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EA Mobile评业内对手机游戏市场的认识误区

发布时间:2011-02-12 12:14:03 Tags:,,,

据游戏邦了解,在日前的2011年DICE大会的上,EA Mobile公司代表Travis Boatman的发言指出了业内对手机市场认识的几个误区。

Travis Boatman of EA Mobile

Travis Boatman of EA Mobile

误区1:用户在外出时才玩手机游戏

这得追溯到某些广告塑造的手机游戏玩家形象:他们即便是坐公交车或者溜冰,也不忘体验手机游戏。实际情况并非如此,大部分玩家只在家里玩手机游戏。Boatman认为用户的手机使用情况如下:

在家:47%,在工作:14%,在上下班途中:12%,在排队中:10%,在洗手间:7%,其他地点:4%,在学校:3%,在机场:1%。

由于手机用户并非总在移动过程中玩游戏,所以《死亡空间》(Dead Space)等最近发布的具有更持久,更大型,更具粘性的游戏在手机市场将获得更多发展机会。

误区2:手机游戏主要是休闲类游戏

就手机平台上的热门游戏来说,如《愤怒的小鸟》(Angry Birds)或者《拼字游戏》(Scrabble),人们很容易下此结论。但也有像《Infinity Blade》之类的硬核游戏,Boatman表示这一平台其实还可以提供其他更具吸引力的游戏,目前的手机平台还难以满足偏好硬核玩家的游戏需求。

误区3:可以一劳永逸地开发游戏

随着手机平台已经从翻盖式手机进化到iPhone时代,开发商得充分考虑每一个平台的容量和能力。iPad版本的游戏与iPhone有所不同,因为iPad的屏幕比较大,所以它提供的游戏体验应该更为强大。Boatman建议开发商针对各个平台的特点,因地制宜的开发游戏。

误区4:品牌无关紧要

由于手机游戏行业才刚刚起步,所以发行商很容易打造顶级的游戏品牌,那些居于排行榜前列的游戏很容易吸引用户眼求,提高品牌识别度。

误区5:这一行业的发展已经成熟

Boatman表示手机游戏的进步空间仍旧很大,随着对科技了如指掌的年轻开发者的大量涌入,手机游戏的未来将更加美好。他认为,三年后的手机游戏将远超今天的成就。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

EA Mobile: In Three Years You Won’t Recognize Mobile Games

At the “Myths of the App Store” panel at D.I.C.E. this afternoon, Travis Boatman of EA Mobile debunked a few common myths surrounding the mobile market.

Myth #1: Mobile players are always on the run.

This is further believed in some advertisements that depict people gaming against their friends on the bus or while on a skateboard. This is simply not true. Most people play mobile games in

their home. Boatman breaks down the stats of where people play on mobile devices:

Home: 47 percent, Work: 14 percent, Commute: 12 percent, In line: 10 percent, Restroom: 7 percent, Other: 4 percent, School: 3 percent, Airport: 1 percent.

In realizing that mobile gamers aren’t all that mobile, this opens up the platform for longer, larger, more engaging experiences that it can provide as exemplified with the recent release of

Dead Space.

Myth #2: Mobile games are largely casual.

Taking a look at top games on mobile platforms such as Angry Birds or Scrabble, it’s safe to make that assumption. However, there are also games like Infinity Blade. More engrossing

experiences can be provided, and Boatman says core gamers are underserved on mobile platforms.

Myth #3: One size fits all.

With the way mobile platforms have evolved from flip phones to iPhones, developers need to learn to take advantage of each platform’s size and capabilities. An iPad version of one game could

be different and thus better served than the iPhone version because of the bigger screen. Boatman encourages unique experiences for each mobile platform.

Myth #4: Brands don’t matter.

As mobile gaming started taking off, publishers were able to secure more top licenses. Turns out these well-recognized licenses top the charts as a result of user recognition.

Myth #5: This is as good as it gets.

Boatman says there’s plenty of room for growth. With young developers who are most familiar with the technology entering the creation space the platform has a bright future. “In three years

you won’t recognize mobile games,” he said.(Source:gameinformer)


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