2）香港开发商Outblaze（其手机游戏团队现有60名成员，代表作是《Pretty Pet Salon》）日前表示公司游戏目前安装量已达3000万次，每月下载量约500万次，其中有150万来自Android平台，有350万来自iOS移动设备。该公司下载量每月增幅约20%至30%，其iOS产品比例为80%，Android产品占比20%，其发展目标是争取两个平台产品数量均衡发展。
据其首席执行官Yat Siu所称，其Android游戏的ARPU值却反而比iOS游戏高30%，他认为出现这种情况的原因在于，Android Market市场竞争更小，而且存在明显的平台分裂性问题，所以那些为用户量身打造的Android手机游戏更容易脱颖而出，他称Outblaze的成功并没有什么妙方，他们只是更懂得根据手机性能开发游戏（游戏邦注：DeNA旗下的Gameview Studios最近也宣称，其部分Android游戏的ARPU值高于iOS游戏）。
3）PopCap Games最近更新了iPhone版《植物大战僵尸》，添加了9个原PC/Mac版本的迷你小游戏，将其分成3个付费内容包，运行玩家通过游戏中的Crazy Dave’s Store购买这些内容。该公司还新添了一个《Race To China》的新型微游戏，以及一系列的Game Center功能。
4）德国调研公司research2guidance近日发布报告指出，据其智能手机应用商店监测工具对2011年第二季度的观察结果显示，诺基亚Ovi Store的一款应用日均下载量可能比苹果App Store多160%。
此外，Windows Phone Marketplace和黑莓App World的应用平均下载量也高于App Store，而Android Market应用平均下载量在所有主流应用商店中居于末尾。
如果以App Store为基准，三星乐园、LG World、GetJAr和Palm的App Catalog的每款应用下载量都低于平均水准。
不过这项调查数据并未区分付费和免费应用下载情况，有可能影响对Android Market和App Store的调查结果。
GetJar Gold服务所提供的产品均为完整的“付费”版本，其中不含任何IAP功能，目前已采用该服务的公司包括Glu Mobile、Rovio和ZeptoLabs，他们将通过GetJar推出限时免费或独家发售活动。
首先加入GetJar Gold协议的游戏是Halfbrick开发的《Age of Zombies》（当前在Android Market售价为3.3美元/1.94英磅），以及Neon Play的《Paper Glider》、手机应用《TuneIn Radio Pro》、《Solo》和《Splashtop Remote Desktop》。
7）J.D. Power and Associates最新调查表明，目前市场上的移动设备硬件设计仍无法满足用户的要求。
1）Older Players Generate Four-Fifths of Freemium Gaming Revenue, Flurry Finds
By Kim-Mai Cutler
Younger players from ages 18 to 24 may be the most active gamers in terms of the minutes they spend in apps compared to other age groups. But older players account for the vast majority of revenue, mobile analytics company Flurry found.
The company looked at 20 million users across all of the freemium games it supports. (Flurry has about 110,000 apps in its system.)
The company found that while 18 to 24-year-olds make up 32 percent of the time all players spend in freemium games, they only bring in 16 percent of overall in-app purchase revenue. In contrast, players ages 25 to 34 bring in nearly half of in-app purchase revenue even though they make up 29 percent of the time spent in freemium games. Thirty-five to fifty-four year-olds account for 28 percent of revenue even though they only account for 14 percent of time spent in games.
The logic behind this is pretty simple. Younger players have more time and a lower amount of disposable income. Older players are in the reverse situation as they may have more demanding jobs and families to support.
Freemium games — especially casual games — usually monetize through a system where it takes time to complete tasks like baking a virtual cake or building a virtual building. But players can bypass this time requirement by spending virtual currency. So older players who have less time and more discretionary might be more inclined to spend a little to get farther in the game without waiting.（source:insidemobileapps）
2）Outblaze Gets to 30M Installs, Sees 30% Higher ARPU on Android Than on iOS
By Kim-Mai Cutler
Outblaze, a Hong Kong developer with an unusual strategy of launching as many as two to three games per week, says it has reached about 30 million installs across its titles. When we talked to the company in July, it had one larger hit, Pretty Pet Salon, which was doing well on both Android and iOS.
Now its 60-person mobile games unit is doing about 5 million downloads a month, with 1.5 million of those installs coming from Android and 3.5 million from iOS. Both are growing at roughly 20 to 30 percent month-over-month. Right now, the company’s titles are 80 percent on iOS and 20 percent on Android, but the goal is to get them to 50-50.
Android however is producing an average revenue per user that’s 30 percent higher than on iOS. Yat Siu, the company’s chief executive, attributes this to the intense amount of quality testing the company does. Because Android Market is relatively less competitive and there are many more devices that have to be compatible with a game, any titles that actually function on a user’s Android phone stand out and consumers gravitate to them.
“We don’t have a superb, magic formula,” he said. “We are just more compatible with devices.”
“People say Android monetizes poorly, but I’m honestly just not seeing what they’re seeing,” he said, echoing comments from DeNA’s Gameview Studios, which also recently said it was seeing 30 percent higher ARPU on certain games on Google’s platform.（source:insidemobileapps）
3）Plants Vs. Zombies for iPhone gets in-app payments and new mini-games
by Stuart Dredge
PC/Mac content ported over, but players won’t be forced to pay for it.
PopCap Games has updated Plants Vs. Zombies for iPhone with nine mini-games taken from the original PC and Mac versions of the game. Players can pay to play them, but they don’t have to.
Let us explain: the nine mini-games are grouped into three packs, which can be accessed through the Crazy Dave’s Store within the game.
Players can buy the packs with virtual coins earned while playing the main game or from tending its Zen Garden. However, players wanting to get them straight away can opt to buy the packs for £0.69 each.
PopCap has also added a new micro-game called Race To China, and a series of new Game Center achievements to keep experienced players on their toes.
The extra content will be welcomed by the sizeable Plants Vs. Zombies fanbase, and PopCap seems to be approaching the issue of in-app purchases sensitively, ensuring that players don’t feel forced to pay if they’re happy to spend the time earning virtual coins instead.（source:mobile-ent）
4）Unstructured data suggests the average number of downloads per app on Ovi Store is 2.5 times more than an app on App Store
Probably because there’s 90 percent fewer apps available
by Jon Jordan
Comparison between app stores are great for headlines but not always so significant when you dig into the meat of the analysis.
The latest report from German outfit research2guidance seems to fall into that category.
Taken from its Smartphone App Market Monitor V.3 (priced at €1,290), it states that during Q2 2011 – if you averaged out the total downloads across the total number of apps – an app on the Nokia Ovi Store would have had 160 percent more downloads than an app on Apple’s App Store
Using this methodology, apps on Windows Phone Marketplace and BlackBerry App World also gained a higher average than those on the App Store, while apps on the Android Market had a slightly smaller amount of downloads.
Stores such as Samsung App, LG World, GetJar and Palm’s App Catalog had significantly lower average per app download numbers.
Is the Pope a catholic?
Of course, this trend is hardly a surprise as Apple’s App Store and Android Market have many times more apps available than Ovi Store and Windows Phone Marketplace, which would depress their average, while Samsung, LG, and Palm’s stores have smaller install bases of devices from which to generate downloads.
There’s also the issue that the data doesn’t split downloads between free or paid, which would likely impact Android Market and Apple’s App Store in particular, let alone consider different types of average such as median or mode. （source:pocketgamer）
5）GetJar launches GetJar Gold, a free channel for premium Android content, with Halfbrick’s Age of Zombies
by Jon Jordan
As outgoing marketing director Patrick Mork suggested when we last spoke to him, free app store GetJar has just announced a premium channel for Android games and apps.
Called GetJar Gold, it’s a means by which Android content, which is only available for a fee on other app stores, can be given away from free to GetJar consumers – without any registration – while developers gain revenue for each download.
This works as GetJar will pay the developers directly, hopefully through the increased advertising revenue that can be generated by the expected large download volumes such high quality content will attract.
The games themselves will be the full ‘paid’ versions, without in-app advertising.
In this way, GetJar Gold formalises and extends the current situation whereby GetJar has been making deals with companies such as Glu Mobile, Rovio and ZeptoLabs to release their Android games, free and/or exclusively for a period.
The initiative also works as part of GetJar’s wider expansion plans so in the short term will likely be funded by its VC warchest. It raised $25 million in February.
Giving away gold
The first content to be made available is Halfbrick’s Age of Zombies (currently priced at $3.30/£1.94 on the Android Market) and Neon Play’s Paper Glider plus apps TuneIn Radio Pro, Solo and Splashtop Remote Desktop.（source:pocketgamer）
6）6B mobile connections by the end of 2011. Wow!
By Om Malik
Tweet inShare40The total number of global mobile connections are going to go past the six billion mark by the end of 2011 according to a forecast from Wireless Intelligence, the research arm of the trade group, GSMA. Wireless Intelligence is forecasting about 6.07 billion connections at the close of the year. Just for context the global population will nudge past seven billion people by the end of October 2011.
Thanks to booming demand in Asia and Africa along with Brazil and China, nearly 1 billion connections were added in last 16 months alone. We had hit the 5 billion mobile connections mark in July 2010, 18 months after we went past the 4 billion mark. We should expect these numbers to rise sharply. As my colleague, Kevin Tofel pointed out
As more devices become connected through the Internet of things, the overall connection numbers should rise accordingly. E-book readers such as the Kindle, automobiles, upcoming and current tablets, not to mention cameras, are all getting connected.
Here are some interesting tidbits from the report.
* The Asia-Pacific region will rise to account for 50 percent of all connections by year-end.
* Two-thirds of the Asia-Pacific total relates to China and India. Both countries are projected to have over billion connections each next year.
* Six of the world’s top ten largest mobile markets will be in Asia-Pacific.
* By the end of this year, Africa will overtake the Americas as the second-largest regional market with 648 million connections or 11 percent of the total.
* Eastern Europe will become bigger than Western Europe in terms of connections.
*GSM is expected to account for 73 percent of global connections in the fourth quarter, followed by WCDMA/HSPA (16 percent) and CDMA (9 percent)（source:gigaom）
7）J.D. Power Report Weighs In On Smartphone Design Vs. Performance
Chris Velazco is a mobile enthusiast and writer who studied English and Marketing at Rutgers University. Once upon a time, he was the news intern for MobileCrunch, and in between posts, he worked in wireless sales at Best Buy. After graduating, he returned to the new TechCrunch to as a full-time mobile writer. He counts advertising, running, musical theater,… → Learn More
Sometimes it seems like phone manufacturers are locked in a race to deliver the fastest, most feature-packed phones, but sheer power does not a great phone make. According to a recent report from J.D. Power and Associates, the specifics of a device’s design goes a long way in determining how satisfied its users are.
Users of devices with touch screens, for example, are more likely to be satisfied with their phones than users who only have physical keyboards. While I wouldn’t try to convince a dyed-in-the-wool BlackBerry aficionado of that, the scores are pretty conclusive: on a 1,000 point scale, purely touch screen devices rated the highest in satisfaction (817 points), versus devices with just a physical keyboard (782), and devices with a mix of both (785).
Physical size and weight are also key determinants of satisfaction: smartphones whose weight comes in at or under 5 ounces receive the highest satisfaction ratings, and that trend even carries over into feature phones. Satisfaction scores also peak when a smartphone is nice and skinny, with phones at or below the .45-inch level topping the charts.
Apple claims the “Highest in Customer Satisfaction” crown in the smartphone category for the sixth consecutive time, which makes sense considering their zeal for design. In fairness though, it helps that they only really ever run with one new smartphone design at a time. HTC’s second place finish, on the other hand, means the Taiwan-based company can manage to hold their myriad smartphone offerings to a strict standard of performance and design.
While useful in some respects, J.D. Power’s results don’t really break any new ground. Going by their criteria, the “ideal” smartphone would be thin, light, and powerful: in short, what every manufacturer is aiming for anyway. Research like this can almost be dangerous to manufacturers, as it paints a picture of a specific kind of phone that people will theoretically be most pleased with. Differentiation and quality are the ways to thrive in this industry, and if everyone suddenly decides to make the same kind of device, only the consumers lose.（source:techcrunch）