报告指出平板电脑及智能手机已取代PS 3、任天堂Wii和Xbox 360成为最受欢迎的游戏设备，四分之三的平板电脑用户是游戏玩家，还有57%的智能手机用户在移动设备上玩游戏。
英国调研公司Ovum则预测2011年数字游戏营收将达240亿美元，增长率为16%，由于越来越多发行商采用休闲游戏策略及免费增值模式，预计2016年这一数据将增长至530亿美元。Ovum称微软Xbox 360采用体感控制技术Kinect将《Forza Motorsport 4》等硬核赛车游戏推向休闲游戏市场之后，Xbox Live游戏营收在去年增长了19%。
3）旧金山开发商MinoMonsters最近通过Andreesen Horowitz融资100万美元，用于开发MinoMonsters的同名iOS游戏（游戏邦注：Andreesen Horowitz也是TinyCo、Boku和Tiny Speck等公司的投资者）。
MinoMonsters的产品是一款《口袋妖怪》风格的社交游戏，另一家公司Gaia Online之前也将其《口袋妖怪》式的Facebook游戏《Monster Galaxy》移植到手机平台，但这款游戏在App Store营收榜单已从原来的91名下滑至320名。但MinoMonsters表示他们相信自己的游戏拥有深度绑定的社交功能等特点，因此不会步其他此类游戏的后尘。
该公司游戏《Paper Glider Crazy Copter 3D》至今下载量为125万次，《Golf Putt Pro 3D》则是40万次。
许多人对199美元的亚马逊平板电脑寄予厚望，认为该设备将给包括苹果iPad在内的产品带来挑战。ChangeWave和RBC Capital Markets最近报告则指出，已有26%用户为等待亚马逊发售平板电脑而取消了购买iPad计划。
7）分析服务公司Kontagent最近通过Battery Ventures以及Maverick Capital、Altos Ventures融资1200万美元，计划利用这笔资金进一步开拓移动及网页市场。
目前该公司业务主要集中于Facebook平台，其分析工具支持开发商追踪应用的广告流量、留存率和盈利情况，并进行A/B病毒传播测试，其客户包括EA、华纳兄弟、育碧、Gaia Online和A&E Networks Digital。
1）Gaming population doubles in three years thanks to smartphones, tablets
Two reports released this week show the continuing growth and potential market dominance of digital and mobile gaming.
The number of Americans who play at least one hour of video games per month has more than doubled over the last three years, increasing from 56 million in 2008 to 135 million in 2011, according to research firm Parks Associates. The majority of these new gamers are “casual gamers,” the firm says, particularly those who play games like FarmVille and Angry Birds on social networks and mobile devices.
“The increase in the number of gamers is impressive because it crosses almost all demographics,” said Parks Associates research analyst Pietro Macchiarella. He adds most of this growth is due to tablets and smartphones usurping the PlayStation 3, Nintendo Wii and Xbox 360 as popular gaming devices. Three-fourths of tablet owners play games on the device, while 57 percent of smartphone users play games.
The ongoing “casualization” of video games is having an impact on the market as well. British research firm Ovum predicts digital game revenues will increase by 16 percent year-on-year in 2011 to reach $24 billion. They say that number will grow to $53 billion by 2016 as more publishers adopt casual-friendly strategies and free-to-play (F2P) business models. Xbox has benefited greatly from a casualization strategy, Ovum says, by using its motion-sensing device Kinect for Microsoft’s Xbox 360 to expose casual gamers to hardcore titles like racing game Forza Motorsport 4. The research firm says this strategy helped Xbox LIVE revenues grow by 19 percent against last year.
“These changes have significant implications for the gaming industry,” Macchiarella said. “This new majority of casual gamers is looking for games with low entry barriers, with limited investments required in terms of dollars and time necessary to learn the game. In addition, the ubiquity of portable devices and Internet access allows more people to play on-the-go, putting pressure on the gaming industry to design games that can deliver a satisfactory experience within these specific conditions.”（source:venturebeat）
2）Nintendo: Mobile Games Are Not Cannibalizing Retail
by Frank Cifaldi
With the rapid growth in social and mobile gaming over the last few years, along with the slow decline of video game retail sales, it is easy to assume that these new opportunities are eating into the sales of traditional video games.
Not so, says Nintendo of America president Reggie Fils-Aime, who argues that they may, in fact, help console and handheld game sales grow.
“The fact is, disruption happens. But often it’s not clear,” the executive said during a presentation at BMO Capital Markets’ Digital Entertainment Conference on Thursday. “The fact is that it’s a lot more complex, a lot more complicated, than conventional wisdom would have you believe.”
Citing recent research from the ESA, Fils-Aime showed that the number of homes in the U.S. with people who play games jumped up five points during the last twelve months, from 67 to 72 percent. And while that number could be explained at a glance by mobile and social trends, the same research also showed that the number of homes with dedicated consoles is also on the rise: from 32.6 percent in 2007 to 50.5 percent.
“What becomes clear is that gamers aren’t necessarily cannibalizing time from other forms of gaming so much as they’re tkaing it from other forms of entertainment,” said Fils-Aime. “New forms of games are growing, but not necessarily at the expense of other forms of gaming.”
While Nintendo’s revenues still skew heavily toward traditional retail sales (only 14 percent of its sales over the past 12 months were from digital purchases), Fils-Aime says the company is adapting, and already offers digital games for the majority of its franchises.
“This is more than just an experimentation on our part, it’s already a growing part of our business,” he said.
“As the video game industry continues to see disruption, Nintendo will both respond and continue to contribute to those disruptions.” （source:gamasutra）
3）Social-Meets-Pokémon MinoMonsters Headed to iOS With $1M in Seed Funding
Kathleen De Vere
San Francisco-based MinoMonsters has received $1 million in seed funding to develop its eponymous iOS game. The funding was lead by Andreesen Horowitz, the same firm that invested in TinyCo, Boku and Tiny Speck.
MinoMonsters isn’t the first company to try and bring a Pokémon styled game to iOS. Gaia Online has had difficulty converting the popularity of its Facebook game Monster Galaxy into mobile success. In just one month, Monster Galaxy: The Zodiac Islands has seen a steady decline in both revenue and popularity, dropping from the #91 spot on the top grossing apps chart down to #320 according to AppData. However, MinoMonsters is betting that its deep social integration will set it apart from other Pokémon styled games on the platform and give Buckley and Murphy the kind hit they’re looking for.（source:insidesocialgames）
4）Neon Play glides to 26m downloads
by Tim Green
Rising UK games developer adds five million in four months.
Neon Play reached 21 million downloads of its apps in its first year of business, and got a nice lucky break when the 10 billionth download on Apple’s App Store happened to be of its Paper Glider game.
Happily, it’s built on that success and now hopes to his 50m lifetime downloads by end of 2012.
In a busy year for the firm, it’s opened a new studio and bagged numerous awards including a place in ME’s Top 50 Mobile Innovators project.
Neon Play also revealed 1.25m downloads of Paper Glider Crazy Copter 3D and 400,000 downloads of Golf Putt Pro 3D.（source:mobile-ent）
5）Pre-order demand causes Amazon to up Kindle Fire’s 2011 total to 5 million units, reports DigiTimes
by Matt Sakuraoka-Gilman
Owing to what’s described as a wealth of pre-release demand, it appears initial projections that Amazon would ship around 5 million units in Q4 2011 could well be proved true.
According to report by DigiTimes, Amazon itself is now upping the total number of orders it expects to meet before 2011 is out, with sources from upstream component suppliers claiming the firm will manufacturer 5 million units before the end of 2011.
If true, it would represent the second time Amazon has had to up its order volume, with the firm having previously upped it from 3.5 million units to 4 million.
The $199 device is expected to provide stiff competition for tablets already on the market, including Apple’s dominant iPad, which – at its cheapest – retails for $499 or more.
Indeed, a report conduced by ChangeWave and RBC Capital Markets claims 26 percent of consumers have already been put off Apple’s tablet in favour of waiting for the cheaper Kindle Fire, though Apple itself has claimed the device will instead further fragment the existing Android tablet market.（source:pocketgamer）
6）Drag-And-Drop Game Creator GameSalad Adds Android Support
by Frank Cifaldi
Austin’s Game Salad, which publishes a self-titled game creation tool for non-programmers, has added Android support to its existing iOS and HTML5-compatible tool.
The news comes following a $6.1 million round of VC earlier this year, which was also utilized for its HTML5 support.
GameSalad bills itself as a drag-and-drop game creator “that is both powerful and easy-to-use, eliminating the need for complex coding.”
GameSalad says its product has been used by over 250,000 developers since its 2009 debut. It now powers over 15 percent of new iOS games, the company claims.
The editor is free to use, though fees are associated with commercial use.（source:gamasutra）
7）Kontagent Nets $12M Second Round of Funding, Targets Mobile and Open Web Applications
Analytics service Kontagent has closed a $12 million second round of funding led by Battery Ventures, with participation from existing investors Maverick Capital and Altos Ventures.
According to a press release announcing the funding, Kontagent plans to put the money toward expanding further into mobile and open web markets, as well as increasing the level of depth its platform can reach in gathering and analyzing data . Currently, the bulk of the company’s business is on Facebook where its analytics platform allows developers to track general and ad traffic, retention, and monetization trends within an app, as well as a viral A/B split test platform. Its clients include EA, Warner Brothers Interactive, Ubisoft, Gaia Online, and A&E Networks Digital.
Kontagent is one of the oldest analytics tool providers for Facebook, dating all the way back to 2007. Its contemporary rival platforms have long since moved off of Facebook while newer players have emerged to horn in on the territory. The key to this segment of the market likely lies in a platform’s ability to provide analysis for cross-platform products. As social game developers look to expand onto mobile and other social networks, it makes sense for analytics service providers to offer data on all possible networks and devices.（source:insidemobileapps） http://www.insidemobileapps.com/2011/11/10/kontagent-nets-12m-second-round-of-funding-targets-mobile-and-open-web-applications/
8）Tablet Users Watch More Video Content
By David Strom
This post is part of our ReadWriteMobile channel, which is dedicated to helping its community understand the strategic business and technical implications of developing mobile applications. This channel is sponsored by Alcatel-Lucent. As you’re exploring these resources, check out this helpful resource from our sponsors: Cultivating a Developer Ecosystem: Understanding Their Needs
As Homer Simpson might say, D’oh. But the latest analytics from Ooyala.com, an analytics service provider, bear this out. “On average, tablet viewers watched videos nearly 30 percent longer than when watching on their desktop,” their report says. Moreover, the tablet users would be twice as likely to watch their vids until the end.
Ooyala looks at more than a billion video analytics daily from all over the world, and their first-ever report aggregated this information in some other interesting factoids. For example, Facebook was 17 times more popular than Twitter in Italy, for example, but the two social media sites were used more or less equally in Japan. And non-traditional TV watching devices such as cord-cutting boxes like Boxee and video game consoles tripled the amount of videos they played during the last quarter, although they still have a minute market share. “Videos 10 minutes or longer accounted for 56 percent of the time played on tablets and 84 percent played on connected TV devices and game consoles,” they said. （source:readwriteweb）
9）9）International Mobile Gaming Awards open for entries
By Mike Thompson
Now that the year is starting to wind down, awards season is beginning to kick into gear. Case in point: The International Mobile Gaming Awards are now open for entries.
The IMGA is now in its eighth year. During that time, it’s reviewed over 1,500 different games from more than 50 countries. In short, this is a serious set of awards.
Aside from its usual categories (Best Casual Game, Best Sports Game, Excellence In Gameplay, Best Real World Game, Most Innovative Game) the IMGA has added a new award: Best Social Mobile Game.
In order to apply, your game has to have been published in 2011 (although games yet to be published are also eligible). Not only that, but so long as your game was created for any mobile phone platform, it can be submitted. Once a game has been submitted, further nominations and awards will be handled by a jury “made up of key players in the mobile entertainment industry.”
You have until January 16th, 2012 to submit your game. Nominees will be announced and public voting will begin on January 20th. On March 1st, 2012, the winners will be announced.（source:gamezebo）