1）Retrevo最近的调查结果表明，iPhone 4与iPhone 3G、iPhone 3GS用户一样，对iPhone 4S表现出了极大的兴趣（游戏邦注：其调查样本是1300名美国在线用户）。
44%的iPhone 3G和3GS用户自称有意升级至新机型，42%的iPhone 4用户也有同样打算。
调查发现，Android用户对iPhone 4S兴趣不大，仅有12%受访者称有意购买iPhone 4S，有24%黑莓用户希望成为iPhone 4S用户。
尽管在线预订的手机已经售謦，但仍有53%的受访者称自己并不认为得到iPhone 4S是件难事。尽管之前媒体对iPhone 5即将面世的报道与实际出炉的iPhone 4S存在一定偏差，但多数受访者却并没有因为iPhone 4S而感到失望。71%智能手机用户称自己并不失望，53%的iPhone 4用户也同样情绪稳定。而在那些颇为失望的用户中，多数人认为最让其沮丧的是iPhone 4S尚不支持4G网络技术。
2）Piper Jaffray最新调查数据指出，73%的iPhone 4S用户之前已是iPhone手机用户（游戏邦注：调查样本为550名在iPhone 4S发售当天排队购买产品的美国用户），而2010年iPhone 4刚问世当天，也有77%的前iPhone用户购买了新苹果手机。2009年和2008年苹果刚推出新手机产品时的这一比例分别为56%和38%。
分析师Gene Munster认为，苹果已经建立了强大的品牌忠诚度，所以iPhone用户一般不太可能转向其他手机平台。但这同时也反映了一个问题，iPhone 4S并没有扩大iOS的用户基础，而只是面向原来的苹果用户反复发售产品。
调查还表明，16GB的iPhone 4S最受欢迎，占据了49%的销量，还有32%销量来自32 GB手机，另外19%则是最昂贵的64 GB手机。
6）日本社交平台Gree旗下的手机社交游戏网站OpenFeint日前宣布向Android移动设备推出Game Channel功能，支持用户搜索新款Android游戏（游戏邦注：在此之前，OpenFeint的Game Channel功能仅限于iOS平台）。
Game Channel功能包括Free Game of the Day、Featured Games、Premier Games和Curated Game Lists等游戏推荐列表。OpenFeint软件开发工具目前已被7000多款游戏所运用，这些游戏覆盖用户已达1.28亿。
7）卡耐基梅隆大学以及非盈利组织Web Wise Kids近日推出一个合作项目，将通过手机游戏《BeSeen》帮助儿童认识到社交网络的潜在问题。
Flurry现在已追踪了11万款iOS、Android、Windows Phone 7等平台的应用，在过去三个月中新增了4000名使用其分析工具的开发者。（本文为游戏邦/gamerboom.com编译，拒绝任何不保留版权的转载，如需转载请联系：游戏邦）
1）iPhone 4S desired by iPhone 4 users as much as 3G/3GS owners, says study
iPhone 4 owners are just as interested in upgrading to Apple’s new iPhone 4S as owners of the older iPhone 3G and 3GS, according to a study by gadget shopping help site Retrevo.
44 percent of iPhone 3G and 3GS users said they would upgrade to the new model, while 42 percent of iPhone 4 owners are also thinking of upgrading, the study found.
The news comes as a surprise since iPhone 4 owners will have to deal with added costs to upgrade their phones early. Plus, the fact that the iPhone 4S looks exactly like the iPhone 4 doesn’t make it seem very appealing. The iPhone 4S has typically been thought of as a no-brainer upgrade for owners of the iPhone 3GS and 3G, who are now out of their two-year cellular contracts and are likely looking for a new mobile experience.
The study, conducted by an independent panel for Retrevo, relied on a sample size of 1,300 online individuals distributed across age, gender, income, and location in the U.S.
Android users were the least interested in getting the iPhone 4S, with just 12 percent saying they would upgrade. 24 percent of BlackBerry users were also interested in upgrading (and after this week’s massive BlackBerry outage, I’m sure that number has risen quite a bit).
53 percent of people surveyed said they didn’t think they would have a problem getting an iPhone 4S. But with pre-orders of the phone already sold out online, I have a feeling it’ll be harder to get than many realized.
Most weren’t disappointed by the iPhone 4S, despite initial reports that people expecting Apple to release a revamped iPhone 5 were underwhelmed by the 4S announcement. 71 percent of all smartphone owners weren’t disappointed, and 53 percent of iPhone 4 owners felt the same way. Among the disappointments people actually reported, most found the lack of 4G connectivity the most disconcerting.（source:venturebeat）
2）As the queues build, Piper Jaffray reports 73% of iPhone 4S buyers are upgraders
by Keith Andrew
Apple had fostered a reputation for inspiring loyalty within its consumer base long before iPhone hit the market in 2007.
Stats published by Piper Jaffray regarding 4S take up, however, appears to illustrate iPhone owners are no more willing to switch brands than their Mac counterparts.
According to the firm’s numbers – based on a survey of 550 people queuing for handsets on launch day in the US – 73 percent of those buying an iPhone 4S were upgrading from one of its predecessors.
Allowing for a margin as error, that’s roughly equal to the 77 percent the firm polled when iPhone 4 rolled out in 2010, and up on the 56 percent and 38 percent taken during 2009 and 2008 handset launches respectively.
“We believe Apple has built brand loyalty not enjoyed by the Android platform,” said analyst Gene Munster, citing previous claims that iPhone owners are less likely to switch platforms.
However, while Apple might like to claim it boasts the most loyal customer base of all smartphone platforms, said figures also suggest iPhone 4S isn’t growing iOS’s userbase, but rather re-selling to existing customers.
That’s something recent comScore numbers pointing to Android’s higher growth rate would support.
Of the handsets on offer, Piper Jaffray also reported the 16GB model was proving the most popular, sapping up 49 percent of sales. 32 percent have opted for the 32GB release, with 19 percent picking up the most expensive 64GB SKU.（source:pocketgamer）
3）Internet of things will have 24 billion devices by 2020
By Om Malik
As we mentioned earlier this week, there are 9 billion connected devices at present, and by 2020, that number is going to explode to 24 billion devices, according to new statistics released by GSMA, the global mobile industry trade group. The total number of mobile connected devices will double from 6 billion today to 12 billion by 2020, GSMA says. This explosive growth will support an addressable revenue opportunity for mobile operators of nearly $1.2 trillion by 2020, a sevenfold increase from expected revenues in 2011.
What does this Internet of things really mean? More connected televisions, cars, DVD players, photo frames and of course tablets and smartphones. This is a profound shift, and its implications are going to have an impact on every aspect of our society. We are going to be discussing the impact of this “connectedness” with the folks who are inventing this connected future — folks like Twitter’s Jack Dorsey — at our upcoming conference, RoadMap, scheduled to be held on Nov. 10 in San Francisco.（source:gigaom）
4）72 per cent of of consumers use mobile internet daily
by Zen Terrelonge
While 18 per cent no longer use fixed-line connections at all.
Industry trade body MEF has conducted a global consumer survey (GCS), which monitors consumers m-commerce, banking and financial usage habits.
The report claims mobile internet is increasingly popular with 72 per cent using it on a daily basis, leaving the fixed-line connection option completely unused by 18 per cent.
Banking appears to be popular with users as 57 per cent have used their mobile to examine account information including balance, transfers and ten per cent have also paid a bill through their device, according to the report.
Further results show 82 per cent have used their mobile to research or purchase both digital and physical items.
Just last week we reported m-commerce payments for physical items are to reach $170 billion in the next four years.
Rimma Perelmuter, MEF executive director, said: “This research demonstrates how mobile has increasingly become the platform of choice for internet access and reinforces how consumers are using mobile connected devices for a wide range of content and commerce activities including research, payments and financial activities.
Despite these results, the report also revealed that security fears were the biggest reason for some not adopting m-commerce. 27 per cent said if security was addressed they would be more likely to make a purchase.（source:mobile-ent）
5）GameFly takes its social gaming platform to Android
by Tim Green
After 4.5m downloads in six months of iOS.
GameFly is known as an online video game rental subscription service, but launched a GameFly app for iPhone users in April.
This gives gamers access to free discovery tools for new games, and the ability to share info and chat with other players.
The new Android version features the following functions:
* Create a profile page and browse others’ profiles
* Find new people to play with on Xbox LIVE, PSN & Wii
* Post updates and share info
* Follow friends and other gamers
* View recent activity around any game
* Comment on others’ posts and see comments
* Get notifications when people comment on your posts
* Connect Facebook and Twitter accounts
* Share games (members)
“We’re very proud that our mobile app appeals to all gamers, not just GameFly members, giving them top quality news and information, and a very interactive social experience,” said Sean
Spector, GameFly co-founder.
“With an average in-app session lasting more than an hour, the new social features are a great resource for casual or avid gamers to learn about what’s hot or not, and to meet new people to game with.”（source:mobile-ent）
6）OpenFeint launches Game Channel to discover Android games
OpenFeint, the mobile social network division of Japan’s Gree, is announcing a Game Channel today that will help users discover new game apps on Android mobile devices.
Amid the ever-expanding sea of mobile games, it’s getting a lot harder to find the good ones. So discovery platforms are multiplying to give users better advice, social discovery, and more viral ways to find games.
Previously, OpenFeint’s Game Channel was available only on iOS (Apple’s iPhone, iPod and iPad devices). Heyzap launched its own discovery-focused game check-in app earlier this year and updated the app yesterday with new platform features.
Game Channel features Free Game of the Day, Featured Games, Premier Games, and Curated Game Lists. The channel also highlights games based on common themes, and it will include promotional opportunities for free-to-play game makers.
“We learned a lot about discovery on Android with our Spotlight app and with Game Channel on iOS,” said Eros Resmini, senior vice president of marketing and developer relations.
OpenFeint’s software development kit is used in 7,000 games that reach 128 million users. Its rival, DeNA/Ngmoco, is reportedly struggling with the beta test of its Mobage mobile social network on Android, although Ngmoco says that the beta test results are still preliminary. Gree bought OpenFeint for $104 million earlier this year. OpenFeint founder Jason Citron recently left and was replaced by the head of Gree International, Naoki Aoyagi.（source:venturebeat）
7）BeSeen Mobile Game Promotes Social Network Safety For Children
by Kyle Orland
A joint project between Carnegie Mellon University and non-profit Web Wise Kids seeks to help educate children about the dangers prevalent on social networks through a mobile game
BeSeen, released earlier this week for iOS devices and coming in December to Android, takes players through a simulated social network, confronting players with situations where “the best decision may not seem like the popular choice,” according to a description on the game’s web site.
The overarching goal is to gather as many friends as possible, but having more friends presents more potential problems and difficulties in being a good friend to your entire network.
Players earn awards and badges as they solve puzzles surrounding their virtual friends and provide them with helpful advice.
BeSeen was created to help the 56 percent of teens who report being the target of some form of online harassment, and to educate the 55 percent of teens that report giving personal information to strangers on social networks, according to the creators.
“For more than a decade, we have been developing resources to equip young people to safely be their own first lines of defense when it comes to smart Internet use,’” Web Wise Kids preisdent Judi Westburg Warren said in a statement. “We are thrilled to have this educational app reach millions of youth in a fun and unique way.”
The game’s creators have provided a set of classroom resources for teachers who want to use the game in their lessons.（source:gamasutra）
8）Flurry Adds Hourly, Time of Day & Cohort Metrics to Analytics
Flurry, one of the best-known analytics providers for mobile apps, just released an update that lets developers see their usage by the hour and by the time of day.
It’s also adding what it calls lifecycle metrics. That lets developers track different cohorts of consumers who started using their apps at different times — maybe between big updates or feature releases. It’s a way to tell if tweaks or updates improved retention. Another rival, Apsalar, offers this in their analytics product.
Flurry has grown a formidable network of developers, tracking more than 110,000 apps across the iOS, Android, Windows Phone 7 platforms and more. The company says it’s added 4,000 new developers and 20,000 new apps in the last three months.
There are several competitors including Kontagent, which has strong roots in social gaming metrics from the Facebook platform, and Apsalar. Another Seattle-based firm Medio, powers analytics for Rovio and its mega-hit Angry Birds.（source:insidemobileapps）