Random iPhone Stats

iPhone Sales:

Before the new 3G iPhone was released, there were 6 million iPhones in the market place.

1 million 3G iPhones were sold in the first 3 days of release alone.

Forecasts suggest that there may be 15–20 million 3G phones sold before the end of 2008,
and that many again in 2009. more...

iPhone Apps

Avatar has been working with the Apple SDK kit for developing iPhone apps for over a month now. After several rounds of internal collaborating, and over 165 ideas, we have settled on a few apps we will develop internally. We have received an official certification from Apple and look forward to have our first app up on Apple store (for free) by the end of August.

Wall-E game is Disney’s first use of Papervision

Our first official use of Papervision was for a game for the wildly successful movie “Wall-E”. Wall-E, the spaceship and the other objects in the game were modelled and textured in Maya. Integrating the Maya elements with PP took some experimentation, but once we had established a work flow, things went smoothly. There were several performance challenges, and the avatar dev team was in communication with the PP creator. In the end we had to make some compromises (as all games inevitably must), but the client and our team were both very happy.

Best Performing Ads

Standard or Rich?

The average click through rate (CTR) for a standard banner ad = 0.11%, while rich ads produce a CTR ranging from 0.18% - 6.15%, with an overall average of 2.20%

The Expandable Banner ad (in the Rich Media section) performed the best all around. The lower CTR score may be attributed to users finding the content they are looking for in the ad itself (e.g., video), which can also explain why the Expandable Banner scored very high in the “50% played rate” and “fully played rate” categories (71%, 60% respectively).

In-ad games yielded the highest CTR (6.15%) and also had a remarkably high Start Rate (93%). The rising popularity of in- ad games has been a hot trend as adoption rates for the technologies used to develop the games/ads have been on the rise. For example, Flash 9 currently has a penetration rate of 97.3% in the U.S. and Canada, with Japan and Europe showing comparable rates, 98% and 96.5%, respectively*. While a lower Interaction Rate could be the result of users clicking through to begin interacting with the game itself, we believe that as adoption rates for new technologies continue to rise and as more features and functionalities become available to developers to push the envelope with in-ad games, the popularity and metrics in this segment will continue to grow steadily.

Source: EyeBlaster more...