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Fat Jump Pro (By SID On)

Developer: SID On Price: $0.99 Version Reviewed: 1.2 Download: here Requirements: Compatible with iPhone, iPod touch, and iPad.Requires iOS 4.0 or later. Located in the Warsow,Poland-SID on an independent mobile application developer has announced a recent update of Fat Jump Pro for the iPhone,iPad and iPod touch.Fat Jump Pro is a fast paced vertical arcade action for the iOS devices.Using the tilt controls the player must guide the jumping,little green hero (a healthy and crispy cucumber) up a never ending series of platforms...

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Wednesday 8 February 2012

Tablets and Smartphones Proving to be Disruptive to TV Advertisers – App Usage Spiked During Super Bowl Commercial Breaks

Flurry Analytics ran the numbers for watchers of last Sunday’s Super Bowl XLVI, the record-breaking most watched television show in history, versus iOS and Android app usage and discovered that “second screen” use was nearly as high as Super Bowl viewers.
According to Flurry, The Neilson Company reported that 111 million people watched the 2012 Super Bowl while 98 million people launched applications during the same time period of between 3:15 p.m. PST and 7:15 p.m. PST. Flurry estimated that nearly one-third of the U.S. population used an application within that four-hour window.
Interestingly, Flurry’s second-by-second analysis of app usage during the Super Bowl showed that users put down their phone from Madonna’s half-time show for the longest, sustained period of time, and subsequently picked it right back up for the half-time commercial block.
The data also showed that change in app usage by quarter was lowest during the first two quarters of the game and highest during the third quarter, maintaining an app usage average that was higher in the final quarter of the game than in the first and second quarters.
Advertisers will be disappointed to learn that app usage went up consistently during commercial breaks. With the amount of money that a single, 30-second commercial costs to get aired during the Super Bowl half-time, it must be shocking to discover that average app usage increased to its highest level of 11 percent during that prime spot. In fact, Flurry’s analysis shows that viewers were more engaged in commercials during the first half of the game than they were during the second half, leading one to believe that the prime airtime would be within the first quarter of the game.
“The relationship between advertisers and consumers continues to change, with smartphones and tablet apps and browsers a key role,” states Flurry’s blog. “In a year when the industry is anticipating major moves from companies like Apple and Google around interactive television, app makers and marketers will need to learn and adapt.”

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