In addition to promoting the new #WWDC22 hashtag this week, Apple has made a special webpage highlighting community-hosted events set to happen during or after its Worldwide Developers Conference next week.
The events are a good opportunity for “learning, networking, and fun,” Apple said.
Apple distributed a new set of fraud analysis data Wednesday. It indicated the App Store prevented 1.6 million “risky” and “untrustworthy” apps from defrauding users in 2021, stopping “nearly $1.5 billion in fraudulent transactions.”
As with other recent data compilations, Cupertino released the news at a time when the App Store’s strict policies have come under fire.
This post on World of Warcraft is brought to you by MmoGah.
Since its debut nearly two decades ago, World of Warcraft has claimed its place at the top of the gaming industry. This massively multiplayer online roleplaying game is probably the most successful video game ever created.
More than 100 million World of Warcraft accounts have been created since the game’s inception in 2004. Additionally, the game has grossed more than $9 billion, making it the highest-earning video game of all time. While its subscription numbers have fallen over the years, WoW offers plenty of lessons for developers and gamers.
One of the main reasons World of Warcraft remained popular all this time is because it equips players with skills and lessons that they can apply in real life. And it’s not only players who can learn from this game. Game developers, especially up-and-coming ones, can pick up a few notes on how to improve their creative output.
Let’s start with what game devs can learn from World of Warcraft.
As the Russian armed incursion into Ukraine continues, several developers have pulled their apps from the Russian App Store. Companies that have done so to date include Ukraine-based Readdle, MacPaw and Ajax Systems, as well as Grammarly and Epam, sources have told Cult of Mac.
The app makers add their voices to numerous other companies taking their business away from Russia amid the conflict.
Dutch regulators hit Apple with another $5 million fine Monday for not properly complying with new rules that say dating apps should be allowed to accept alternative payment methods. The penalty now totals $20 million.
The Netherlands Authority for Consumers and Markets (ACM) dismissed Cupertino’s feeble attempts to satisfy its requirements and said developers should not have to build brand-new apps to offer alternative payments options.
Apple today received its third €5 million (approx. $5.7 million) fine from Dutch regulators for failing to comply with new legislation that allows dating apps to accept payments outside of the App Store.
The Authority for Consumers and Markets (ACM) warned Cupertino that it could have to pay up to €50 million (approx. $57 million) for not abiding by the new rules. “ACM is disappointed in Apple’s behavior and actions,” it said Monday.
Apple on Thursday confirmed it will charge developers in the Netherlands a 27% cut of sales revenue when they use third-party payment systems. And, just as expected, that has not gone down well with developers.
Steve Troughton-Smith, creator of apps like Broadcasts and Pastel for iOS, called the move “absolutely vile” and said Apple executives “should be ashamed.” Here’s what others are saying.
Apple on Thursday published new details on how it plans to handle third-party payments for dating apps in the Netherlands. The document confirms that Apple will continue to take a cut of all net revenues at a “reduced” rate of 27%.
It also states that developers must provide Cupertino with a report of all transactions each month so that they can be invoiced for the commission. Apple says it has the right to carry out audits to ensure accurate reporting.
Apple has confirmed that developers can now release unlisted apps on iPhone, iPad and Mac that cannot be found without a direct link.
Unlisted apps — which do not appear in App Store search results, categories, recommendations, or other listings — will developers to distribute their titles to limited audiences, such as employees and students.