1）在英国盖茨黑德举办的Go Go Games大会上，Epic Games副总裁Mark Rein公布了热门iOS游戏《无尽之剑》的相关数据——该游戏33.5%的销售额来自应用内置付费功能（IAP），而这些付费功能的选项分别为1美元、5美元、20美元和50美元。最令人称羡的一点是，有许多用户选择了50美元的付费选项。
该应用商店的每一个产品页面都会推荐“相关应用”，即也下载安装该应用的其他用户选择的其他产品。网页版本的Android Market已更新上述功能，手机客户端的Android Marekt不久也将推出这类新功能。
3）据Touch Arcade报道，《光晕》开发商Bungie Aerospace日前注册了一个手机软件商标“Crimson”，根据该公司在美国专利商标局提交的资料显示，Crimson是一种手机游戏连接技术，“……可通过全球计算机网络下载的电脑游戏软件；用于移动设备及手机的电脑游戏软件；通过全球计算机网络和无线设备下载的电脑游戏软件。”不过Touch Arcade猜测它可能是真实感游戏（ARG）的一种别称，使用这种商标为该引擎命名只是一种宣传手段。
而Game Informer的报道则指出，Bungie之前曾表示有意进军手机游戏领域，而Touch Arcade也估计Bungie正在开发其下一款原创手机游戏，将将通过其母公司动视暴雪发行该游戏。
4）Namco Bandai宣布将在5月19日推出一款新型的TNA Wrestling手机游戏《TNA Wrestling Impact！》。该游戏由Bight Interactive开发，可运行于iPhone、iPad、BREW、Windows Phone 7和黑莓手机平台，包括三种不同的锦标赛，六种竞技匹配类型，玩家还可以创建自己的摔跤手，训练他的技能，让他在职业生涯中发挥出色表现。该游戏的iOS版本将植入Retina dispaly和Game Center功能，同时还支持蓝牙和Wi-fi多人模式。
5）诺基亚Ovi Store（游戏邦注：该应用商店目前每日下载量已达500万次）宣布与法国Orange和德国电信合作，支持后两者打造自主运营的Ovi Store。诺基亚将首先为两家运营商创建好Ovi Store，然后支持它们通过为用户提供订制的应用程序实现自身的差异化发展。除了支持它们植入各自的运营商计费系统，诺基亚还提供了开发工具，以便它们创建含有基于社交和地理定位的API。诺基亚开发者和市场高级副总裁Marco Argenti表示，运营商可充分利用诺基亚的本地支持，通过不断发展的Ovi Store快速创建并发布产品，这些新型的Ovi Store销售渠道将为运营商创造一种差异化优势。
7）芬兰开发商Rovio不久前融资4200万美元，意欲由此推行“战略扩张”计划，作为其投资者之一的Accel Partners的合伙人Ping Li在最近的媒体采访中表示，他不认为Rovio只是昙花一现的奇迹，该公司即将推出新动作，但他目前不宜透露过多细节。据他所称，Accel投资Rovio并非为利润而考虑，而是希望该团队能够在美国立足，虽然Rovio目前在美国并没有运营项目，但他认为美国可以为该团队提供更多媒介或项目运营资源，总之扩大运营规模对Rovio来说大有裨益。
8）据Juniper Networks最新发布的调查报告显示，Android恶意插件对手机的威胁次数增长了400%。最令人不安的调查结果就是，许多手机恶意插件来自应用下载渠道，而多数用户却浑然不觉，他们并没有在手机安装杀毒软件的意识。但Android手机平台并非唯一的受攻击对象，据AVG Technologies最新报告显示，Facebook（以及Android）的恶意插件攻击次数已大幅上升，比去年增长了三倍。调查还发现，短信服务是手机软件病毒的最主要传播渠道，17%的病毒感染来自短信木马程序。（本文为游戏邦/gamerboom.com编译，转载请注明来源：游戏邦）
1）Go Go Games: 33.5% of Infinity Blade’s revenue comes from IAP
by Jon Jordan
Talking at the Go Go Games mobile conference in Gateshead, UK, Mark Rein, Epic Games’ veep, revealed some figures about Infinity Blade, the iOS title developed by Epic-owned Chair Entertainment.
In terms of revenue, 33.5 percent of Infinity Blade’s total sales has been generated from the in-app purchase of gold packs for $1, $5, $20 and $50.
This was only introduced into the game in an update several months after its launch.
Amazingly, since IAP was introduced, 43.7 percent of revenue has been generated by this method, and this is despite Infinity Blade’s $5.99 price.
This is comparable with Rovio’s claim for Angry Birds that, since it was introduced, 40 percent of new users have bought its 99c Mighty Eagle IAP.
Size of a large cow
Of course, what that total sum generated by Infinity Blade is wasn’t disclosed. However we know the game had done at least 600,000 sales at the start of 2011, prior to the release of in-app purchases, generating Epic/Chair over $2.5 million.
Hence, taking this number as total revenue – obviously a massive underestimate – Epic/Chair would have made $1.25 million from IAP.
More likely however, in reality, both figures are at least doubled, given a revenue total of over $7.5 million, of which $2.5 million would have come from IAP.（source:pocketgamer）
2）Google refreshes Android Market to aid app discovery
by Keith Andrew
Instead of launching a host of party poppers and waking up the next day with a sore head, Google has decided to celebrate the news that Android Market’s library of apps is now 200,000 strong by indulging in something far more practical: a complete redesign.
The refresh is pitched as an attempt to make app discovery far easier for consumers, helping installations move swiftly on from the 4.5 billion registered to date.
As well as a fresh look for the web version – including a new ‘trending’ section, displaying apps growing from daily installs – the phone client has also been updated with a host of new features.
Firstly, Google has revamped its ranking systems so they’re location specific, as well as adding new free, paid and top grossing lists to the Android Market home page.
Even more interestingly, the firm has unveiled a new ‘editor’s choice’ section designed to showcase what Android staff believe are currently the best releases on the platform.
Developers who offer up apps of a consistently high quality can also be awarded badges designed to highlight their aptitude. An initial band of 150 developers have already been inducted into this select club.
Finally, each app page on Android Market now features ‘related apps’ – i.e. either those browsed by users who installed the app in question, or those that tend to be installed alongside.
“Whether you’re looking for the most popular apps, hot new apps, or just the very best apps available, we want to help make sure that you find what you’re looking for,” said Android Market product manager Fernando Delgado.
The redesign forms one part of a whole host of changes to Google’s Android business, announced during the firm’s I/O conference in San Francisco. The new web version is available right now, with the update to the Android Market client on handsets “coming soon”.（source:pocketgamer）
3）Halo maker Bungie trademarks suspicious mobile game tech, ‘Crimson’
by Joe Osborne
Now do we have your attention? Bungie Aerospace, creator of the legendary Halo franchise, has trademarked an interestingly-named mobile software, Touch Arcade reports. It’s called “Crimson,” and you can imagine that the lot of indie mobile developers are seeing red right about now. The iOS, Android other mobile device game scene has been otherwise dominated by small, independent development teams, with little guys like Tiny Wings creator Andreas Illiger soaring to the top of the App Store. (Minecraft, anyone?)
According to the wording in the patent, “Crimson” is a mobile game tech designed for connectivity. It reads plainly, “Computer game software downloadable from a global computer network; Computer game software for use on mobile and cellular phones; Downloadable computer game software via a global computer network and wireless devices.” Touch Arcade guesses that it could be the basis of an alternate reality game (ARG), but trademarking an entire engine to make mobile games with seems a bit much for a promotional stunt.
On top of that, Game Informer notes that Bungie has mentioned its interest in the mobile scene. Touch Arcade (and we agree) finally estimates that Bungie is working on mobile for its next big IP, and Activision Blizzard, it’s new owner, will publish the game. Throw the rumors of a shooter MMO floating around, and you have one bubbling, frothy rumor brewing there.（source:games）
4）TNA Wrestling Impact! coming soon to iOS, Android, and other mobile devices
by Chris Schilling
Namco Bandai has announced it will be releasing a new TNA Wrestling video game for mobile devices on May 19th.
TNA Wrestling Impact! has been developed by Bight Interactive for – deep breath – iPhone, iPad, Android, J2ME, Java, BREW, Windows Phone 7, and BlackBerry devices. Essentially, if your phone doesn’t run it, it’s probably time to get a new one.
There are 24 superstars featured, including the likes of Kurt Angle (boooo), Rob Van Dam (yayyyy), AJ Styles (yayyy), and Hulk Hogan (booooo). We’re also informed that Sting (yayyy-boooo) will be putting in an appearance. The Crow wannabe, that is, NOT the strumming Mr Sumner.
In TNA Wrestling Impact!, there are three different championships up for grabs, six different match types, and you’ll also have the ability to create your own wrestler, teach him unique moves, and take him through the game’s Career Mode.
It’ll be a universal app on iOS, with a host of extra features like Retina display and Game Center suppor thrown in, and Bluetooth/wi-fi multiplayer modes besides.（source:pocketgamer）
5）Nokia unveils carrier branded Ovi Store channels for Orange, Deutsche Telekom
by Keith Andrew
Its longterm future as a separate entity to Windows Phone Marketplace might be up in the air, but Nokia is continuing to broaden Ovi Store’s business while Symbian remains the firm’s focus.
Its latest invention, following on from the news that the marketplace’s daily downloads have hit 5 million, is to offer carriers their own self-branded, and even self-populated, Ovi Store, starting out with Orange France and Deutsche Telekom.
All out for Ovi
Built internally by Nokia, the two parties will be able to run their own Ovi Store channels, enabling them to differentiate their services by offering consumers bespoke apps housed in a unique, tailored marketplace.
As well as implementing carrier billing into the respective “shelves”, Nokia will provide tools for carriers to develop their own apps that link up with social and location based APIs.
“In addition to the store-in-store advantages, operators can leverage Nokia’s local support to create relevant offerings and easily publish apps through the evergrowing Ovi Store,” said senior VP of developer and marketplace for Nokia, Marco Argenti.
“We’re very happy to launch and pioneer these new Ovi Store experiences with Deutsche Telekom and Orange France.”
It’s this assertion that the new channels will offer carriers a sense of distinction that Nokia is naturally most keen to push.
Commentators have previously spoken out and suggested the public now regard carriers as little more than ‘dumb pipes’.（source:pocketgamer）
6）Gamevil’s Smartphone Revenues Up By 211% Year-Over-Year in First Quarter
By Kim-Mai Cutler
South Korea’s Gamevil, which is the maker of iOS hit Air Penguin and RPG franchise Zenonia, said its smartphone revenue in the first quarter more than tripled from the same period a year earlier.
Gamevil’s net income declined 26 percent year-over-year to 2.5 billion South Korean won ($2.3 million) from 3.4 billion won ($3.1 million) in the first quarter of last year because of increased expenses on business investments and hires. Revenues were roughly the same at 6.4 billion won ($5.9 million). Gamevil says that although net income declined, it still has the highest profit margins in the Korean mobile gaming industry at around 40 percent.
About 80 percent of its smartphone revenue comes from iOS, with the rest is from Android, Lee said. The fact that such a high fraction of Gamevil’s smartphone revenue comes from the Android platform is a sign of the OS’ reach in South Korea.
Google said yesterday that South Korea is the second largest market behind the U.S. for Android app downloads with 13.4 percent of all installs. ”The South Korean market has many carrier stores that are very widely used and heavily promoted in TV commercials,” Lee said.（source:insidemobileapps）
7） Accel: Why Rovio Is More Than ‘A One-Hit Wonder’
by Mike Rose
Finnish Angry Birds developer Rovio recently secured $42 million in a Series A funding round, noting that the investment will fuel “strategic expansion” of the company.
Co-leading the round of funding was venture capital firm Accel Partners, which has worked with major companies including Facebook, Groupon and AdMob.
Speaking to Gamasutra, Accel VC partner Ping Li noted that, while there is the danger that Rovio will turn out to be a one-hit wonder, he does not believe this will be the case.
“Rovio’s got a lot of new things coming up,” he explained. “Although I can’t go into details, I think one thing that you are seeing is that they have actually become a media platform as much as they are a gaming platform.”
“With the Rio game and all the different merchandising and media opportunities they have, I think they’ve kind of hit that point where they can actually expand beyond just a game, and I think they’ll have other things that’ll be really interesting.”
Earlier in the year, the Angry Birds series saw its 100 millionth download. With this huge existing fan base, Rovio has plenty of opportunities to bring new ideas to its audience, suggested Li.
“They have a lot of users and that provides an opportunity to kind of engage with their fans in more ways,” he said. “That is something that we are conscious about, as we are looking for game investments that we think have a platform to kind of have a real relationship with the user.”
“We are looking for developers who can build additional things for their users, whether it’s the media way or it’s new games or new capabilities. So I think if you just bet on the one hit then it becomes a hard long day in the office.”
Li said that, for Rovio, the Accel funding is less about the money and more about gaining a foothold in the U.S. “They don’t really have a presence in operations in the U.S. and I think having an extension of their team here is helping them.”
“Whether it’s media opportunities or business development, I think it made a lot of sense for them as they started expanding their business,” he suggested.
“It wasn’t about the money — lord knows everyone wanted to give them money — but it was more about hey, who could help them really understand how to do game publishing and distribution and other channels besides the mobile platform.” （source:gamasutra）
8）400 Percent Increase In Android Malware; Mobile Security Threats At Record High
by Jordan Crook
Juniper Networks today released a study concerned with potential threats to mobile technology, revealing a 400 percent increase in Android malware. The study also found that both enterprise and consumer mobile devices are being exposed to a record number of security threats, including highly targeted Wi-Fi attacks.
One of the most unsettling findings of the study was the fact that the greatest distribution point for mobile malware is the application download. With the 400-percent increase of Android malware, now would be as good a time as any to choose an antivirus app. Still, the vast majority of mobile users neglect to employ any form of antivirus software on their mobile devices. And Android isn’t the only medium under attack, either. According to a different study from AVG Technologies, Facebook (along with Android) has seen a huge jump in malicious campaigns, specifically three times that of last year.
The study also revealed the risks of SMS, which is particularly upsetting, as it is the most used activity on a cell phone for about a million years running, and may just be the preferred form of communication in the next few years. To that end, it is certainly worth noting that 17 percent of all reported infections came from SMS trojans, which sent texts to premium rate numbers, incurring major charges to the victims. The study also mentioned that 20 percent of all teens admit to sending explicit or inappropriate material from a mobile device. （source:mobilecrunch）