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每日观察:关注各应用商店2011年运营情况(12.21)

1)移动分析公司Distimo最新发布的2011年应用商店报告显示,iTunes App Store仍是开发者首选平台,从美国前200名应用营收榜单来看,iPhone App Store所创造收益比谷歌Android Market多四倍;iPad App Store的收益比Android Market多两倍。

total revenue generated by stores(from Distimo)

total revenue generated by stores(from Distimo)

iPhone App Store前200名应用营收榜单中,有50%左右的营收来自采用免费增值模式的产品,而Android Market的同一比例则是65%。

proportion of revenue generated by freemium apps(from Distimo)

proportion of revenue generated by freemium apps(from Distimo)

采用免费增值模式的iPhone应用在1月份的比例为29%,9月份增长至53%,但在10、11月份略有下滑。

iPhone App Store freemium apps revenue(from Distimo)

iPhone App Store freemium apps revenue(from Distimo)

number of available free apps(from Distimo)

number of available free apps(from Distimo)

Android Market在今年6月份超过iPhone App Store,成为免费产品数量最多的应用商店;而Windows Phone应用商店的免费产品数量已在5月份时超越黑莓App World。

number of available apps in the US(from Distimo)

number of available apps in the US(from Distimo)

除了iPhone App Store之外,其他应用商店在2011年均获得显著发展,规模至少扩大两倍。微软Windows Phone应用商店增幅高达400%,在11月底已有3万5269款应用。

从总体规模上看,iPhone App Store、Android Market和iPad App Store仍稳居前三甲,黑莓App World在美国排名仅略超过诺基亚Ovi Store。

number of available games in the US(from Distimo)

number of available games in the US(from Distimo)

游戏仍是最受欢迎、下载量居于首位的应用类型。iPhone平台已有7万9077款游戏,Android平台有4万6045款游戏,iPad平台有2万8683款游戏,Windows Phone游戏数量排名第四,超过黑莓、诺基亚和亚马逊应用商店。

尽管以上数据均采自美国市场,但Distimo报告也指出,美国已不再是唯一最重要的应用市场。中国iPhone App Store在1月份下载量仅占比18%,但在11月份已占比30%,而中美两国的iPad平台应用下载量已经极为相近。

proportion of downloads in the US and China(from Distimo)

proportion of downloads in the US and China(from Distimo)

Distimo还比较了各平台应用排名情况,根据免费与付费版本下载量排出了2011年热门应用前10强榜单,居于榜首的年度应用是《愤怒的小鸟》,紧随其后的分别是Facebook、Skype、《愤怒的小鸟:里约》、iBooks、《愤怒的小鸟节日版》、《水果忍者》、《会说话的汤姆猫》和Twitter。

Top 10 apps of 2011(from Distimo)

Top 10 apps of 2011(from Distimo)

2)Owen Goss of Streaming Color曾执行的一项iOS开发者调查显示,4%受访者称他们的iOS应用营收介于100万-1000万美元。

Epic Games曾在今年6月称《无尽之剑》在iOS平台净收益达1000万美元,在今年10月,该公司旗下工作室Chair Entertainment则表示《无尽之剑》实现500万次下载量,净收益达2000万美元。

Top Grossing(from gamesbrief)

Top Grossing(from gamesbrief)

目前《无尽之剑》在美国应用营收榜单居于第9名(在英国位于第14名),因此观察者据此估算2011年至少有9款游戏净收益超过了2000万美元。

《Tiny Tower》目前在美国榜单位列第49名,游戏行业博客gamesbrief作者Nicholas Lovell曾在7月保守估计该游戏营收超过300万美元,如果这种结论成立,那就说明App Store中至少有48款游戏在2011年营收超过300万美元。

3)尼尔森最新数据显示,第三季度青少年用户所产生的移动数据流量同比去年增长256%;男孩是最活跃的用户,平均每月使用382MB,女生的每月平均用量为266MB。

avg number of messages(from nielsen)

avg number of messages(from nielsen)

这些青少年在第三季度平均每月发送3417条短信和多媒体短信,平均每小时为7条短信。女孩是最活跃的短信用户,平均每月发送3952条短信,男孩平均每月发送2815条短信。

除此之外,上网、收发邮件、访问应用程序和社交网络等活动,也是这些少年用户消耗许多数据流量的重要原因。

monthly data usage by age(from nielsen)

monthly data usage by age(from nielsen)

这些用户的语音通话时间已经从去年同期的每月685分钟降至572分钟。关于为何频繁使用短信而非通话服务的问题,有22%受访者表示短信速度更快,21%表示短信更易使用,18%称短信更有趣。

4)社交游戏交叉推广工具Applifier近日宣布其移动产品的新用户转化率超其Facebook服务。

据该公司联合创始人Jussi Laakkonen表示,手机应用开发商有5%至10%新用户来自Applifier服务,甚至还有一些开发商通过Applifier获得了30%的新用户。

Applifier(from insidemobileapps)

Applifier(from insidemobileapps)

Applifier现有22名员工,已通过MHS Capital、PROfounders和Jyri Engeström等天使投资者融资300万美元。

5)位于旧金山Pocket Change公司最近推出一种类似于街机游戏的“续币”运营模式,支持玩家先免费体验Pocket Change网站的游戏,获得一些虚拟游戏币来试玩游戏,假如花完游戏币时还想继续玩游戏,就需付费购买更多游戏币。

virtual tokens model(from insidemobileapps)

virtual tokens model(from insidemobileapps)

Pocket Change将向采用其服务的开发者收益抽成10%,该平台目前已登陆Android操作系统,计划进军iOS领域(由于苹果限制其平台的内容使用跨游戏虚拟货币,所以玩家只能在特定游戏中使用对应的虚拟货币)。

6)社交游戏开发商CrowdStar最近推出新款iOS游戏《Social Girl》,该游戏发布一周后超越《愤怒的小鸟》,跻身App Store营收榜单第6名。

social-girl(from fusible)

social-girl(from fusible)

据CrowdStar所称,公司目前有50%的收益来自手机游戏。CrowdStar曾是Facebook排名第二的社交游戏开发商,但现在已经被挤出前15名榜单,现有150名成员,其中有半数成员负责手机游戏项目。

7)手机社交平台MocoSpace最新调查报告显示,25-35岁的年轻用户在社交游戏中的投入时间更长,但45岁以上的用户在游戏中的消费能力更大(游戏邦注:MocoSpace平台用户共有2200万,其调查对象是其平台上的50万名玩家)。

virtual goods spending by age(from mocospace)

virtual goods spending by age(from mocospace)

MocoSpace报告指出,玩家购买社交游戏虚拟商品的所花的钱与年龄成正比。越年长的玩家购买的虚拟商品越多,该平台35岁以上的用户(在受访者中占比18%)所购买的虚拟商品占比42%;而18-25岁用户(在受访者中占比43%)消费的虚拟商品仅占18%。

unique gamers(from mocospace)

unique gamers(from mocospace)

25-35岁群体在社交游戏中投入的时间几乎是其他群体的两倍,而45及其以上年龄段的用户玩游戏的时间最少。(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)Distimo’s Year-End Report Shows Why Developers Love iOS: iPhone 4x Android Revenue, iPad 2x

Sarah Perez

There are now over a million mobile applications available across the top seven major app stores, according to mobile analytics firm Distimo in its year-end report for 2011. And, not surprisingly, the iTunes App Store is still the one to beat, especially if you’re a developer looking to make a profit.

The iPhone App Store generates about four times the revenue that is generated by the Google Android Market, the report finds, in terms of total revenue generated by the 200 highest grossing apps. Meanwhile, the App Store for iPad generates more than double the revenue of the Android Market.

These figures are all that more impressive, considering the dramatic increases in apps using freemium business models as well as free apps supported by in-app purchases. Half of the revenue of the 200 top grossing apps are now freemium apps in the iPhone App Store, says Distimo. In the Android Market, that figure is even higher: 65% are freemium.

On the iPhone, the number of apps using the freemium model went from 29% in January to 53% in September, then fell slightly over the next two months.

As for the store with the most free apps, Android surpassed the iPhone App Store in June 2011 for that title, while Windows Phone beat out BlackBerry App Word in May. Notes Distimo, “despite Android’s market share, the revenue generated in its app store still lags far behind the revenue generated in the Apple App Store.”

The firm also suggested that Android developers switch from a one-off fee paid monetization model to freemium, at least for those developers targeting the U.S market.

The stores themselves have seen massive growth over the course of 2011, with all stores except for the App Store for iPhone, having at least doubled in size. Microsoft’s new store for Windows Phone grew quite a bit – 400% – and closes the year out with 35,269 apps available as of the end of November.

However, the general order of the stores ranked by size has remained constant during 2011: iPhone, Android, iPad are the top three. The only change involves BlackBerry App World, which is now just slightly larger than the Nokia Ovi Store in the U.S.

Games are the largest category of apps, and generate the most downloads. On iPhone, there are 79,077 games; on Android, there are 46,045; and on iPad, there are 28,683 games available. Windows Phone comes in fourth, beating out BlackBerry and Nokia as the next largest store for games, and Amazon’s Appstore follows it.

While all of the above figures pertain to the U.S. market, the company did note that the U.S. is no longer the single most important country for apps. In January, China generated only 18% of the downloads when comparing the U.S. iPhone App Store together with China’s. By November, it was generating 30% of the combined total downloads. And on the iPad, the two stores are almost equal in size in terms of downloads.

Distimo has a paid report that delves further into this and other regional trends in more detail.

For one last bit of fun, the report concluded with the top apps of 2011. This is the real deal – not a subjective, editorially selected list, or a list divvied up by platform or paid status. Instead, Distimo matched apps across all platform and then matched the free and paid versions of the apps together. When looking at the combined free and paid download volumes this way, the winner of top app of 2011 was Angry Birds. (Yeah, shocker.)

Following that, in order, are: Facebook, Skype, Angry Birds Rio, Google Maps, iBooks, Angry Birds Seasons, Fruit Ninja, Talking Tom Cat and Twitter.(source:techcrunch

2)9 games make at least $20 million on the Appstore in 2011

Nicholas Lovell

How much money can you make on iOS? That’s a pretty key question if you are trying to work out if it is worth your effort to develop for the platform.

Owen Goss of Streaming Color compiled a fascinating survey of iOS developers, which said that 4% of iOS developers were making revenue of $1 – $10 million.

But looking at the top-grossing charts on the Appstore (top grossing iOS UK, top grossing iOS US), we can start getting a view of many games are making serious money.

Did we make more than Infinity Blade?

In June 2011, Epic confirmed that Infinity Blade has made $10 million in net revenue on iOS. In October 2011, developer Chair Entertainment, the subsidiary of Epic that developed Infinity Blade confirmed that the game had had 5 million downloads and generated $20 million in net revenue.

Infinity Blade is ranked #9 on the US top grossing list for the whole of 2011 (#14 in the UK).Making the heroic assumption that performance in the US is the key to revenues, I therefore estimate that at least 9 games made more than $20 million in net revenue in 2011.

Did we make more than Tiny Tower?

Tiny Tower is ranked #49 in the US top-grossing charts. Back in July, I estimated that the company is on track to make over $3 million in revenue from Tiny Tower alone. (Given that Tiny Tower developer Nimblebits also developed Pocket Frogs – ranked #44 – they’re doing rather well this year).

I believe that this estimate is very much on the low side, and that Tiny Tower is tracking significantly ahead of my original estimate. Even so, that means that 48 games on the AppStore made more than $3 million in 2011, and potentially much more.

Is iOS a viable platform for games?

Er, YES.

We’ve got 80 of the top-grossing apps in the US in 2011 being games. We’ve got at least 9 games making $20 million. We’ve got nearly 50 games making, conservatively, $3 million, and probably much more.

That looks like a viable platform to me.(source:gamesbrief

3)American teens triple mobile data use over the year

by Zen Terrelonge

13-17 year-olds used an average of 320MB during Q3.

Research firm Nielsen says that the mobile data hungry teenagers have caused a 256 per cent year-on-year growth.

Male teens were the most active using an average of 382 MB each month, which dwarves the female amount of 266 MB.

Results show an average of 3,417 SMS and MMS messages were sent by teens each month across Q3, which is equal to around seven messages per hour.

However, females take charge on the messaging front sending an average of 3,952 messages each month, while males sent an average of 2,815, according to the report.

Other activities the teens used to drive the data consumption up includes web browsing, email, apps and perhaps least surprisingly, social networks.

Phone calls have dropped from 685 minutes per month in Q3 2010 to an average of 572 minutes in Q3 of this year.

When the teens were asked why they chose messaging over phone calls, 22 per cent claim it’s faster, 21 per cent say ease of use and 18 per cent say it’s more fun.(source:mobile-ent

4)Applifier Says The Mobile Part of Its Cross-Promotion Network For Games is Outperforming Facebook

Kim-Mai Cutler

Applifier, the Helsinki-based company that is trying to give smaller developers the advantages of cross-promotion that the big developers have, said its mobile product is outperforming its Facebook service in terms of the share of new users it can drive to a game.

Co-founded by Jussi Laakkonen of Everyplay, Applifier began as an invite-only network of Facebook games that cross-promote each other to boost traffic for all. It was trying to replicate the network effects that the very largest developers like Zynga have in overseeing a large portfolio of titles. The company has grown a footprint that reaches 150 million monthly actives on the platform every month.

But, like many other players in the social gaming space, Applifier has expanded to iOS and Android in the face of slowing growth on the Facebook platform.

Laakkonen says Applifier’s mobile developers are seeing 5 to 10 percent of their new users come through the service after integrating them. He adds that’s at the lower end, and that a few developers have anecdotally said as many as 30 percent of their users are coming from the service.

“Mobile feels a little like Facebook did a year and a half ago,” he said. “User acquisition prices are going to come up. It’s going to get harder and harder. With these trends, you either have to create your own network like Storm8, or join one.” He expects that a wave of consolidation is coming soon as developers band together to grapple with rising marketing and production costs.

On mobile, Applifier is facing a large array of players trying to attack the problem of user acquisition for games. The company’s competing with rivals like Chartboost, Fiksu, Tapjoy plus mobile-social gaming networks — each of which have a unique take on the problem of app discovery.

Laakkonen says what distinguishes Applifier’s approach is that the company curates its game selection and focuses on quality.

“The games have to pass a certain bar for us,” he said. “Our model also ensures that you’re sourcing people who are already into games and that you’re not facing a random sampling of people.”

Once a developer joins Applifier’s network, there’s a sophisticated system where they get credited for installs they drive to other games. They’ll integrate different ad units from Applifier’s network like standard banners or interstitials and perhaps a “More Games” button that they can incorporate into the design of their game. If a developer sends 100 clicks to another company’s game, the get 100 clicks back minus a commission that Applifier takes. It’s kind of like an ad-link exchange.

Applifier has 22 employees and has raised just under $3 million from MHS Capital and PROfounders and angel investors including Jaiku creator Jyri Engeström.(source:insidemobileapps

5)Pocket Change Brings Virtual Currency Revenues to Games That Lack In-App Economies

Kim-Mai Cutler

Why let social gaming-style zoo, farm and mafia games have all of the fun on iOS’ top grossing charts?

Developers behind games like Tiny Wings, Doodle Jump and Cut The Rope generally pursue two approaches (often in combination). They usually go with a paid version of their app and then offer a free, advertising-based one. Creating a virtually currency-based model can be difficult because it means the developer may need to design a complex in-app economy with sources and sinks.

Now a San Francisco-based company called Pocket Change is trying to make it easier for developers to go the virtual currency route. It’s mimicking one of the oldest revenue models in the book for games — the arcade model where players have to top-up with virtual tokens if they want to play more.

Basically if you play a game in Pocket Change’s network, it’s free at first. You get a few dozen tokens, which allows you to try out the game at first to see if you like it (sort of like the trial mode that many developers use). Once the tokens are up, it’s up to the player to pay more if they want to continue.

Pocket Change’s chief executive Ari Mir says this makes for a better user experience than trial mode or advertising-supported apps.

“It’s rare that you build a monetization platform that not only make the publisher revenue, but also improves the overall user experience,” he said. “We think of this as the perfect hybrid between premium and full ad-supported.”

Pocket Change takes a 10 percent revenue share after the split between the platform and the developer. It’s available on Android right now, where the company faces an increasingly expensive and competitive landscape with mobile-social gaming networks from DeNA, GREE, PapayaMobile and more.

Mir says he’s not too worried though because Pocket Change is just focusing on payments. It’s not trying to own the social graph and incorporates Facebook instead.

“They’re trying to solve the social problem as well as the payments one,” he said. “We as a company don’t believe in trying to create a secondary social graph. We know Facebook is the dominant social graph and it will be for some time.”

There are also plans to bring Pocket Change to iOS. Of course, Apple has restrictions around offering cross-game virtual currencies. So if players buy Pocket Change tokens, they’ll only be able to use them in the game that they bought them from.

Mir says Pocket Change’s approach is ten times more profitable per 1,000 impressions than ads in mobile games. He says revenue per 1,000 impressions is around $5 with Pocket Change, instead of 40 to 50 cents. (He benchmarks it against advertising revenue rather than other virtual currency models, because he says the developers in his target market are going to be comparing it against ads.)

Pocket Change has seven employees, and recently closed a $1 million seed round with participation from Google Ventures, First Round Capital and former Paypal chief operating officer David Sacks.(source:insidemobileapps

6)CrowdStar’s mobile game Social Girl snags a million downloads in a week

Dean Takahashi

CrowdStar is turning out to be quite popular with the girls. The social gaming company proved that again this week with the launch of Social Girl, a new game for the iPhone, iPod Touch and iPad.

Since the game launched seven days ago, it has reached the No. 6 ranking for top-grossing apps in the App Store, moving ahead of Angry Birds. The game is part of a strategic expansion that Burlingame, Calif.-based CrowdStar calls Project Trident, where it wants to succeed in the mobile, social and Asian gaming markets. CrowdStar says it now gets about 50 percent of its revenue from mobile games.

It is doing so by focusing on the under-served market of girls and women, said Peter Relan, chief executive of CrowdStar, in an interview.

“Owning an audience on mobile is not so easy,” Relan said. “But we’re seeing it is powerful to focus on young women and girls.”

CrowdStar has lost a lot of ground on Facebook with its social games. The company was once No. 2 on Facebook and has dropped out of the top 15 now. But Relan said the shift to mobile has helped the company. CrowdStar has about 150 employees, with about half of them working on mobile games. The mobile titles are coming out faster than the Facebook games. But CrowdStar is still working on a hardcore post-apocalyptic game called Wasteland.

“We are not focused on large numbers of Facebook users anymore,” Relan said. “We are focused on our audience, which we can serve really well with higher average revenues per user.”

Previous games in the “Girl” series include It Girl and Top Girl. Top Girl saw similar success when it launched on mobile earlier this year, and It Girl has been a hit on Facebook. Social Girl challenges players to become the most popular girl in town by making virtual friends, going on dates and progressing in their relationships with boyfriends. Players advance their characters by befriending different cliques, unlocking new kinds of clothing and buying the best outfits.(source:venturebeat

7)Report: Older Gamers Buy More Virtual Goods Than Younger Counterparts

Leena Rao

Mobile gaming community MocoSpace is releasing the results of a new study focused on virtual goods consumption and engagement by age. The report found younger gamers (25-35) spend the most time playing social games, but gamers over 45 years of age buy exponentially more virtual goods than their younger counterparts. The study surveyed nearly 500,000 gamers on MocoSpace’s network of 22 million users.

Basically, MocoSpace is reporting that age directly correlates with amount of money spent on virtual goods within social games. The older the gamer, the more virtual goods were purchased. Gamers over 35 years of age, who made up 18 percent of gamers surveyed, were responsible for 42 percent of all virtual goods spending. In contrast, 18- to 25-year-olds, who made up 43 percent of those surveyed, were responsible for only 18 percent of virtual goods purchases.

The report shows that the 25- to 35-year-old is by far the most active social gaming demographic, spending nearly twice as much time gaming as any other group. Those 45 and older spent the least amount of time playing games.

Interestingly, a trend emerged from the study showing younger gamers are less likely to spend on virtual goods, while older gamers are much more likely to buy that sword or shield to advance in a game. Of course, it’s important to consider that older demographics may have more disposable income, or a desire to progress further within games via virtual goods to save time.

The results also highlight that different monetization methods may work for different age groups. If younger gamers spend the most time, an advertising-driven model may be more profitable than a purely virtual goods-based approach.

MocoSpace is backed by SoftBank, and has raised $10.5 million in funding. (source:techcrunch


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