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%。
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。
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。
1）Nielsen: Android Takes Top OS Spot, Apple Tops Manufacturers
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
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.
“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.
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）