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每日观察:关注男女用户在免费游戏中投入比例(9.17)

发布时间:2011-09-17 10:50:14 Tags:,,

1)移动分析公司Flurry最新数据表明,男性用户玩免费游戏的时间与女性用户相当,甚至还略多于后者(游戏邦注:Flurry调查追踪了11万款主流智能手机应用的2000万名用户)。

time spent by age and sex(from Flurry)

time spent by age and sex(from Flurry)

在所有年龄段用户中,男女用户玩免费游戏的时间比例为53:47。

money spent by age and sex(from Flurry)

money spent by age and sex(from Flurry)

在免费游戏的消费金额中,男性用户的投入比例仍然高于女性,二者比例为58:42。而在25至34岁群体中,男性用户投入占29%,女性用户仅占20%。值得注意的是,在35至54岁的中年群体中也出现了同样的趋势,男女用户投入比例分别是16%和12%(但该群体中的家庭主妇一向是公认的Facebook游戏主力军)。

transaction size by age and sex(from Flurry)

transaction size by age and sex(from Flurry)

Flurry调查发现,各年龄段的男性用户在游戏中每笔交易投入均高于女性,平均比后者高31%,两者平均每笔交易消费额分别是15.6美元和11.9美元。

2)个性化应用商店服务Appsfire最近观察指出,其追踪的iOS和Android应用数量已达100万款,其中52%属于iOS应用,48%是Android应用,这两者总共有80%属于活跃应用。

Appsfire(from thesmartphonehub.com)

Appsfire(from thesmartphonehub.com)

Appsfire预测到2011年底,iOS和Android活跃应用将超过100万款,其中Android应用将超过50万款,iOS应用逾55万款。

3)由于《蓝精灵村庄》等游戏在App Store的强劲表现,再加上MMO游戏《Monster Hunter Frontier Online》大受欢迎,Capcom最近预计本财年上半年(截止9月30日)营收将达280亿日元(约合3.65亿美元),约比之前预测的260亿日元(3.39亿美元)增加8%左右;另外还预估该时期净利润将达8亿日元(1000万美元),远超之前预测的2亿日元(260万美元)。

capcom(from gematsu.com)

capcom(from gematsu.com)

尽管如此,其预测的上半财年总体营收仍将低于2010财年同期收益,当时Capcom的总营收为407亿日元(5300万美元),净利润达178亿日元(2300万美元)。

4)蒙特利尔工作室Gamerizon(iOS游戏Cho Chop系列开发商)日前宣布融资500万美元,主要支持者包括Vanedge Capital和iNovia Capital,将用这笔资金扩大团队规模,计划在未来两年新增100名成员。

Chop-chop-tennis(from iphonehelp.in)

Chop-chop-tennis(from iphonehelp.in)

Chop Chop系列游戏在16个月的下载量已超过1500万次,该公司目前位列2011年前50强手机游戏开发商榜单第32名。

5)据美国商标局资料显示,谷歌已经在7月份大手笔收购IBM的1000多项专利权。不过谷歌并没有解释其中原因。

Google-IBM(from droidcover.com)

Google-IBM(from droidcover.com)

但Foss Patents观察者认为,从谷歌以125亿美元收购摩托罗拉一事来看,该公司收购专利权可能是出于一种自我保护的需要,以免卷入关于摩托罗拉的专利权纠纷。

6)据pocketgamer报道,开发商Toco Games日前与发行商Crescent Moon合作,将于今年秋季推出3D游戏《Last Knight》。

last knight(from iphone.pandaapp.com)

last knight(from iphone.pandaapp.com)

该游戏使用的是Unreal Engine开发工具,将呈现高质量画面,拥有6个玄幻主题,拥有独特功能的敌人,以及随机生成的故事模式。虽然没有宣布游戏发行平台,但从Crescent Moon过去的发行业务来看,这款游戏很可能先投放到iPhone和iPad平台。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)Men out play and out spend women when it comes to mobile freemium gaming says Flurry

by Jon Jordan

Having previously analysed the age breakdown of freemium games, in terms of time spent playing and cash spent on IAP, Flurry has turned its attention to the gender split.

Once again, it points out, the study is generated from data from a sample of iOS and Android freemium games. Flurry has access to over 20 million users across more than 1.4 billion sessions as it tracks 110,000 apps across the major smartphones.

When it comes to time spent playing freemium games, men and boys play an equal amount or more than girls and women.

Across all ages, the time split is 53 percent male and 47 percent female.

Hey, big spender

Perhaps surprisingly, this trend is strengthened when it comes to money spent, with males accounting for 58 percent of overall spend, and females 42 percent.

Indeed, it’s particularly notable that in the key 25 – 34 year old category, males account for 29 percent of total spend, compared to only 20 percent for female.

This trend continues into the older 35 – 54 year old category, which is often described as being the middle-aged housewives market, and thought of as being highly significant for Facebook

social games.

Crunching all its figures together, Flurry concludes with a graph showing the average transaction size, split between gender and age.

This demonstrates that boys and men spend significantly more per transaction than girls and women: an average of 31 percent more; $15.60 to $11.90.(source:pocketgamer

2)Appsfire study reveals combined iOS and Android app total is 1 million

by Matt Sakuraoka-Gilman

The million app milestone has been reached, though only via a combination of both iOS and Android apps and discounting the fact that 20 percent of the total are no longer active.

Personalised app store application Appsfire has added up the total number of apps since the conception of iOS and Android to reach the figure, finding that 52 percent of the million were iOS and 48 percent were Android-based.

Next milestone

Appsfire goes on to predict when the combination of iOS and Android apps will reach its next significant milestone, a total 1 million active apps.

By way of a handy graph, we can see that according to Appsfire the figure will be reached by the end of 2011, with Android predicted to account for just over 500,000 apps and iOS just over 550,000.

You can check the pie chart and graph below.

Earlier this month, Appsfire called upon developers to adopt its openUDID in response to Apple’s decisions to deprecation UDIDs in iOS 5.(source:pocketgamer

3)Capcom Increases Earnings Estimates On Mobile, Arcade Performance

by Kyle Orland

Capcom has updated its public expectations for revenues and earnings in the first half of the fiscal year, citing stronger than expected performance for its Japanese arcades and mobile titles like Smurfs’ Village.

The company now expects revenues for the half year ending September 30 to be 28 billion yen ($365 million), up nearly 8 percent from previous estimates of 26 billion yen ($339 million).

Projected net profits of 800 million yen ($10 million) for the period are 300 percent higher than previous projections of 200 million yen ($2.6 million).

Even with the increased guidance, performance for the fiscal half-year is still expected to be down from the same period in 2010, which saw revenues of 40.7 billion yen ($53 million) and net profits of 1.78 billion yen ($23 million).

In explaining the updated numbers, Capcom specifically cited strong performance for casual mobile title Smurfs’ Village, which is a constant presence on Apple’s top-grossing iOS game lists, and MMO Monster Hunter Frontier Online, which topped Japanese sales charts after its 2010 release on the Xbox 360.

The company also said its arcade operations have recovered well following March’s Great East Japan Earthquake, with all locations now reopened and predicted electricity shortages being less severe than expected.

Capcom was reluctant to make any changes to its earnings forecasts for the full fiscal year, owing to what it called an “economic outlook [that] is becoming increasingly uncertain and market conditions [that] are changing rapidly.” (source:gamasutra

4)Chop Chop developer Gamerizon raises $5 million to expand series to new formats

by Jon Jordan

Montreal-based developer Gamerizon, which is behind the Chop Chop iOS series of games, has announced it’s raised $5 million in funding.

The round was lead by Vanedge Capital and included iNovia Capital.

The investment will be used by Gamerizon to increase its headcount, with 100 new hires planned over the next two years, as it looks to expand the volume and scope of its releases.

“We’re extremely proud to be associated with such quality investment firms as Vanedge and iNovia as we scale up operations and leverage our Chop Chop franchise over numerous social and mobile platforms including Facebook, iOS, Android and Windows Mobile,” said Alex Sakiz, Gamerizon’s CEO.

“They bring phenomenal gaming expertise and are established leaders in digital investments.”

Sharp edge

The Chop Chop games have been downloaded over 15 million times in the span of 16 months, while the company was ranked #32 in our 2011 list of the top 50 best mobile developers.

“We are excited about our investment in Gamerizon. The team has built good momentum and has started to emerge as a pre-eminent developer of mobile games,” said Divesh Sisodraker, a partner

at Vanedge Capital.

“We have made four investments in our fund, two have been in Montreal, and Gamerizon is our largest investment here to date. We are strong supporters of the digital media industry in Quebec and excited by the depth of talent and number of quality investment opportunities available in the Province.”(source:pocketgamer

5)Google moves to defend Android, buys over 1,000 patents from IBM

by Matt Sakuraoka-Gilman

According to records from the US patent office, Google has splashed the cash once again, buying over 1,000 patents from IBM. Google previously bought 1,030 patents from IBM in July.

No word has emerged from Google as to the whys and wherefores of the purchase.

However, with Google’s $12.5 billion buyout of Motorola Mobility still fresh in the mind, self-defence is thought to be the main reason. Foss Patents argued that, in the case of the Motorola Mobilty buyout, Google had to act to protect itself from Motorola’s patents.

Cold war

Research VP at Yankee Group, Brian Partridge believes that the current climate of patent infringement lawsuits and the way in which companies are protecting themselves against attack is reminiscent of nuclear warhead stockpiling during the Cold War.

“Google’s aggressive patent spending spree on mobile hardware and software intellectual property means it wants to remain a superpower in the mobile ecosystem,” Partridge said.

“Just as nuclear warheads provided a deterrent for conflict during the Cold War, patent portfolios play the same role for mobile superpowers. Google obviously feels that patent accumulation is necessary to provide legal cover for its mobile interests such as Android from litigious competitors, namely Apple.”(source:pocketgamer

6)Crescent Moon and Toco Games saddle up for Unreal iOS jouster Last Knight

by Jon Jordan

What is it about jousting games on iOS at the moment?

Over the past couple of months, we’ve had KnightyKnight from Northern Irish developer Billy Goat, as well as Shake Spears! from Alawar.

Now, developer Toco Games, together with publisher Crescent Moon, is working on Last Knight.

Sweet dreams

Like KnightyKnight, it’s a 3D jousting title, but unlike that game, the experience is more freeform as the gameplay relies on ragdoll physics, including the horse, i.e. you control its momentum and your lance positioning, so where it hits – indeed, where you’re hit by your opponent’s lance – determines the outcome.

Developed using the Unreal Engine Development Kit, Last Knight promises high-quality graphics, with the game description talking up its advanced lighting and shader techniques.

There will also be six fantasy themes, distinct enemies, each with its own behaviour, and a story mode unravelled through a world that’s randomly generated.

Platforms haven’t been mentioned, but given it’s Crescent Moon, we’d expect iPhone and iPad. The release slot is sometime late fall.(source:pocketgamer


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