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每日观察:关注采用IAP的iPhone应用仅占4%比例(9.22)

发布时间:2011-09-22 11:29:21 Tags:,,,

1)Distimo最近在威瑞森开发者大会上指出,72%的iPhone应用收益来自IAP模式,值得一提的是,目前含有iAP功能的iPhone应用仅占4%。也就是说,4%的iPhone内容,创造了App Store 72%的收益。

Freemium Apps(from macstories.net)

Freemium Apps(from macstories.net)

出现这种情况的部分原因在于,IAP在2009年6月才引进App Store,出现时间比App Store晚一年左右。另一个原因是,虽然IAP模式适用于一些特定的应用类型(尤其是游戏),但纯付费下载模式仍是最普遍的盈利模式。游戏虽然是App Store最占优势的应用类型,但其数量毕竟不能与App Store所有其他应用的总和相提并论。

据Distimo分析,在采用IAP模式的iPhone游戏中,免费游戏所占比例高达11%;iPad应用也出现了类似情况,7%的iPad专属内容含有IAP功能,免费游戏所占比例高达20%。

2)英国分析公司Juniper Research近日预测,2016年全球平板电脑出货量将达2.53亿部,几乎是今年预计出货量的5倍。

tablet(from dev.chromium.org)

tablet(from dev.chromium.org)

据该公司报告所称,目前含有移动网络的平板电脑出货量远低于仅支持Wi-Fi网络的设备,但预计2016年带有移动网络的平板电脑年出货量所占份额将超过50%。

Juniper还指出,随着PC电脑市场增长减缓,宏碁、戴尔、惠普和东芝等公司也将角逐平板电脑市场。

3)移动分析公司Flurry最近针对微软Windows Phone平台发布了Flurry 2.0版SDK,支持该平台应用开发者在Mango系统中成功获取分析数据。

这个SDK的功能包括获取应用所在平台的移动设备、运营商和操作系统等数据,以及支持开发者通过安全的网络连接提取数据的安全更新功能。

4)多设备社交游戏平台Sibblingz日前宣布BitRhymes、IKIGames、LuckyLabs、Fortune Planet、DeezGames和CrowdStar等多家Facebook游戏开发商已选择其Spaceport工具,面向iOS、Android等手机平台开发游戏。

spaceport(from blog.games.com)

spaceport(from blog.games.com)

该公司支持开发者同时针对Facebook、iOS和Android平台开发游戏,以便玩家在不同设备上不间断地玩同款社交游戏。Sibblingz的云游戏开发平台Spaceport可方便开发者使用Javascript一次性创建游戏,然后在所有智能手机操作系统上玩游戏,为用户提供类似原生应用的流畅游戏体验。这类网页游戏运行特点类似于HTML5和原生应用的合体,仅需一次性编写代码,就可以在任何设备上运行。开发商也可以使用Spaceport创建原生的iOS应用。

5)云安全服务公司Westcoastcloud最近调查结果表明,每10位英国家长中就有一者认为,孩子4岁时就可以让他们拥有一部手机。

kid_with_cell_phone(from zomm.com)

kid_with_cell_phone(from zomm.com)

与此同时,每10个年龄不足十岁的英国儿童中,就有一人拥有iPhone,每20名小学生中,就有一人持有iPad。

17%的家长在不堪孩子纠缠后给他们买了一部手机,68%家长则出于监管子女的需要而为他们购买手机。

尽管Facebook和MySpace等社交网络设置了未满13岁用户不得入内的门槛,但调查却发现每10个小学生中就有一人注册了一个社交网络帐号。

有三分之一的孩子使用父母的手机和电脑等设备访问YouTube、电子邮箱或使用Facebook、Twitter。

6)Adobe公司最近宣布即将推出Flash Player 11,该工具将包括一个硬件加速3D和2D图像的Molehill接口。据称这个新版本渲染速度将比原版本提高1000倍左右,使基于网页浏览器的游戏也能实现堪比Xbox或PS3内容的展示效果。

adobe-flash-player-icon(from itgenius.lk)

adobe-flash-player-icon(from itgenius.lk)

Flash Player 11其他更新功能还包括:支持开发者扩展使用光敏元件、双屏和NFC等硬件设备的功能;支持运行TV Everywhere以及售借和订阅服务;优化视频效果,并提供2D/3D支持。

该公司副总裁兼平台总经理表示,Flash在某些方面的功能仍然优于HTML5,虽然Adobe Edge、Dreamweaver等HTML5工具是开发交互性网页内容、富媒体广告、品牌微网站和通用版手机应用的理想工具,但Flash仍是游戏、高端视频和复杂应用(以数据为导向)开发者的最佳选择。

7)Big Daddy’s Creations最近透露,他们将在今年底把热门iOS回合制策略棋盘游戏《Neuroshima Hex》引进Android平台,但未公布具体发布时间。

Neuroshima Hex(from neuroshimahex.com)

Neuroshima Hex(from neuroshimahex.com)

该游戏是iPhone平台最复杂的棋盘游戏之一,玩家的任务是摧毁敌人的总部。如果在六边形的格子中拉开战役,游戏玩法还将更为复杂,因为这种玩法要求玩家同时采用多种战术以摆脱困境。(本文为游戏邦/gamerboom.com编译,如需转载请联系:游戏邦

1)4% of apps are generating 72% of all iPhone App Store revenue says Distimo

by Jon Jordan

While the headline figure from Distimo’s presentation deck from the Verizon Developers Conference was that 72 percent of revenue for iPhone apps comes from in-app purchases, that’s not the whole story.

More striking is only 4 percent of iPhone apps include IAP.

The figure seemed so low, we had to check with Distimo that it was correct.

It is.

Freemium cash-in

The reasons are partly due to legacy issues, as IAP was enabled in June 2009, almost a year after the App Store launched.

The other is that although IAP works well for certain categories – notably games – the upfront paid model (or purely free) remains the most popular business model. Obviously, although games are the single largest App Store category, overall it’s a minority.

Still, IAP is more popular for certain types of content.

According to Distimo’s analysis, as expected, the proportion of free games that include IAP is significantly higher at 11 percent.

It’s a similar situation with iPad apps; 7 percent of dedicated iPad content includes IAP, rising to 20 percent for free games

But, the conclusion remains that a mere 4 percent of iPhone content on the App Store is generating 72 percent of the revenue.

And that’s why you should be including IAP in your games.(source:pocketgamer

2)253m tablet shipments by 2016

by Zen Terrelonge

And 55.2m expected by the close of 2011.

UK-based analyst firm Juniper Research is forecasting that tablet shipments will hit 253 million by 2016, almost five times the number expected this year.

The tablet market is becoming increasingly busy with Apple’s iPad 2 leading the way, while Samsung, HTC, Sony, RIM and many more are also producing devices.

Currently, shipments of tablets with cellular connectivity are much lower than those with only wi-fi network access, but over 50 per cent of annual tablet shipments will have cellular connections by 2016, according to the report.

Daniel Ashdown, report author, said a critical driver of the market will be the adoption of single tariffs for phone and tablet.

He said: “Multi-device plans [for a smartphone and a tablet] will overcome the problem of consumers not wanting to pay another subscription”, as he speaks of the retail strategy in place.”(source:mobile-ent

3)Flurry SDK version 2.0 for Windows Phone released

by Matt Sakuraoka-Gilman

The 2.0 version of Flurry’s SDK for Microsoft’s Window Phone OS has been released, allowing apps developed for the new Mango update to successfully report analytics data.

And there are plenty of other features aimed at clarifying usage within developer’s apps too.

Flurry of features

These include the ability to receive device, carrier and OS metrics for applications, as well as a security update allowing developers to report metrics data over a secure connection.

Developers also receive an extra aid to their localisation processes with a breakdown of which languages are most commonly preferred within their products.

Flurry has provided a… well… a flurry of data over the past six months, included breakdowns of end users based on age, gender and freemium content purchases.(source:pocketgamer

4)CrowdStar And Others Bet On HTML5 Mobile Gaming Platform Sibblingz

Leena Rao

Multi-device social gaming platform Sibblingz is announcing that a number of Facebook game developers have selected their platform to go mobile. BitRhymes, IKIGames, LuckyLabs, Fortune Planet, DeezGames and CrowdStar are now using Spaceport to build their games for user across iOS, Android and other platforms.

Sibblingz allows developers to simultaneously create games on Facebook as well as iOS and Android devices, allowing players to continue the same social game as they switch between devices. The platform also offers the developers the ability to monetize free-to-play games with virtual goods.

The company’s cloud-based game creation platform, Spaceport, allows game developers to build a game once, using Javascript, and have it play across all smartphone operating systems, with a native app-like experience and fast performance. The web-based games run as a hybrid HTML5 – native app, and the code for the game is written once, in a simple scripting language, so that they can then run on any device. And developer can also create native iOS apps as well using Spaceport.

The developers are basically turning their Facebook games into HTML5-based mobile web games as well as native games for the iOS App Store and Android.

As my colleague MG Siegler reported earlier this summer, Facebook has a secret plan, called Project Spartan, to bring applications to the mobile web via HTML5. We know this is being launched soon and Sibblingz says that Spaceport allows developers to create HTML5 games that are compatible with Project Spartan through an HTML5 canvas-rendering engine available for iOS and Android.

Sibblingz founder Ben Savage has told us that the startup is working with multiple Facebook game developers who are preparing for Project Spartan. It’s a huge, Zynga-sized opportunity and clearly many developers are throwing their hats in the ring. (source:techcrunch

5)One in 10 UK primary school children owns an iPhone

by Zen Terrelonge

17 per cent of parents make the smartphone purchase to prevent whining.

Cloud-based security firm Westcoastcloud reveals one in ten parents in the UK believe it’s appropriate for children as young as four years old to own a mobile phone.

This comes hand in hand with news that one in ten children under the age of ten has an iPhone and one in 20 primary school children owns an iPad.

17 per cent of parents bought their children a phone after they gave in to their child’s pestering, while 68 per cent did so because they wanted to keep tabs on their kids, according to the report.

The results also showed that almost one in ten primary school children own a social networking account, despite Facebook and MySpace requiring a subscription age of 13.

Bill Strain, director of Westcoastcloud, said: “It’s great that youngsters are interested and engaged with the latest technology, but children owning their own phones as young as four does seem unnecessary.

“Kids will always be able to gain access to their parents’ phones and laptops but when primary school age children gain access to the internet on these devices, parents need to be aware. There’s the potential that they could access unsuitable or potentially harmful content.”

The survey also found that a third of the children who used their parents’ devices did so for activities such as YouTube, emailing, or using Facebook or Twitter.

The survey was released to coincide with the release of WCC’s iPad school internet security app Netintelligence.(source:mobile-ent

6)Adobe enables 3D web games with Flash Player 11

by Tim Green

Won’t change Apple’s and Microsoft’s stance, but will be welcomed by casual online gamers.

Over the years, Adobe Flash has become the standard for video, animation and gaming on the web.

More recently, of course, it has had its serene progress halted by Apple and now Microsoft, both of which are refusing to support the platform on their phone and tablet OSs, preferring HTML5.

Still, Adobe ploughs on – and it’s now confirmed that its imminent Flash Player 11 will include an interface called Molehill for hardware-accelerated 3D and 2D graphics.

It also claims that rendering will be up to 1,000 times faster that some prior versions of Flash, leading to games that can match the quality of Xbox or PS3, but in a web browser.

Other updates in Flash Player 11 include:

* Native extensions that allow developers to tap into hardware features such as light sensors, dual screens and NFC

* Captive runtime so developers can package AIR 3 with applications. That move will simplify installations on Android, Windows, Mac and Apple’s iOS. On many platforms, a user would have to download AIR separately to run an app.

* Content protection that enables services like TV Everywhere as well as rental and subscription support.

* Improved video and 2D/3D support.

Danny Winokur, Adobe’s vice president and general manager of platform, maintains Flash can still outperform HTML5 in some areas.

He said: “Flash offers the best way for content owners to deliver their most demanding experiences, including games, premium video and sophisticated data-driven apps, to all of their users, while HTML 5 tools such as Adobe Edge and Dreamweaver are ideal for building interactive web pages, rich ads, branded microsites and general-purpose mobile applications.”(source:mobile-ent

7)Top turn-based strategy game Neuroshima Hex heading to Android later in the year

by Will Wilson

Big Daddy’s Creations has revealed that it will be bringing top iOS turn-based strategy boardgame Neuroshima Hex over to Android later in the year.

The game is one of the more complicated boardgames available on iPhone, with the objective being to strike at your opponent’s HQ enough times to send its health plummeting to zero.

It all gets a bit more complicated than normal once the fighting breaks out across the hexagonal tiles, with most battles taking multiple turns to resolve (and therefore requiring more planning in advance than your average Risk clone).

Damien handed the iOS version a Bronze Pocket Gamer Award last October, saying that it offered “an engrossing and complex multiplayer experience”.

There’s no solid release date yet for the Android version, but it is expected to arrive before the end of the year. (source:pocketgamer


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