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每日观察:关注韩国及亚洲App Store运营情况(11.10)

发布时间:2011-11-10 10:55:02 Tags:,,,,

1)Distimo最新数据表明,韩国政府对App Store游戏产品解禁不到一周时间,游戏内容就已占据该国App Store前100名免费应用的43%份额,同时还分占了前100名付费应用的半壁江山。

korean paid and free apps(from Distimo)

korean paid and free apps(from Distimo)

目前在韩国App Store居于首位的付费应用是《愤怒的小鸟》,从韩国App Store的免费和付费应用来看,许多韩国游戏公司的产品都已开始攀升至榜单前列。

korean iphone apps(from insidemobileapps)

korean iphone apps(from insidemobileapps)

尽管韩国人口仅4890万,但该国却是世界免费应用下载量排名第三的国家,这次游戏解禁将为休闲游戏开发商及发行商创造新的发展机遇。

PopCap曾在去年与韩国游戏公司NCsoft合作推出PopCap World这个韩国在线游戏中心,推出本土化的《植物大战僵尸》等PopCap游戏,在无法进军韩国App Store的情况下成功占据了当地市场优势。

日本社交游戏公司DeNA最近也宣布与韩国最大的门户网站Daum合作,推出Mobage平台的韩国版本,相信这项消息也有利于DeNA抓住这一机遇扩大其游戏业务。

2)移动分析公司Flurry最新调查显示,iOS及Android游戏目前创造收益已超过任天堂和索尼掌上游戏的总合。

Flurry统计2009年全美掌上游戏营收总和为27亿美元,而2010年则是25亿美元,2011年为33亿美元。

任天堂与索尼在2009年的掌上游戏机营收为22亿美元,而2010年则是16亿美元,Flurry预测2011年这两者掌上游戏营收总合仅为14亿美元。

US portable game by revenue(from flurry)

US portable game by revenue(from flurry)

而iOS及Android游戏营收在2009年比例仅将近20%,在短短两年内攀升至58%份额,2009年营收5亿美元,2010年为8亿美元,预计2011年营收将达19亿美元。

假如Flurry预测成真,这将是手机游戏首次超越传统的掌上游戏。Flurry认为iOS及Android游戏相对低廉的售价,以及新智能手机、平板电脑的普及是这两者获胜的主要原因。

3)据ZDNet报道,Adobe最近发布声明称公司将停止开发其移动Flash浏览器插件。

adobe-flash-tablet(from tablets.ninjanerdstech.com)

adobe-flash-tablet(from tablets.ninjanerdstech.com)

该公司表示,他们未来与移动设备的合作将主要致力于支持Flash开发者通过Adobe AIR,面向主流应用商店包装发布其原生应用,他们不会再针对移动设备的浏览器、操作系统版本或硬件规格调整Flash Player。

他们将继续通过修复漏洞和更新支持现有的Android和PlayBook配置。Adobe未来关注重心是移动应用,桌面表现内容以及HTML5。

4)ChangeWave和RBC Capital Markets最新调查发现,为等待亚马逊Kindle Fire于11月15日在美国发布,有26%的美国用户取消了购买iPad的计划(游戏邦注:该调查执行于今年10月份,共有2600名受访者)。原因是在售价499美元的iPad 2面前,仅售199美元的Kindle Fire确实极具诱惑性。

kindle-fire(from amareway)

kindle-fire(from amareway)

有5%受访者已经预订了一部Kindle Fire,或者“很可能”购买这种平板电脑。但是在iPad 2发布之前,仅有4%受访者表示自己有可能购买iPad 2。

但分析师Mike Abramsky同时也指出,亚马逊Kindle Fire的势头过去之后,iPad仍然还是会以丰富的App Store、iTunes内容,更强大的播放功能,3G网络连接以及摄像头等功能占据优势。他预测在2012财年,苹果iPad销量将达5000万,同比增长54%。到2013财年,iPad销量将达6500万部。

5)应用商店分析公司App Annie最新数据指出,34%的iOS应用营收来自美国,而英国、澳大利亚和加拿大的iOS营收份额总计为17%。

值得关注的是,排名第二的是日本,其iOS营收占比9%;而免费下载量仅次于美国的则是中国市场。从这两个方面来看,开发者应更关注亚洲市场,并推出针对当地用户的本土化应用。

iOS global free downloads and revenue share(from App Annie)

iOS global free downloads and revenue share(from App Annie)

下载量及营收排名前10的国家中,有半数国家来自欧洲及东亚的非英语国家/地区。

有60%的韩国iPhone应用标注的是韩语名称,而东亚其他地区的本土化应用比例也达到30%至60%。

localized apps(from App Annie)

localized apps(from App Annie)

App Annie还指出,尽管欧洲国家App Store的英语应用所占比例高达90%,但像Zynga和6waves等公司推出多种语言版本的应用仍然可获得成功。

需要注意的是,尽管亚洲市场利润很可观,但英语国家App Store所创收益仍占绝对优势,其比例超过50%。

6)ClickFox最近发布的信息图表显示了手机应用粘性的相关情况,其中数据取自ClickFox在2011年10月份的“手机应用消费者调查报告”。

如下图所示,ClickFox指出有73%用户通过手机应用制定消费决策,其中有81%的苹果用户承认这种说法,而Android用户的这一比例则是72%,黑莓用户的这一比例为63%。

有48%受访者称自己每天使用应用程序超过10次;多数智能手机用户平均每月使用应用程序的时间达667分钟;半数以上受访者会删除和遗忘一款已经使用过的应用程序。(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

Infographic_MobileAps(from ClickFox)

Infographic_MobileAps(from ClickFox)

1)Lifting of Korean iOS Game Ban Means Opportunities for Developers, Distimo Reports

Kathleen De Vere

For a nation so obsessed by games that Starcraft tournaments happen to make great television, the South Korean ban on iOS games always seemed out of place. The ban, which arose from the Korean Game Ratings Board’s concerns about its inability to properly age-rate the games in the iOS App Store finally was lifted after nearly two years.

Apple just added a games category to its local app store in the country in the last week and the reaction is pronounced. According to numbers released by Distimo, in just under a week, games are now 43 percent of the top 100 free apps and 50 percent of the top paid apps.

While Angry Birds is the top paid app in Korea right now, according to our review of the top free and paid apps in the Korean app store listings, South Korean game companies are already seeing their games climb to the top of the charts.

The view of the Korean App store’s paid iOS charts.

Korean developer Com2uS celebrated the news by reducing the price on all its games to $0.99, and leading South Korean mobile game producer GAMEVIL’s third quarter earnings report said the company believes the lifting of the ban will “make significant contributions” to its revenues going forward.

Despite its population of just 48.9 million people, South Korea is the world’s third biggest downloader of free apps, according to Distimo. So the lifting of the ban means a lucrative market has finally opened to casual gaming developers and publishers who have previously had to use other methods to break into South Korean gaming space.

Last year, EA’s subsidiary PopCap teamed with Korean company NCsoft to launch PopCap World, a Korean online gaming hub specifically for PopCap games. While no PopCap games are currently available in the South Korea app store, thanks to the development of PopCap World, the company already has localized version of its biggest iOS hits like Plants vs. Zombies and Bejeweled, giving it a significant advantage over other developers looking to capitalize on the market.

The news also affects DeNA’s recently announced plans to bring its Mobage Network to the South Korean market. The South Korean subsidiary of the Japanese gaming giant just signed an agreement this week that would bring its games to the extremely popular South Korean web portal and mobile apps operated by Daum Communications.(source:insidemobileapps

2)Is it Game Over for Nintendo DS and Sony PSP?

by Peter Farago

Recently, no industry has been more impacted by digital distribution than video games.  Leading the disruption are iOS and Android devices, whose free and inexpensive games, distributed across a massive installed base of powerful and networked tablet and mobile phone form factors, have already disrupted billions of dollars of game revenue.  In this blog post, Flurry focuses on how mobile devices have severely altered the shape and flow of revenue in the multi-billion dollar portable game category.

Portable gaming, played primarily on Nintendo DS and Sony PSP devices, has been dominated by these two companies for over two decades.  In this model, at retail, consumers pay around $200 for the gaming device and up to $40 for popular game cartridges.  Because of the similar form factor, overlap in consumer base (especially younger players on iPod touch) and the casual nature of game content, Flurry combines iOS and Android devices with traditional portable devices to form the category.  With the inclusion of smartphone game revenue into the category, shifts taking place in market share become clearer.

The chart displays the share of U.S. revenue generated for portable games from 2009 to 2011.  Note that we project November and December for 2011, based on their ratio to the first 10 months of the year, as observed in 2009 and 2010.  Starting on the left, for 2009, we calculate $2.7 billion in total U.S. portable game revenue.  For 2010 and 2011, we estimate $2.5 billion and $3.3 billion, respectively.

The most striking trend is that iOS and Android games have tripled their market share from roughly 20% in 2009 to nearly 60% in just two years.  Simultaneously, Nintendo, the once dominant player, has been crushed down to owning about one-third of market in 2011, from having controlled more than two-thirds in 2009.  Combined, iOS and Android game revenue delivered $500 million, $800 million and $1.9 billion over 2009, 2010 and 2011, respectively.

As reported by Flurry earlier this year, the freemium game model is revolutionizing and expanding revenue on mobile devices.   And just as smartphone game revenue has climbed aggressively, Nintendo DS and Sony PSP revenue has dropped precipitously.  Over the last three years, Nintendo and Sony posted a combined $2.2 billion, $1.6 billion and $1.4 billion for 2009, 2010 and 2011, respectively.(source:flurry

3)Adobe: giving up on Flash for mobile?

by Tim Green

If so, someone will be laughing in the after life.

ZDNet says Adobe has briefed developers that it will halt development of its mobile flash browser plugin.

Adobe’s statement to ZDNet said:

“Our future work with Flash on mobile devices will be focused on enabling Flash developers to package native apps with Adobe AIR for all the major app stores. We will no longer adapt Flash Player for mobile devices to new browser, OS version or device configurations.

“Some of our source code licensees may opt to continue working on and releasing their own implementations. We will continue to support the current Android and PlayBook configurations with critical bug fixes and security updates.”

Instead, Adobe will focus on: mobile apps; expressive content on the desktop (in and out of browser); HTML5.

Of course, this represents a posthumous victory for Steve Jobs, who waged war on mobile flash – refusing to support it on iOS devices. He maintained it was a performance/security issue.

Others said he just resented third party control of an important element of the iOS experience.

Either way, huge numbers of users have been frustrated by that ‘your browser doesn’t support Flash’ pop up.

And with more and more devices supporting HTML5, Adobe was always going to have to ask itself how long Flash could be supported on new mobile devices.(source:mobile-ent

4)Survey reveals 26% of consumers putting off an iPad purchase until the Kindle Fire is released

by Matt Sakuraoka-Gilman

A new survey has found that the upcoming Amazon Kindle Fire, due to arrive 15 November in the US, is causing some consumers to pause for thought with regards to purchasing an iPad.

Conducted by ChangeWave and RBC Capital Markets, the survey found that 26 percent of people have been put off buying an iPad in anticipation of Amazon’s latest.

With prices starting at $199 for the Kindle Fire, it makes sense that people would be more wary of the $499 priced iPad 2.

Second fiddle

The survey was conducted in October and 2,600 respondents took part. 5 percent of those have already pre-ordered a Kindle Fire, or are “very likely” to purchase one soon. This compares to 4 percent of respondents to a survey prior to the iPad 2′s release who said they were likely to purchase the Apple tablet.

Analyst Mike Abramsky stated that he believes there is room for both Apple and Amazon’s tablets to grow but that the Kindle Fire represents a potential near-term risk for Apple.

iPad or bust

Abramsky believes that once initial hype surrounding the Kindle Fire dies down, the iPad has enough individual features to see it continue to succeed despite new competition.

The large amount of content available on the App Store and in iTunes, the larger display, 3G connectivity and cameras will ensure the iPad remains the go-to device for a true “post-PC” experience, he argues.

In the fiscal year 2012, Abramsky predicts Apple to sell 50 million iPad units, gaining a 54 percent year-on-year growth.

Further into the 2013 fiscal year, he predicts that growth will swell by another 30 percent, bringing the total number of units sold to 65 million.(source:pocketgamer

5)Fast expanding Asian market means localisation is the only way to maximise iOS revenue, reckons App Annie

by Keith Andrew

Even considering the growing influence of major Asian players on the smartphone market – particularly when it comes to social gaming – it’s common practice for developers based in the west to focus on English speaking markets.

Indeed, statistics published by app store analytics platform App Annie suggest they’re right to do so, at least on first glance.

The global game

The firm claims 34 percent of all app revenue on iOS is generated in the US, with the likes of the UK, Australia and Canada also generating a combined share of 17 percent.

Interestingly, however, taking second spot is Japan on 9 percent, with App Annie claiming developers need to pay attention to Asia in order to maximise their app revenue.

“In both cases of free download and revenue share, the number two spot behind the U.S. is occupied by an East Asian country with a non-Latin writing system – China and Japan,” says the firm on its blog

“Also, 50 percent of the countries within the top 10 for downloads and revenue are non-English speaking countries from Europe and East Asia.

“The question is, if an app publisher wishes to gain traction in these countries in terms of downloads and revenues, how important is it to localise one’s apps?”

Advice from Annie

Based on the fact 60 percent of iPhone apps in South Korea sport Korean names (other major territories in East Asia also boasting figures of between 30 and 60 percent), App Annie concludes yes.

The firm also states developers would benefit from localised versions in Europe, where – despite close to 90 percent penetration of English language apps – success enjoyed by the likes of Zynga and 6waves with localised versions of the firm’s output on Facebook suggests a similar tactic on the App Store could prove fruitful.

Revenue rundown

“We speak to many app publishers globally, and the appetite to localise one’s apps is strong indeed,” App Annie concludes.

“When you weigh the cost-benefit ratio, you have to consider the incremental downloads and revenue you can gain from strategies like this.

“The preliminary evidence so far indicates that localisation will go a long way to expanding your download and revenue funnel internationally.”

Nonetheless, despite the profits to be made in Asia, English speaking territories remain the dominant force, accounting for more than half of all revenue generated on the App Store.(source:pocketgamer

6)Infographic: Mobile Apps and Customer Engagement

By Joe Brockmeier

Visit the CenturyLink resource center for relevant briefs and reports to help you better manage your enterprise. Are you in the process of an IPv6 investigation, migration assessment and planning? Learn how to: Build an Enterprise IPv6 Test Lab in our ReadWriteEnterprise Brief.

ClickFox has put together an infographic on the effectiveness of mobile apps for customer engagement. If you’re deciding whether your business need a mobile app, you might want to take a look at this as additional data. If you’re in dining, maybe not. If you’re in mobile banking, and looking at an iOS app, maybe so.

The numbers for the infographic are taken from ClickFox’s “Mobile Apps Consumer Survey” from October 2011.

Some of the “stats” here are just a bit silly, to make a point. For instance, ClickFox points out that “almost half” of those surveyed will use mobile apps more than 10 times a day. But they only shower up to 2 times a day, and brush their teeth up to 3 times per day. Drawing a conclusion from that seems just a little on the silly side.

What You Need to Know

Silliness aside, ClickFox does tell you a few things you need to know. For example, 73% of the respondents use mobile apps to make a purchase or “assist with a buying decision.” Not surprisingly, Apple users lead the pack here with 81% saying they use apps in this way, and 72% of Android users. BlackBerry users are apparently too depressed over the state of RIM to be thinking much about buying anything, only 63% said “yes” to this one. (source:readwriteweb


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