游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

每日观察:关注iPad等移动设备消耗的数据流量(6.27)

发布时间:2011-06-27 14:25:07 Tags:,,,

1)美国手机社交游戏平台MocoSpace日前宣布其用户已达2000万,用户每天总共在MocoSpace投入100万小时。该公司首席技术官及联合创始人Jamie Hall表示,游戏行业仍较为关注手机应用,但MocoSpace取得的成绩证明,美国已有成百上千万的用户正在体验HTML5手机社交游戏。

MocoSpace(from games.enet.com.cn)

MocoSpace(from games.enet.com.cn)

据报道,日本手机社交平台GREE目前用户已达2500万,而DeNA旗下的Mobage也在2月份宣布用户总数达2450万。

2)热门游戏《The Moron Test》连续两年稳居iOS付费应用榜单前100名,并且在Android和Windows Phone 7平台也大获成功,最近打算超越手机领域,推出PC和Mac电脑游戏版本,售价4.99美元。

The Moron Test(from techcrunch.com)

The Moron Test(from techcrunch.com)

亚马逊数字软件商店将成为《The Moron Test》新版游戏头两周的首发销售渠道(游戏邦注:这也是亚马逊首次与Mac或PC游戏进行独家首发合作),随后也将在苹果Mac App Store及该游戏开发商的门户网站出售。

3)动视暴雪在线游戏《魔兽世界》的一名首席设计师Greg Street日前表示,公司很有兴趣针对iPhone平台开发游戏。他向媒体表示他认识的每一个人几乎都有一个iPhone或者iPad,虽然公司并不会在短期内马上推出手机游戏,但这确实是他们一直在考虑的问题。

4)据彭博社和路透社报道,美国地区法官Phyllis Hamilton日前表示,苹果声称亚马逊使用“app store”侵犯其商标权的说法并不成立,亚马逊使用“app store”这一字眼并不存在导致用户混淆苹果App Store和亚马逊Appstore这两者服务的问题。

apple-v-amazon(from venturebeat)

apple-v-amazon(from venturebeat)

尽管这并非最后审判结果,但Hamilton已声称她很可能否决苹果的提案;苹果可能败诉的原因在于,它并没有“明显的证据表明亚马逊使用app store会让用户产生歧义”。

5)DeNA及其收购的ngmoco日前宣布将把The Playforge游戏《僵尸农场》(游戏邦注:它在iOS平台下载量已达1600万次),以及NimbleBit的《口袋青蛙》(下载量已达750万次)的Android版本引进其手机社交平台Mobage。

zombie farm(from smsgamerinfo.biz)

zombie farm(from smsgamerinfo.biz)

6)俄罗斯工作室ZeptoLab游戏《割绳子》(游戏邦注:它在iOS平台发布头16周实现了600万下载量),该工作室最近宣布与GetJar合作,在该应用商店独家发布《割绳子》的Android版本。

7)comScore近日推出一项追踪电脑、手机、平板电脑及其他连网设备数据流量的新服务Device Essentials,并发布了针对13个国家非电脑设备的数据流量报告。该报告指出,iOS设备使用Wi-Fi网络的频率远高于Android设备。在美国的Wi-Fi网络,iPhone使用的数据流量占47.5%的比重,而Android手机仅为21.7%。

smartphone connection type by OS(from comScore)

smartphone connection type by OS(from comScore)

换句话说,iPhone用户约一半以上的内容是通过Wi-Fi获取,而Android用户则有四分之三的内容是因移动网络而得。在平板电脑领域,iPad所消耗的Wi-Fi数据流量占91.9%,而Android平板电脑则是65.2%。

tablet share by OS--US(from comScore)

tablet share by OS--US(from comScore)

在13个调查国家中,iPad所使用网络流量占所有平板电脑的89%(游戏邦注:在美国所占比例甚至高达97.1%)。

comScore_non_computer_device_traffic(from comScore)

comScore_non_computer_device_traffic(from comScore)

但comScore报告也表明,Android在一些国家消耗的网络流量正不断攀升,例如美国Android智能手机就占据非电脑设备数据流量的35.6%,超过了iPhone的23.5%。

8)恐怖求生视频游戏系列《Resident Evil》自1996年问世以来,在PlayStaion 1、任天堂DS及iPhone等平台的销量已超4500万份,最近面向GREE平台(用户2500万以上)推出了手机社交游戏版本(游戏邦注:仅限功能性手机上的GREE平台)。

Resident Evil(from mobilecrunch.com)

Resident Evil(from mobilecrunch.com)

这个新版本与原掌机游戏的不同点在于,玩家需要在逃出Raccoon City的过程中完成明确的任务,解开谜题,与好友协作,治疗受伤的队友,杀死僵尸等,它支持用玩家免费体验游戏,付费购买道具。

9)据In-Stat最新报告预测,3D手机及平板电脑市场的扩大将带动图像传感器需求的增长,到2015年图像传感器的需求量量将增长130%。原因很简单,3D技术往往需要至少两个图像传感器。

3D mobile device(from intomobile.com)

3D mobile device(from intomobile.com)

In-Stat报告的其他发现还包括:

·2015年3D移动设备的出货量将超过1.48亿部;

·到2015年将有近30%的掌上游戏设备将采用3D技术;

·2011年,掌上游戏设备将成为第一种年销量超过1亿部的3D移动设备。

·到2014年,18%的平板电脑都将支持3D技术。

10)界面开发者Sean Christmann最近在9部不同的Android手机、平板电脑设备上执行了其最新推出的GUIMark3基准测试,结果发现Android移动设备并不能有效支持HTML5技术。

测试发现HTML5样本在Android设备上的运行效果仅相当于Flash样本的50%或60%,并且无法成功渲染矢量图,Flash样本在Android手机上每秒可运行25帧,而HTML5仅能运行10每秒帧数。在平板电脑上渲染HTML5图像的情况比手机平台略为乐观,但运行性能更为接近理想的30每秒帧数标准的仍然是Flash样本。

11)《Third Eye》是一款由Viewdle公司推出的多人模式角色扮演的真实感社交游戏,以吸血鬼和吸血鬼猎手以及其他斗士族群为主题,采用了Viewdle的脸部识别技术,拍下用户的照片后决定该用户应归属于哪一族群,并划分好其周边用户的派系,以便用户辩清“敌我关系”展开战斗。

viewdle-third-eye(from insidemobileapps.com)

viewdle-third-eye(from insidemobileapps.com)

据Viewdle首席产品官Jason Mitura所称,《Third Eye》是一款划分为“三个成分”的Android手机游戏。第一阶段仅构建用户基础,先让用户了解这款游戏,然后通过口碑传播提升人气。随后的阶段将包括族群之间的战斗以及其他新功能。该游戏的第二部分将在8周内推出,并即将发布iPhone版本。

2011 iFund(from insidemobileapps.com)

2011 iFund(from insidemobileapps.com)

12)iFund基金会宣布其资助的25家iOS应用开发商今年将实现3亿次下载量,预计这些公司2011年总收益将达2.5亿美元。观察者认为,这其中的最大的功臣当属Zynga Mobile、移动网站inMobi、GOGLL、Groupon的移动部门和Shazam。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Mobile entertainment portal MocoSpace highlights the power of HTML5 with 20 million members

by Jon Jordan

While Japanese social mobile platforms such as DeNA’s Mobage and GREE have been generating plenty of headlines, they’re not the only companies building up impressive user numbers.

Indeed, US outfit MocoSpace calls itself “the largest entertainment destination on the mobile internet” – a claim it’s backing up with the news it now has 20 million members, who spend 1 million hours online daily.

For the record, GREE claims to have 25 million users, while in February Mobage said its total was 24.5 million users, although it could be argued these services don’t run on the mobile internet, but rather are proprietary online platforms.

Games lead the way

MocoSpace is continuing to build out its portal, also announcing the release of four new games – Cage Fighter, In The Club, Goosy Avatar and Goosy Pets – bringing its total to 12.

“The game industry is still focused on apps, but we’ve proven over the past year that millions of Americans are already playing and buying virtual goods in HTML5 mobile social games,” said MocoSpace CTO and co-founder Jamie Hall.(source:pocketgamer

2)Hit iOS Game “The Moron Test” Coming To Mac/PC, Will Be Amazon’s First Digital Game Exclusive

Greg Kumparak

Everyone likes to feel clever. Our brains do all sorts of fun stuff when we do things like complete puzzles or solve riddles; even if the task at hand is somewhat trivial, completing it gives us that shot of serotonin we’re constantly subconsciously striving for.

That’s really the driving idea behind the best-selling iOS/Android game, The Moron Test. Through a series of increasingly difficult but always conceptually simple challenges (like “Crack the egg!” or “Touch the button that isn’t blue!” or “Don’t do anything!”), The Moron Test draws people in — and because everyone always wants to know just how much more clever they are than their friends, the game spreads like wildfire.

After sitting in iOS’ Top 100 Paid apps list for 2 years and finding success on both Android and Windows Phone 7, The Moron Test is about to make the jump out of the mobile world and onto desktops.

Sometime on June 25th (Update: We’ve just been told that the date has changed from June 25th to “soon”,) The Moron Test will launch for both OS X and Windows PCs at a price of $4.99.

Perhaps even more interesting, Amazon has tied up exclusive distribution rights for this one. For the first two weeks after launch, The Moron Test will only be available through Amazon’s digital software store; after that, it’ll presumably hit places like Apple’s Mac App Store and the developer’s own site.

This marks the first time that Amazon has locked down a Mac or PC game as a digital exclusive. Just weeks ago at WWDC, Apple was talking up their Mac App Store as having become the biggest distributor of Mac software (compared to places like Best Buy, or Walmart) in just 6 months. For Amazon to take a title that began its life and then found massive success on iOS and lock it down as an exclusive seems like an oh-so-subtle warning shot in Apple’s direction.(source:techcrunch

3)Starcraft developer Blizzard interested in making games for iPhone, iPad

Matthew Lynley

Activision-Blizzard’s Greg Street, a lead designer behind the company’s highly successful World of Warcraft online game, told Eurogamer that his company was interested in making games built for the iPhone.

That would give Activision-Blizzard access to millions of iPhone, iPad and iPod Touch owners that aren’t necessarily interested in playing a game on a typical computer. While World of Warcraft and Blizzard’s other games aren’t that resource intensive and don’t require a powerful graphics card, they still requires a notebook or a desktop computer with a little bit of power.

“Everyone I know here has an iPhone or an iPad so we’re huge fans of the hardware,” Street said to Eurogamer. “If we could make the right game changes to make that work, it’s something we’d be interested in. It’s not something you’re going to see in the next week or two, but it’s the kind of thing we’re always looking at.”(source:venturebeat

4)Let There be “App Stores!” Apple Looks to Lose Trademark Claim in Amazon Lawsuit

By Sarah Perez

Apple may lose its claim to the term “app store” in its trademark suit against Amazon, makers of the Amazon Appstore for Android. According to reports from Bloomberg and Reuters, U.S.

District Judge Phyllis Hamilton is not convinced that Apple has proved consumers would confuse the two services.

Although the ruling is not yet final – Judge Hamilton says she will reread some of the supporting papers – she did say that she is “probably” going to deny Apple’s motion. Does this mean “app store” will now officially be a generic term?

The issue with Apple’s claim, reports Bloomberg, is that Apple has not truly demonstrated “real evidence of actual confusion” among consumers, calling this a “stumbling block” for the company. “I’m troubled by the showing that you’ve made so far,” said Hamilton, “but that’s where you’re likely not to prevail at this early juncture.”(source:readwriteweb

5)DeNA Rounds Up Playforge’s Zombie Farm, NimbleBit’s Pocket Frogs for Mobage Platform

By Kim-Mai Cutler

DeNA and the company it acquired, ngmoco:), are gearing up for the global launch of their Android-focused mobile gaming platform Mobage with a few proven hits in tow. The company said this

week it’s bringing Playforge’s Zombie Farm, which has had 16 million downloads to date on iOS, and NimbleBit’s Pocket Frogs, with 7.5 million downloads, to Android.(source:insidemobileapps

6)GetJar scoops exclusive launch for Cut the Rope on Android

by Keith Andrew

In the battle between the various Android app stores, GetJar has managed to pick up a key exclusive: ZeptoLab’s Cut the Rope.

This is the first appearance for the physics puzzler on Google’s platform, having hit sales of 6 million within its first 16 weeks on iOS.

Rather than launching on Android Market or new found rival Amazon Appstore, however, the studio has plumped for GetJar, at least for a limited time period of exclusively.

The reason? According to GetJar itself, the marketplace has a greater presence in territories around the globe than its major rivals.(source:pocketgamer

7)Apple, Android Owners Diverge on Wi-Fi Usage — But Why?

John Paczkowski

A new point of differentiation between iOS and Android users: People who own iOS devices tend to use Wi-Fi a hell of a lot more than Android users do.

This news comes from comScore’s new Device Essentials service, which looks at mobile usage worldwide. ComScore says that iPhones and iPads spent far more time connected to Wi-Fi networks than their Android-based rivals. In the United States, 47.5 percent of iPhone data traffic occurred over Wi-Fi networks. For Android phones it was less than half that: 21.7 percent.

In other words, iPhone users consume almost half of their content via Wi-Fi, and Android users consume more than three-quarters of theirs over cellular networks. In tablets, the difference is even more pronounced: 91.9 percent of iPad data traffic occurred over Wi-Fi networks compared to 65.2 percent for Android tablets.

Why the huge difference in network usage patterns? For tablets, the explanation is simple. The iPad is by far the dominant tablet worldwide, generating about 89 percent of tablet traffic in the 13 countries comScore surveyed (97.1 percent in the U.S.!). And tablet usage tends to be an in-home activity.

And for smartphones? It could be that iPhones are more proactive than Android devices in acquiring Wi-Fi signals and pushing their users onto Wi-Fi connections when they are available. It could be that technologies like Apple TV and AirPlay encourage heavier reliance on Wi-Fi among iOS device users. I imagine the prevalence of iPhones on AT&T and that carrier’s tiered data plans likely have something to do with it as well. Beyond that, I’m not sure. And, to be honest, these are just theories. If you’ve got ideas of your own, sound off in the comments.(source:allthingsd

8)Biohazard Outbreak Survive: This Is How Resident Evil Looks Like As A Mobile Social Game

Serkan Toto

Survival horror video game series Resident Evil has sold well over 45 million units since the first title came out back in 1996, on various platforms, for example the PlayStation 1, the Nintendo DS, or the iPhone. But there has never been a mobile social game in the series (“Biohazard” in Japan) – until this week.

Maker Capcom started rolling out “Biohazard Outbreak Survive” on GREE, a mobile social gaming platform in Japan with over 25 million users, on Monday (the title is available for GREE on Japanese feature phones only).

The difference to the console versions is that players of the mobile social game version are supposed to mainly clear missions instead of following a story. Users need to solve puzzles, cooperate with each other, help cure infected users, kill zombies, etc. in order to eventually escape from Raccoon City.

“Biohazard Outbreak Survive” is free to play on GREE (virtual items cost extra), and it might one day even be released outside Japan in one form or the other.(source:mobilecrunch

9)In-Stat: 3D mobile devices to increase demand for image sensors 130% by 2015Tweet0

By: Dusan Belic

Like it or not – 3D phones and tablets are coming. An increasing number of devices made by major OEMs will offer 3D experiences to the users and this fact will drive demand for image sensors. According to In-Stat, image sensor makers can expect that demand to rise 130% by 2015. The reason is simple – 3D requires at least two image sensors, one for each imaging solution. Heck, In-Stat’s CTO Jim McGregor even suggests that it’s actually four image sensors that are required, two front facing and two rear facing, with some such device already being unveiled and many more slated for introduction throughout 2011 and 2012.

Some other findings from the report include:

Total annual shipments of 3D mobile devices will surpass 148 million units in 2015.

Nearly 30% of all handheld game consoles will be 3D by 2015.

In 2011, handheld game consoles will be the first 3D-enabled mobile device to surpass 1 million units annually.

By 2014, 18% of all tablets will be 3D.(source:intomobile

10)Graphics Test Finds HTML5 Struggles Against Flash On Android

by Kyle Orland

A new benchmark test performed on a variety of Android mobile devices finds HTML5 struggling to match the performance of Adobe’s Flash player in rendering many types of graphics and video seen in games.

Interface developer Sean Christmann ran his newly developed GUIMark3 benchmark test on nine different Android mobile phones and tablets, tasking the hardware to render bitmaps, vector graphics, and complex graphical routines meant to mimic the kinds of graphics seen in many games.

Across the tests, the HTML5 demos ran on average at roughly 50 to 60 percent of the performance of comparable Flash demos, as measured in observed frames per second.

HTML5 seemed particular ill-suited to rendering vector graphics in the tests, with demos that ran at around 25 frames per second in Flash clocking in at under 10 FPS in HTML5 across Android phones.

Tablets performed slightly better in rendering HTML5 graphics than their mobile phone counterparts, but Flash demonstrations on those same devices were much closer to the desired 30 frame per second threshhold.

HTML5 has seen small but growing support from the industry, with game-related companies ranging from Disney and GameSalad to SPIL Games and Facebook showing interest in its potential for creating highly interactive web apps and games.(source:gamasutra

11)Third Eye mixes augmented reality and gaming using Viewdle facial recognition

by Andrew Kameka

Augmented reality was supposed to be the big trend of 2010. Real-world social gaming isn’t expected to be as widely adopted, but it is supposed to be more popular. Viewdle is banking on increased attention and activity in both of those areas as it launches Third Eye.

Third Eye is a multiplayer role-playing game centered on vampires and vampire slayers, with other warrior clans incorporated as well. Using Viewdle’s facial recognition technology, Third Eye takes a picture of someone and determines which side of the war they claim, and then determines the loyalties of people nearby. This helps users build armies and form alliances that will be crucial for later parts of the game in which users begin to battle one another.

I spoke with Viewdle’s Chief Product Officer Jason Mitura and learned that Third Eye is a three-part game. The first stage of the game released today is just to build-up the base of players, and let users become familiar with it and spread the word to friends. Later stages will include battles between clans and other features that will be revealed soon. Mitura tells me that the second installment of the game will be delivered in about 8 weeks, and an iPhone version will arrive soon to expand the pool of players.(source:androinica

12)Kleiner Perkins’ iFund Companies Are Pulling in $250 Million in Annual Revenue – At a CEO summit yesterday, the venture fund said that the 25 companies its funded through the iOS-focused iFund will see about 300 million downloads this year. The $250 million projection for 2011 revenue is interesting. We would suspect that the big contributors would be Zynga Mobile, ad network inMobi, GOGII, Groupon’s mobile division and Shazam.(source:insidemobileapps


上一篇:

下一篇: