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每日观察:关注eMarketer预测美国社交游戏用户数量(8.30)

发布时间:2011-08-30 15:47:59 Tags:,,,

1)据《纽约邮报》及路透社报道,由于股市行情不济,社交游戏开发商Zynga有可能将IPO延迟到今年11月份(游戏邦注:该公司在7月份向SEC提交的S-1文件中指出,公司准备“尽早上市”)。

Mark-Pincus-zynga(from portfolio.com)

Mark-Pincus-zynga(from portfolio.com)

知情人向媒体透露,Zynga原本打算尽快上市,但由于目前股市情况不容乐观就不打算立即进行IPO,但Zynga拒绝对此作出回应。

2)Valve联合创始人Gabe Newell在最近的媒体采访中表示,比起游戏盈利模式,公司关重视游戏的用户体验,并称“不成熟的盈利方案是万恶之源”。

gabe-newell(from videogamesrepublic.com)

gabe-newell(from videogamesrepublic.com)

他表示公司即将推出的《Dota 2》先从游戏测试起步,解决所有已发现的技术性和服务器问题后,才会进行内部测试,然后才会进行公开测试。他们会先关注游戏是否完善,然后才考虑盈利问题。针对盈利方案在游戏设计阶段的重要性这一问题,他的看法是目前的游戏行业过于急功近利,不少开发者在时机未成熟时就推出了盈利方案,这种做法并不可取,例如《挖矿争霸》之父Notch就没有彻底想清楚其具体的盈利解决方案。

3)据games报道,EA Playfish推出的《模拟人生社交版》现已突破720万DAU,成为Facebook第三大人气社交游戏。

the-sims-social(from insidesocialgames)

the-sims-social(from insidesocialgames)

《模拟人生社交版》已打败Zynga旗下的《Empires & Allies》和《Zynga Poker》,在上周还超越了《FrontierVille》最新推也的延伸游戏《Pioneer Trail》,其DAU与《FarmVille》仅相距100多万(游戏邦注:《FarmVille》最近DAU为840万)。

4)市场调研公司eMarketer最新报告表明,目前美国共有6190万社交游戏玩家,预测这一数据在2013年将增长至7360万。eMarketer高级分析师Lisa E.Phillips表示,当今的硬核游戏玩家也开始体验休闲游戏,更多女性用户开始接触任天堂Wii之外的掌机游戏设备,这些玩家选择的游戏类型多种多样。

US social gamers(from emarketer)

US social gamers(from emarketer)

Facebook平台目前已有近8000万的策略游戏玩家,预计到2013年硬核社交游戏玩家将增长5倍;与此同时,《FarmVille》等休闲社交游戏玩家数量也将持续增长。

US mobile gamers(from emarketer)

US mobile gamers(from emarketer)

eMarketer还指出,各类手机游戏(排除功能性手机上的预装游戏)用户增势更为明显,今年将有7350万手机用户每月都会玩游戏,增长率达22.1%;预计到2015年,将有1亿以上美国用户经常在通过手机玩游戏。

2011年在线掌机游戏用户将达3820万,休闲游戏用户也将达到8950万,以上这四种游戏用户互有重叠,多数玩家至少曾在三种不同平台上玩游戏。

5)据AllThingsD报道,谷歌日前宣布准备关闭旗下社交应用及游戏开发工作室Slide(谷歌一年前以1.82亿美元收购该公司),Slide主管Max Levchin及产品高管Jared Fliesler也将离职,不过该团队多数成员将继续留在谷歌参与其他项目。

Slide_logo(from guao)

Slide_logo(from guao)

自被谷歌收购之后,Slide开发了基于网页的社交应用SuperPoke Pets和图片分享应用Photovine(该产品在8月17日刚发布)等一系列产品。

6)Facebook游戏主管Sean Ryan在最近的媒体采访中表示,Facebook希望引进更多复杂精致的游戏,Facebook成为一个游戏平台的时间仅3年半而已,所以其游戏类型比起掌机平台略有欠缺。

Sean Ryan(from games.com)

Sean Ryan(from games.com)

他称虽然Facebook仅是一个平台,他们并不制作游戏,但却很关心如何推动平台上游戏获得成功,Facebook致力于让更多人通过社交图谱体验Facebook游戏。

7)在本周的MAU增长最快Facebook游戏榜单上,《模拟人生社交版》(最近MAU为2089万)和《The Smurfs & Co.》(最近MAU为780万)分别居于第一第二席位,排在第三名的是Zynga游戏《Texas HoldEm Poker》(最近MAU为3655万)。

Top Gainers This Week-Games(from AppData)

Top Gainers This Week-Games(from AppData)

而RockYou游戏《Zoo World 2》用户数量增长开始下滑,所以并没进入本榜单前20名之列。该游戏最高峰时的MAU是940万,DAU为94万。排在第九名的是由6waves Lolapps本周刚发布的模拟游戏《Baby & Me》,其最近MAU为93万,《胡莱三国》居于第12名,最近MAU为112万。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Report: Zynga May Delay IPO Due To ‘Rocky Stock Markets’

by Mike Rose

Social games giant Zynga may be planning to delay its upcoming plans for an initial public offering due to poor market conditions, according to media reports.

The FarmVille studio filed an S-1 with the SEC indicating its desire to issue an initial public stock offering “as soon as is practicable” back in July.

However, according to the New York Post, and as reported by financial news website Reuters, the company may be considering a delay to the IPO until November.

The newspaper cites two sources who have knowledge of the potential delay, explaining that Zynga’s original plan was to list as quickly as possible, but is “no longer in a rush because of the rocky stock markets.”

Gamasutra contacted Zynga for confirmation, but the company declined to comment on the subject.

Following the IPO filing earlier this year, it was revealed that the company had 148 million unique monthly players across its games as of March 31, much lower than previous counts which tallied players of multiple Zynga games multiple times.(source:gamasutra

2)Newell: ‘Premature Monetization Is The Root Of All Evil’

by Staff

In a new Gamasutra feature interview, Valve co-founder Gabe Newell discussed the future plans for upcoming Dota 2′s business model, noting that the company is more concerned about making sure the game is accepted by players.

“The primary focus for us at this point is not worrying about monetization, and it’s instead worrying about getting the game right,” he explained.

“So we started with a group of IceFrog’s [original Dota developer] testers that he’s worked with for all the different versions, and sort of got it to a point where we’d stopped making them crazy with all of the dumb things that we had done.”

He continued, “The International [tournament at this month's Gamescom] is sort of the next step of that process. It’s like, this is a very tough audience; there are a bunch of clear technology pieces and server pieces we have to get done. And the phase after that is, there’s going to be an invitation beta, and then after that there’s going to be an open beta.”

“But our focus is really much on building something that’s cool, and then we’ll worry about monetization. So we’re not going to worry about that until later. Premature monetization is the root of all evil,” he said.

When asked whether he believed being aware of your monetization design was important during the game design period, Newell responded, “I think not sucking is way more of an important thing to pay attention to first.”

“I think every gamer can point to shipping too early, or sucking, as being a way more dominant story in our industry than, ‘Oh, it was slightly cumbersome to give the company money.’ I mean look at Minecraft, right? Notch wasn’t thinking through his incredibly precise monetization strategy.”(source:gamasutra

4)Online Gaming Audience Defies Stereotypes

Audience demographics shift as new gaming possibilities open up in social and mobile

The online gaming space is an exciting place for both gamers and brand marketers. In particular, the growing appeal of casual and social games is encouraging users to play them across multiple platforms, from PCs and consoles to smartphones and tablets. And that appeal is growing beyond the typical gamer demographics.

“Gone are the days when only males ages 18 to 34 were hardcore gamers or only moms were pelting their Facebook friends with requests for hens or heifers in social games like FarmVille,” said Lisa E. Phillips, eMarketer senior analyst and author of the new report, “Online Gaming Audience: Lines Blur as the Market Grows.” “Today’s core gamers are also playing casual games. More women are using game consoles beyond the Nintendo Wii, and their game choices include many genres.”

eMarketer estimates that social gaming will reach 61.9 million US internet users by the end of this year, or over a quarter of the online population. Growth, which is beginning to level out after strong increases, will be driven by the rise of mobile social gaming.

US Social Gamers, 2010-2013

The audience for all types of mobile games (excluding pre-installed games on feature phones) is even greater, and growing more rapidly. This year, 73.5 million mobile users will play games at least monthly, up 22.1%. By 2015, more than 100 million US consumers will play games regularly on their phone.

US Mobile Gamers, 2010-2015

eMarketer also estimates the online console gaming audience at 38.2 million this year, while 89.5 million consumers will play casual online games like solitaire, mahjong and Scrabble. These four groups of gamers overlap, as players become increasingly platform-agnostic.

“Although certain affinities still exist, most gamers are playing games on at least three different systems,” said Phillips. “However, marketers must still be prepared to support a promotion across multiple platforms.(source:emarketer

5)Google Closes Social App, Game Developer Slide

by Tom Curtis

Google has announced that it has decided to shut down its social app and game development studio Slide, a startup the search engine giant purchased for $182 million just one year ago.

Coinciding with the studio closure, Slide leader Max Levchin and head of product Jared Fliesler will be departing Google, reports AllThingsD.

“Max has decided to leave Slide and Google to pursue other opportunities, and we wish him the best,” a Google spokesperson said. “Most of the team from Slide will remain at Google to work on other opportunities.”

Since its acquisition by Google, Slide has worked on a number of social apps such as the web-based SuperPoke Pets and the picture-sharing app Photovine, which launched two weeks ago on August 17.

Since Google purchased Slide, the studio has existed separately from the rest of the company’s social efforts, reports AllThingsD. For instance, while Google executives Vic Gundotra and Bradley Horowitz led the charge in developing the Google+ social network, Slide and Max Levchin existed as a smaller subsidiary reporting to Google co-founder Sergey Brin.

Earlier this month, Google debuted its first set of third party social games on Google+, with apps from popular developers such as Zynga, PopCap, Wooga, and more.(source:gamasutra

6)Facebook wants its games selection to match consoles’ variety

by Joe Osborne

And they’re getting mighty close. During an interview with MCV, Facebook director of games partnerships Sean Ryan said, “There is a range of sophisticated games we want to get on our platform.” He’s referring to the fact that there is simply more of a variety of games on consoles when compared to Facebook. To him, Facebook doesn’t have that wide selection because, as a games platform, it’s only 3 and a half years old.

“We are a pure platform – we don’t invest in games or make them,” Ryan said to MCV. “But we ask ourselves how we can make games like a football manager title rise up and become a success.” When asked about whether this would harm larger traditional game firms, he said to MCV that this is a chance to reach bigger audiences with high-end games. Um, does this mean we’ll see Halo soon on the old Facebook?

“Our aim is to have more people playing on Facebook or via games on consoles using the Social Graph,” Ryan said. “There is no question the hours spent on Facebook have to come from somewhere and that may mean eating into other traditional gaming areas.” OK, so maybe not on Facebook … but so close!(source:games


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