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Empowering you to understand your world

Apple’s Top Reasons For App Rejections

I’m sure that both you and I have combed through app stores for games and other apps, hoping to come across just the right one. This taught me some things which are very much in line with the top reasons that the Apple Store rejected apps in the last week of August.

Here is the official list published by Apple:

  1. 14% of app rejections were due to a lack of information. This is the most common issue I have with apps, most notably ‘free’ apps which try to charge after installation.
  2. 8% of app rejections were due to apparent bugs (this is Guideline 2.2).
  3. 6% of app rejections were due to a failure to comply with the Developer Program License Agreement.
  4. 6% of app rejections were due to a failure to comply with Guideline 10.6, which is that app’s user interfaces should be intuitive.
  5. 5% of app rejections were in violation of Guideline 3.3, which is that apps with irrelevant names, descriptions, and screenshots are forbidden.
  6. 4% of app rejections were because apps names in iTunes Connect as they were displayed on devices were not similar.
  7. 4%: Guideline 3.2: Placeholder text is forbidden.
  8. Guideline 3.8: 3% of app rejections were due to inappropriate app ratings.
  9. Guideline 2.9: The submission of trial, beta, or test apps is forbidden. Google also (rightfully) takes this seriously.

If you want to release a beta version of an app, do so on your own website. App stores are only for apps that have completed testing. They have enough app submissions to analyze as it is, submitting buggy apps will just make that worse.

Apple also pointed out some very common and annoying tactics such as misleading or inaccurate app descriptions.

Some games, for example, are touted as free, but encourage the use of ‘diamonds’, ‘gold’, ‘gems’, etc to accelerate certain processes. This is fine until users level up, only to find that they can’t get anything done without either waiting days or weeks for every little thing, or pay for those fake currencies.

This sneaky tactic to get users addicted to games and then make them have to pay later in the game is unethical and saddening. Some of them even let you cheat your way through the game using money.

I actually preferred it when software vendors would just charge up front for the games, and everyone would be on the same playing field. No tricks.

Source: Apple.

For technology-related news, visit the technology category, and for technology reference material, visit the technology section.

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