays. Don't get me started with, let's say, search engines.

This is a fantastic article by Alfredo Padilla where he explains his point of view of the quality in the Apple Store.
I kept this one in Instapaper for a while. 2D Boy came to the iPhone news arena with the announcement that they are developing a app of their award winning and massively fun 'World of Goo'.
This article posted in the studio's blog explains the result of their Happy Birthday sale, were you could buy the game paying pretty much whatever you wanted. Similar to Radiohead's album download scheme. http://bit.ly/1UZaJA
The graphics include info about price paid, sales timeline and even a poll about desired price and price paid. Everything has good comment about profitability, owner's cut and issues with the server.
This reminds me of this tweet from last week:
appfreak I got @2dboy World of Goo in their "pay whatever you think it's worth" week http://2dboy.com/games.php
7 days ago from Tweetie
If you haven't done yet, I suggest you grab a copy while you can!

