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EU Opens New Horizons For App Innovation Under Digital Markets Act

The European Union’s Digital Markets Act is reshaping the app distribution landscape. The new regulation allows alternative app stores on Apple devices, fostering competition and empowering developers to explore innovative distribution channels outside the traditional App Store model.

Digital Markets Act Revolutionizes App Distribution

Under the DMA, developers in the EU can distribute apps through third-party marketplaces that comply with Apple’s notarization requirements, which focus on baseline platform security such as malware protection. These marketplaces operate independently from Apple’s centralized App Review system and manage their own policies, customer support, and refund processes.

New Financial And Operational Terms

Developers using alternative marketplaces must accept Apple’s DMA business terms, including a Core Technology Fee of €0.50 per first annual install. The fee applies regardless of whether an app reaches one million installs. Despite these additional costs, some developers have already adopted alternative distribution channels.

Global Ripple Effects In App Markets

Regulatory changes in the EU are influencing other markets. In Japan, Apple’s compliance with the Mobile Software Competition Act has similarly expanded options for app distribution and external payment processing under revised commission structures and fees.

Spotlight On Leading Alternative App Stores

AltStore Pal (EU)

Co-created by Riley Testut, developer of the famed Nintendo game emulator app Delta, AltStore Pal is an officially sanctioned alternative marketplace in the EU. As an open source platform, it allows independent developers to self-host their apps. Applications are distributed by creating alternative distribution packets that users add manually, ensuring that the marketplace remains curated and secure.

Setapp Mobile (EU – Closed Feb. 2026)

MacPaw launched Setapp Mobile as one of the first alternative app stores under Apple’s DMA framework. The service closed in February 2026 after business conditions changed, but it introduced a subscription-based model focused on ad-free apps.

Epic Games Store (EU)

Epic Games, the force behind Fortnite, expanded its distribution strategy by launching an alternative iOS app store in the EU as early as August 2024. The move marked a significant pivot in a long-standing dispute with Apple, capitalizing on regulatory changes to reclaim market presence and offer gamers and developers a fresh alternative.

Aptoide (EU)

Renowned for its alternative approach on Android, Lisbon-based Aptoide has extended its open source app distribution model to iOS in the EU. The platform scans apps for safety compliance and operates on a commission-based revenue model for in-app purchases, reinforcing its position as a secure and innovative marketplace.

Mobivention Marketplace (EU)

Designed for business use, the Mobivention marketplace caters to companies looking to distribute internal apps securely. The platform offers customizable solutions that enable firms to create private app ecosystems, ensuring that proprietary applications remain outside the public App Store while maintaining high security standards.

Skich (EU)

Skich introduces a novel approach to app discovery with its Tinder-like interface that lets users swipe to find apps that match their interests. This interactive experience, paired with social features such as playlist creation and friend activity tracking, positions Skich as a disruptive force in the mobile app marketplace—a strategy actively promoted at events like the Game Developers Conference (GDC).

Onside (EU And Japan)

Operating in both the EU and Japan, Onside offers a competitive alternative by charging lower fees while ensuring robust security measures, including protection of payment details. Currently supporting bank card payments and Apple Pay, Onside plans to expand its payment methods further, appealing to developers and users seeking a transparent and user-friendly app store experience.

Conclusion

The emergence of alternative app stores under the DMA is expanding distribution models and increasing competition in the app marketplace. Developers now have additional options for reaching users outside Apple’s traditional ecosystem.

Esports Must Put Children’s Rights Ahead Of Competitive Ambitions, Report Says

Competitive gaming can help children build skills, find community and pursue achievement. However, as esports grows, young players face health, psychological and online safety risks, often without consistent safeguards, according to a new report from Save the Children.

The report, Protecting Child Rights in Esports, estimates that up to 300 million children worldwide participate in esports. It calls on the industry to prioritise the rights set out in the United Nations Convention on the Rights of the Child over competitive ambitions.

Potential risks include disrupted sleep, musculoskeletal pain, anxiety, depression, sexism and online harassment. Intensive training can also leave less time for education, family and friends.

“Esports offers exciting opportunities for children, but participation should never come at the expense of their rights, wellbeing or development,” said Theo Toresson, a psychologist and gaming expert at Save the Children.

Children must be treated “as children first and competitors second”, he added, calling for their involvement in decisions that affect them.

Training Standards Remain Uneven

The report highlights the lack of widely established standards for training hours and methods. Extended periods of sitting, insufficient breaks and schedules that interfere with sleep, exercise and schoolwork can affect young players’ health and development.

Poor posture and long sessions may also cause neck, shoulder and wrist pain, while late-night gaming can undermine sleep, concentration and mood.

Although some organisations provide guidance on breaks, nutrition, sleep and hydration, a representative of a national esports federation told the report that this advice often draws on separate studies rather than a centralised set of guidelines.

The report also notes positive findings: many professional esports players report satisfactory levels of physical activity, and higher-ranking players often place greater emphasis on fitness.

Online Harassment Adds To Mental Health Risks

Gaming communities and livestreaming platforms can help young players build connections and public profiles, but they may also expose them to cyberbullying, discrimination and privacy violations.

An analysis cited in the report examined chatrooms across 302 gameplay segments involving the 20 most popular Twitch streamers. It found sexist language in 62% of streams, racist language in 37%, ableist language in 84% and violent language in 97%.

Some esports federations and teams require staff to receive mental health first-aid training, but the practice remains uncommon. Young competitors may also face public scrutiny through livestreams, interviews and social media before they have the support to manage it.

Safeguards Must Extend Beyond Gameplay

The report raises further concerns about unequal participation linked to gender, race, LGBTQIA+ identity and disability. It also highlights children’s limited involvement in decisions affecting them and the risk of economic exploitation by teams, agents or parents, particularly where contracts lack transparency.

Inadequate supervision at live events presents additional risks.

Save the Children argues that protecting young competitors requires more than advice on posture and screen breaks. Clear standards, responsible oversight and age-appropriate safeguards are needed to ensure esports supports children’s development rather than putting it at risk.

As competitive gaming expands, the industry faces growing pressure to make children’s rights and wellbeing part of its operating standards.

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