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每日观察:关注iOS和Android用户访问应用习惯(7.29)

发布时间:2011-07-29 12:20:59 Tags:,,,

1)尼尔森最新报告显示,Android是今年6月份的全美智能手机操作系统冠军,占39%的市场份额;居于其次的是苹果,所占比例达28%;黑莓则是20%,Windows Phone 7仅占9%,WebOS和Symbian各占2%。

june-2011-smartphone-share(from nielsen)

june-2011-smartphone-share(from nielsen)

从移动设备硬件来看,苹果是全美排名第一的制造商,RIM和HTC并列居于次席。

2)消费者调查公司Arbitron Inc.,日前宣布收购移动市场调研公司Zokem,成交价格为1170万美元首付款,如果后者在2014年的运营表现能够达标,Arbitron还将另外追加1200万美元。

LOGO_ZOKEM(from mhtml5)

LOGO_ZOKEM(from mhtml5)

Zokem地位相当于欧洲的Flurry,主要产品是一款支持开发者插入智能手机应用,以收集用户使用习惯等匿名数据的SDK。该公司成立仅四年,目前共有14名成员,被收购前已通过欧洲风险投资机构筹得200万美元,之后将更名为Arbitron Mobile。

3)分析公司Fiksu日前发布的6月份数据显示,应用开发商获取一名忠实iOS用户的成本,已经从每月1.1美元上涨至1.27美元(游戏邦注:这是开发商若想让用户至少三次访问自己的应用,就需向移动广告网站或其他渠道投入的成本)。

cost per loyal user(from fiksu)

cost per loyal user(from fiksu)

Fiksu的报告还表明,自从4月份苹果限制应用非自然下载行为后,美国前200名免费iPhone应用的每日下载量已从4月份的461万次下滑至5月份的378万次。苹果的这一举动迫使开发商不得不另谋出路,通过其他渠道获得曝光率和下载量,尽管美国前200名免费iPhone应用的每日下载量现在已经回升到451万次的水准,但仍无法重返4月份的鼎盛时期。

downloads(from fiksu)

downloads(from fiksu)

4)独立应用商店GetJar宣布其应用下载量已超过20亿次,其中最受欢迎的Facebook应用,下载量已突破1亿大关;GetJar目前已有15万款以上的应用产品。

getjar-logo(from getjar)

getjar-logo(from getjar)

GetJar目前已向包括Android、黑莓、Java、Symbian和移动网页等2500多种平台提供应用下载服务,其Facebook Connect用户已达100万。据GetJar所称,用户对Android移动设备的需求,推动了GetJar应用下载量的增长,使其成为当前最大的免费Android应用供应渠道之一。

5)移动广告交易公司Mobclix公司发布的6月份iOS和Android报告显示:

·多数iOS和Android移动设备用户喜欢在下午4点至6点,以及晚上9点至11点这段时间使用手机应用程序,但他们在早上8点至11点时最为关注这些应用中的移动广告。

when users are interacting with apps(from Mobclix)

when users are interacting with apps(from Mobclix)

·周末无疑是人们访问手机应用的高峰期,在人们投入手机应用的时间中,周六至周天占据了38%份额。

where platfoms have the highest market share(from Mobclix)

where platfoms have the highest market share(from Mobclix)

·虽然许多广告主更关注苹果iPhone等移动设备,在美国、英国和日本市场份额最高的却是Android。

What tools the top 100 free apps are using(from Mobclix)

What tools the top 100 free apps are using(from Mobclix)

·在前100名免费应用中,56%使用了分析工具;67%的应用内置广告采用了中介机构提供的解决方案;82%使用了iAd广告网络;16%植入了一个社交游戏网络。

6)开发商The Playforge最近在《僵尸农场》中植入了社交功能,支持用户访问好友农场,共同体验迷你游戏以及使用全新的赠礼系统,另外还可以从中搜索Facebook好友以及iPhone联系人列表中的其他玩家。

Zombie Farm(from gamezebo)

Zombie Farm(from gamezebo)

除了这些社交功能之外,最新版本的《僵尸农场》还添加了一个每日奖励模式,以吸引玩家不断回访游戏。

7)Crescnet Moon Games日前宣布将于今年9月在App Store发布3D物理游戏《Siegecraft》。该游戏曾被pocketgamer评为2011年E3展会上十大最佳iOS/Android游戏之一,它支持玩家选择武士、骑士等不同的军队,使用弓弩、投石器、攻城槌等工具消灭敌人。

Siegecraft(from razorianfly.com)

Siegecraft(from razorianfly.com)

pocketgamer认为该游戏画面相当出众,在iPad 2上的视觉效果堪比好莱坞大片,此外还植入了Game Center功能,但目前尚未公布具体售价。

8)GSM/Wireless Intelligence最新报告预测,由于金砖四国(巴西、俄罗斯、中国和印度)的影响,全球移动服务供应商在2012年的营收将达1.1万亿美元。2010年金砖四国的运营商总营收为1700亿美元,预计2012年将达2000亿美元。发展中国家将创造40%以上的全球移动运营商收益,而发达国家则陷入停滞不前的发展情况。

total revenue(from Wireless Intelligence)

total revenue(from Wireless Intelligence)

·40%的发达国家运营商收益在去年都出现下滑趋势;

·智能手机需求量增长,导致了更高的手机补贴成本,造成发达国家运营商利润率在2009年下降1.4%,2010年流失0.3个百分点,去年在全球总营收中仅占35%的份额;

·遭到重创的运营商主要位于西欧地区(希腊、爱尔兰、葡萄牙、西班牙),东欧地区(捷克共和国、匈牙利)以及中东地区(巴林王国、阿拉伯联合酋长国),以及一些美国二线运营商。

其他调查结果还包括:

·发展中国家的语音服务平均仍占75%的循环收益,在发达国家则占70%;

·纯数据流量收益(游戏邦注:这里不包括信息服务收益)占2010年发达国家总营收的16%,在发展中国家所占比例为11%;

·预计在2012年,全球约有三分之一以上的收益来自非语音服务;

·纯数据流量收益在总营收中所占份额或将接近20%。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Nielsen: Android Takes Top OS Spot, Apple Tops Manufacturers

Chris Velazco

Nielsen comes bearing good news today for devotees of the little green robot: as of this past June, Android has claimed the top spot in the U.S. smartphone OS market. Figures have it as comprising a full 39% of the market, with its closest competitor Apple a distant second at 28%. Oh, and let’s not forget the BlackBerry OS, which is currently dragging its feet at 20%. Bringing up the rear are Windows Phone 7 at 9%, which is a bit of an accomplishment considering the major head start its competitors enjoyed, and WebOS and Symbian (both at 2%).

This strikes me as a bit puzzling, given what seems like the abject lack of Nokia smartphones stateside. The E71x debuted on AT&T two years ago with little fanfare, and even the newish Nokia Astound seems to have been dropped from T-Mobile’s online store. Of course the situation is still in flux; with HP hoping the TouchPad will leverage sales of the Veer 4G and the forthcoming Pre 3, we will likely see a boost in rank next time round. Still, they need to make their next steps very, very carefully.

On the hardware front, Apple makes it known that they’re not ones to settle for second. They have managed to land themselves the title of top manufacturer — an easy victory, to be fair.

Considering the top OS finds its way to devices made by HTC, Motorola, and Samsung, Apple was a lock from the beginning. RIM surprisingly finds itself tied with HTC for manufacturing 20% of the smartphones in people’s pockets, which we could probably chalk up to corporate support balancing out HTC consumer advertising campaigns.(source:techcrunch

2)Mobile Research Firm Zokem Acquired For Up To $24M

Greg Kumparak

Tearing through a mountain of mobile phone data isn’t much fun, but someone has to do it — and it looks like it pays well enough. Just 4 years after its founding, mobile research firm Zokem has been snatched up for $11.7 million up front, with a potential payout of an additional $12 million through 2014.

Their buyer? Arbitron Inc., a company focused on — hey, whatd’ya know? — consumer research.

Zokem is sort of like a European Flurry. Their main product is an SDK which developers can plug-in into their smartphone (iOS, BlackBerry, Android, and Windows Phone) application to gather up all sorts of anonymous data like usage patterns, signal strength, and creepier stuff like location. Zokem had raised around $2M in funding prior to the acquisition, all from European VCs (specifically, Finland’s Veraventure.)

Up until this point, Arbitron’s primary research beat has been on collecting listener data for the radio industry. They poll a random chunk of the radio-listening population in just shy of 300 regions, then sell that data to broadcasters, networks, and ad agencies.

With the acquisition, Zokem will be changing its name to Arbitron Mobile, with Zokem’s CEO Dr. Hannu Verkasalo leading the mobile division.

Just shy of $12 million with a payout of another $12 million within a few years? Not bad for a company with just 14 employees. Not bad at all.(source:techcrunch

3)How Much Has The Cost of Acquiring a Quality iOS User Changed This Spring?

By Kim-Mai Cutler

Fiksu, a Boston-based company that helps developers optimize their spending on ad networks so they can cheaply get users, said the cost of acquiring a loyal user on iOS rose to $1.27 in June from $1.10 a month earlier. That’s how much a developer would need to spend on mobile ad networks and other channels to get a user that opens their app three times.

The company, which is backed by Charles River Ventures, optimizes a developer’s spending on a few dozen ad networks and other marketing channels to get the lowest rates possible. It works with some bigger brands like Groupon and has been picking up extra gaming clients in the wake of Apple’s ban on incentivized installs. (We have a longer overview and Q&A with the company’s CEO here.)

Today, Fiksu launched a set of monthly indices that are meant to give insight on user acquisition costs for mobile developers. One of the two indices is the “Cost Per Loyal User Index,” or the average cost to get an iOS user that opens an app at least three times. Overall, this figure rose through the spring as the app store became more crowded.

The second index Fiksu launched today is about app store competitiveness. It looks at the average number of downloads the top 200 free iPhone apps get per day in the U.S. This figure has also been on an upward trajectory.

However, there was a dip after April when Apple began rejecting apps that contain offer walls. Downloads for the top 200 free iPhone apps fell to 3.78 million a day in the U.S. in May, from 4.61 million a day in April. At the time, Apple began arguing that these offer walls, which developers were paying for downloads through, were being used to game app store rankings.

Up until then, offer walls had been driving millions of downloads a month, especially for the very biggest free-to-play developers. Once publishers began taking them out, developers had to scramble and find ways to replace them as a cheap source of new customers. Overall, that temporarily drove download rates in the iOS store lower.

Now app store competitiveness is back up slightly with the top 200 free iPhone apps seeing 4.51 million downloads a day in the U.S. But it still has yet to surpass its peak in April.(source:insidemobileapps

4)GetJar hits 2 billion downloads as app roster tops 150,000

by Keith Andrew

Time was, there was a debate as to which third-party multiplatform marketplace was top dog. Now, you’ll find very few who won’t point straight at GetJar when posed with such a question.

Cementing such a view, the “world’s largest free app store” has just passed the 2 billion downloads mark, with Facebook the most popular app on 100 million downloads.

Consumers aren’t short of choice, however, with the store now boasting a roster of more than 150,000 apps.

Free fiesta

“We credit our growth in downloads to our open approach to the app marketplace,” said founder and CEO Ilja Laurs.

“Giving developers for all platforms a free space to distribute their applications has proven popular to both developers and consumers.”

GetJar claims its marketplace has apps for over 2,500 devices, covering Android, BlackBerry, Java, Symbian and the mobile web. The firm has also recently reached 1 million Facebook Connect users.

“GetJar’s social aspects and free business model have been key to our growth, but even more growth is predicted,” added Laurs.

“As we’ve seen Android interest increase, we’ve also seen interest in GetJar increase. With Android exclusives such as Angry Birds and Cut the Rope, GetJar has become an even bigger player in a field of giants and a destination for free Android apps.” (source:pocketgamer

5)The sweet spot for mobile apps

By Colleen Taylor

Tweet inShare24It’s often said that the rise of mobile devices means that many people are now “always on.” But it turns out there are definite times when people are more plugged in than others.

And if you’re a mobile app advertiser, the more information you have about when people are really paying attention to their mobile content, the better.

To that end, real-time bidding mobile ad exchange company Mobclix has assembled all the behavioral data it saw on  iOS and Android users across multiple devices during the month of June. A couple of the study’s findings were pretty interesting:

The late afternoon (between 4pm and 6pm) and the evening (9pm to 11pm) are the most popular times for people to use mobile apps. But they’re actually most engaged with ads within those apps at a completely different time, during the morning hours from 8am to 11am. |

Weekends are far and away the most popular time for users to tool around on their mobile devices, with Saturday and Sunday accounting for 38 percent of the total time spent on mobile apps.

Although many advertisers tend to focus their efforts toward Apple devices such as the iPhone, the Android platform actually holds the highest market share in the U.S., the U.K. and Japan.(source:gigaom

6)Zombie Farm gets social with latest update

By Andrew Webster

We enjoyed Zombie Farm when it was released last year, but the game was definitely missing something: namely, any sort of real social features. That’s all changed now, though, as developer The Playforge has given the game its biggest update yet, which will make farming for zombies a lot more social.

Players can now visit their friends farms, as well as play mini-games with friends and utilize a brand new gifting system. All of these features are contained in the new social menu. And finding friends shouldn’t be all that hard, as Zombie Farm will now let you search both your Facebook friends and iPhone contacts for fellow zombie farmers.

In addition to the social features, the updated Zombie Farm 1.0 also includes a new daily bonus mode, in which you get to spin a wheel once a day to earn money and other bonuses.(source:gamezebo

7)Crescent Moon Games bringing gorgeous 3D physics-based battler Siegecraft to iPhone this September

by Anthony Usher

Fresh off the unleashing of Deadlock: Online, Crescent Moon Games has formally announced 3D physics-based title Siegecraft, which will hit the App Store’s virtual shelves this September.

Featuring ‘simple pick-and-play controls’, the game – selected as one of PG Rob’s Top 10 best iOS / Android games from E3 2011 – allows you to destroy a variety of enemies using crossbows, catapults, battering rams, and more.

You’ll fight across numerous locations from around the globe, while utilising different peoples such as Knights, Vikings, and Samurai – each with its own handcrafted units, buildings, and scenery.

Orks, Romans, Spartans, and a host of other races will also make an appearance down the line.

Natural beauty

As you can see from the screenshots in our gallery (above), Siegecraft is packing some impressive graphics, with real-time water reflection and refraction producing ‘never-before-seen graphics on a mobile device’.

iPad 2 owners will even be treated to an extra graphical grunt, as Hollywood-esque bloom effects and more decorate the screen.

Game Center will be on hand for challenging your friends to vicious battles. And winning, hopefully.

We don’t currently have a price to share with you, but expect that information and more closer to Siegecraft’s September release.(source:pocketgamer

8)Global mobile revenues will be $1.1 trillion in 2012. Here’s why.

By Om Malik

Tweet inShare35You know what’s cooler than a billion? A trillion! That’s exactly where the mobile industry is going, according to a new GSM/Wireless Intelligence study, The Global Cellular Industry Balance Sheet.

The study estimates global mobile service provider revenues will be $1.1 trillion in 2012, thanks to a massive boom in four major economies — Brazil, Russia, India, and China — collectively known as the BRIC economies. The BRIC operators had revenues of $170 billion in 2010 and will exceed $200 billion in revenues in 2012. Developing markets will be the primary engine of growth, contributing over 40 percent of global revenues by this point. In comparison, developed economies are stagnating:

Total revenue growth in developed economies has stalled at around 2 percent since 2009.

40 percent of operators in the developed economies saw revenue declines last year.

The demand for smartphones has led to higher handset subsidies and that’s causing some issues for carriers, which saw profit margins in the developed world decline by 1.4 percent in 2009 and 0.3

percent  in 2010 to stand at 35 percent of total revenues

The worst hit operators are located in Western Europe (Greece, Ireland, Portugal, Spain), Eastern Europe (Czech Republic, Hungary) and the more mature markets in the Middle East (Bahrain, UAE), as well as a number of second-tier operators in the U.S.

Some other notable facts:

Voice revenues still account for 75 percent of recurring revenues on average in developing countries and 70 percent in developed countries.

Data-only revenues (which exclude revenues from messaging services) represented 16 percent of total revenues on average in the developed region in 2010, compared to 11 percent in the developing region.

In 2012, over one-third of total revenues globally will come from non-voice services.

Data-only services will represent close to 20 percent of total revenues.(source:gigaom


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