Basketball games prove link between mobile optimisation and revenue

We recently heard some interesting stats for game studios, which came to us by way of a contact at Google:

Improving your Play Store rating from 3.3 stars to 4.1 stars is correlated, on average, with a gain of 150 percent in revenues.

Moreover, one of the best ways to achieve this improved rating is by optimising the speed and fluidity of your game, because 60 percent of four-star reviews mention this particular aspect of user experience.

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GS7 Edge beats iPhone 7 Plus and rival Androids at Mario


Don’t be fooled by the nostalgic graphics and simple gameplay. Nintendo’s new mobile title, Super Mario Run, is a real battery guzzler due to its blistering 60fps frame rate, high CPU usage and always-on network connectivity. This is true of both the iOS and Android versions of the game, but the impact on user experience (and hence potentially on user reviews and revenues) is more surprising on certain top-end Android phones. Let's take a look at some numbers...

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OnePlus and Meizu accused of cheating benchmarks to dupe consumers

So much time has passed since the last big benchmark cheating scandal in 2013 that you’d be forgiven for thinking that the issue had gone away.

We here at GameBench had certainly hoped so -- after all, we originally built GameBench in order to help the mobile industry progress beyond this sort of behaviour, by allowing bloggers and enthusiasts to test real games and apps in order to provide a meaningful, uncheatable measurement of performance.

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  • GameBench Staff
  • 07. February 2017
  • 0 Comments

The biggest question mark hanging over mobile VR is not ‘if’ or even ‘when’ -- it’s ‘how?’

Is mobile VR really going to take off? Will businesses soon be expected to deliver information, entertainment and services through a pair of wireless goggles?

Consumers have the luxury of detached speculation. But for those inside the industry, whose efforts can actively pioneer the future of mobile or hold it back, VR is a more pressing concern.

At open( London ) on February 2nd, we’re hosting a series of presentations and discussions that will help hardware and software creators to address some of the most critical areas of uncertainty -- starting with how to optimise and test a mobile VR application to ensure it doesn’t leave users feeling disappointed (or worse, queasy).

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  • GameBench Staff
  • 30. January 2017
  • 0 Comments

The death (and rebirth) of the smartphone buyer's guide

It’s a perk of my line of work that I usually get given a new phone to try out every couple of months. But despite this (much appreciated) luxury, I still like to go into phone stores once in a while to get a feel for what shoppers are asking for and what they’re being sold.

That’s how I ended up at a central London branch of Carphone Warehouse just in time to receive a pitch from a very suave and eloquent salesman who was trying to sell me an iPhone 7. “Have you tried it yet?!” he asked, with apparently genuine excitement.

It was halfway through this conversation that a thought struck me: He hasn’t once asked me about my usage profile. Do I play games? Do I watch a lot of Netflix? Do I spend my evenings on social media? Am I an avid mobile photographer? Am I a pure business user, just checking emails and making calls? His sales patter made room for none of this.

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