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每日观察:关注微软应用商店产品数量突破7万(2.28)

1)据All About Windows Phone报道,微软应用商店Windows Phone Marketplace上线不到17个月应用数量已突破7万款,开发者平均每天新推出250款用。

WP marketplace(from all about windows phone)

WP marketplace(from all about windows phone)

该应用商店产品数量仅历时34天,就从原来的6万增长至7万,上线第二年平均每天新增264款应用,远超过第一年平均每天91款应用的速度。

据报道,游戏在所有应用中占比13%,是该平台第三大热门应用类型,其总数超过9000款。

category(from all about windows phone)

category(from all about windows phone)

按目前增速来看,该应用商店产品数量预计于今年7月初(上线21个月)突破10万。谷歌Android Market历时24个月实现10万款应用的目标,苹果App Store上线16个月突破同一目标。

2)移动解决方案供应商Mobidia及分析公司Informa Telecoms & Media最新报告显示,这两者所监测的91%移动数据流量来自Wi-Fi网络,其数据流量约是移动网络的2倍左右,目前约有70%的智能手机流量来自Wi-Fi网络。

Mobidia营销副总裁Chris Hill指出,智能手机平均每月流量达到100-500 MB,Wi-Fi网络在一些国家的使用率甚至是移动网络的6倍左右。

3)谷歌Android平台高管Andy Rubin最近宣布,Android设备目前每日激活量突破85万,超过1月份时的70万。

Andy Rubin-tweet(from insidemobileapps)

Andy Rubin-tweet(from insidemobileapps)

之前Android设备激活量总数已达2.5亿(游戏邦注:这是谷歌上个季度财报电话会议所公布的数据),按这种激活率来算,Android设备目前激活量总数已达3亿左右。

苹果iOS设备之前激活总数已达3.15亿部,目前应为3.3亿左右,从这两者增幅来看,Android激活量有可能在本季度或下季度超越iOS设备。

据Andy Rubin所称,Android Market目前已有45万款应用,仅次于苹果App Store的50万款应用。

4)俄罗斯手机社交游戏公司Game Insight最近宣布其2011年收益达5000万美元,预计2012年收益将达1.5亿美元。

Paradise Island(from droidmill.com)

Paradise Island(from droidmill.com)

Game Insight曾于去年指出,旗下Android游戏《Paradise Island》每月IAP收益达100万美元,而iOS游戏《My Country》在iPad营收榜单登顶时一周内收益达到15万美元。该公司目前运行14个开发工作室,刚在旧金山成立新工作室,目前有3款游戏跻身Android营收榜单第14、17和26名,另有一款iOS游戏《Mystery Manor: Hidden Adventures》位居iPad营收榜单第3名,在Facebook有460万MAU,DAU超过69万。

5)华为公司近日展示了“世界首款四核平板电脑”设备MediaPad 10FHD,该设备运行K3四核1.5GHZ处理器,以及Android Ice Cream Sandwich操作系统,采用了10英寸的IPS高清屏幕,其无线网络速度高达84Mbps,植入了2GB内存,预计该设备将于今年第二季度发布。

huawei mediapad 10FHD(from gadunky.com)

huawei mediapad 10FHD(from gadunky.com)

6)Facebook最近宣布通过其社交网站与手机应用互动的每月用户超过6000万。

Facebook-Single-Sign-On(from soshable.com)

Facebook-Single-Sign-On(from soshable.com)

该公司手机应用开发者关系主管James Pearce表示,单点登录(Single Sign On)和Open Graph等Facebook病毒传播功能提升了应用的用户访问率,Facebook每月为手机应用输送了6000多万用户,平均每名用户每月访问应用5次左右。

Facebook还指出其移动平台的HTML5应用目前每天收获3.5万访客,而Wooga的原生iOS应用《Diamond Dash》则通过该平台每月收获190万移动用户。但Facebook并未强调HTML5游戏在其移动平台的发展情况,据AppData数据显示,Facebook移动平台的纯HTML5游戏《Word Racer Live》和《Social Poker Live》都不算成功,目前MAU分别为3万和7万5600。

7)据venturebeat报道,Facebook最近宣布与AT&T、Deutsche Telekom、Orange、Telefónica、T-Mobile USA、Verizon、Vodafone、KDDI和日本软银移动公司等全球最大的移动运营商合作,支持Facebook用户通过运营商计费系统实现更流畅的Credit支付操作。

facebook-credits(from blog.games.com)

facebook-credits(from blog.games.com)

第三方开发商将可植入单个SDK方便玩家通过Facebook的一站式操作,以每月话费帐单结算支付费用。

观察者称,Facebook目前面临的另一大问题就是没有掌握足够的用户支付信息(而苹果却拥有2.5亿信用卡帐户),Facebook可能仅持有不足30万用户的信用卡数据或支付信息,但其每月游戏玩家高达8.45亿,仅有2-6%玩家通过虚拟货币消费,所以Facebook将与谷歌一样面临说服用户在其平台付费的一大难题。(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)Windows Phone Marketplace tops 70,000 apps in 17 months

250 new apps launching every day

by Keith Andrew

Microsoft’s reluctance to blow its own trumpet every time Windows Phone Marketplace passes a milestone doesn’t mean it’s impossible to track the platform’s progress.

According to All About Windows Phone, the marketplace has just seen its app total top 70,000 in under 17 months, with developers pushing out new apps at a rate of around 250 a day.

Even more encouraging for Microsoft is the site’s suggestion than the platform’s rate of growth is picking up.

Got game

It’s taken Windows Phone Marketplace 34 days to jump from a total of 60,000 titles to 70,000, with the store’s second year averaging out a rate of 264 new apps a day to the first’s 91.

Breaking the platform’s populous down further, All About Windows Phone reports games currently make up 13 percent of the marketplace’s total – the third most popular category on offer,

and equal to more than 9,000 apps in all.

At its current rate, Windows Phone Marketplace should top 100,000 submitted apps by early July – 21 months after launch.

In comparison, it took Google’s Android Market around 24 months to reach the same total back in October 2010, with Apple’s App Store topping 100,000 apps 16 months after launch in November 2009.(source:pocketgamer

2)MWC 2012: 91 per cent of smartphone owners connect to wi-fi for data usage

by Zen Terrelonge

Wi-fi data consumption outpaces mobile by two-to-one.

Contrary to popular belief that mobile users are using their 3G and 4G broadband for consuming mobile data, mobile solutions provider Mobidia and analyst Informa Telecoms & Media say 91 per cent browse data on their phones via wi-fi connection.

Additionally, wi-fi data exceeds mobile by a rate of two-to-one and accounts for 70 per cent of all smartphone-originated traffic.

Chris Hill, VP of marketing, Mobidia, said: “We were quite surprised with the findings. Not only did we find that data usage on smartphones was much higher than the typical 100-500 megabytes average monthly usage that is often cited, but we also found that wi-fi usage often outpaced mobile usage by as much as six-to-one in some countries.”(source:mobile-ent

3)Android crosses 850,000 activations per day with 450,000 apps in the store, Andy Rubin says

Kim-Mai Cutler

The Android platform is now seeing more than 850,000 device activations per day, up from the 700,000 figured shared back in January, according to Andy Rubin, who oversees the OS at Google.

The figures suggest that Android may be gaining some momentum again, after Apple saw a blowout $46.3 billion quarter during Christmas in the wake of the iPhone 4S launch. Given that Android was 250 million cumulative device activations during the company’s last quarterly earnings call, this rate suggests that the platform is nearing 300 million device activations to date. Update: Actually, there are more than 300 million device activations to date, according to a Google blog post.

Apple’s iOS was last at 315 million cumulative devices sold during its quarterly earnings call, and it’s probably fair to say that the company is at more than 330 million now. The figures both companies have shared suggest that we might see a crossover point sometime during this or the next quarter when Google’s Android platform will have more activations to date than Apple has in iOS device sales.

Rubin added that there are now more than 450,000 applications in Android Market, just shy of the more than 500,000 apps that are in Apple store.(source:insidemobileapps

4)Game Insight sees revenues hit $50 million in 2011

Kathleen De Vere

Russian social and mobile game company Game Insight revealed it earned $50 million in revenue in 2011. The company’s CEO, Alisa Chumachenko shared the numbers last week in her talk at the Russian social game conference Sociality Rocks!. According to Chumachenko, the company aims to reach $150 million in annual revenues in 2012.

The $50 million figure fits with the performance of the company’s games. Game Insight told us last year that it was earning $1 million a month from its free-to-play Android hit Paradise Island, and the iOS version of My Country was earning $150,000 a week while it was at the top of the iPad top grossing charts. Game Insight currently operates 14 development studios and just announced the opening of a new office in San Francisco to help the company pursue mobile publishing.

The company currently has three free-to-play games in the top-grossing Android app charts holding the No. 14, No. 17 and No. 26 spots. Its game Mystery Manor: Hidden Adventures is currently the No. 3 highest grossing iPad app. On Facebook, the company has 4.6 million monthly active users and just over 690,000 daily active users according to AppData.

Game Insight maintains an agressive international strategy, bringing its games to more than 20 social networks and app stores including GFan (China), Mobage, T-store (south Korea), Vkontakte, Orkut and Draugiem. It also operates its own web-based gaming platform, Funzay!com, which has upward of 15 million players.(source:insidesocialgames

5)MWC 2012: Huawei reveals ‘world’s first’ quad-core tablet

by Zen Terrelonge

Ten-inch hi-def MediaPad device “excels in all entertainment capabilities.”

Continuing its assault on the high-end market, China’s Huawei has unveiled what it claims to be the ‘world’s first quad-core tablet’.

The Huawei MediaPad 10 FHD runs off of K3 quad-core 1.5GHz processors and Android Ice Cream Sandwich, boasting a 10-inch IPS HD screen.

Additionally, the device includes wireless connectivity up to 84Mbps, LTE support, an 8MP rear-facing camera and 1.3MP front-facing camera with in-built memory of 2GB.

Richard Yu, chairman of Huawei Device says: “We have created the Huawei MediaPad 10 FHD to excel in all of the entertainment capabilities including speed, power, web-browsing, high definition display and audio, and packaging it all in a compact and portable body.”

The MediaPad 10 follows Huawei’s S7, S7 Slim and MediaPad tablets, and is expected to be released in Q2 2012 along with fellow quad-core device, the Huawei Ascend D quad smartphone.(source:mobile-ent

6)Facebook’s mobile platform sending 60 million visitors a month to apps and games

Kathleen De Vere

Facebook’s mobile platform appears to be living up to its promise, with more than 60 million monthly users engaging with mobile applications via the social network. The company today officially released statistics it first revealed at our Inside Social Apps conference earlier this month.

According to a post on Facebook’s developer blog by James Pearce, Facebook’s head of mobile developer relations, Facebook’s viral features, such as Single Sign On and Open Graph have dramatically boosted visitors to apps that integrated its features. The platform sends more than 60 million users to mobile applications each month, and on average these users engage with apps roughly five times per month.

The company highlighted several success stories, pointing out that its social distribution channels have been beneficial to both HTML5 and native apps. For example, BranchOut, whose HTML5 app was a launch partner for Facebook’s mobile platform, receives 350,000 visitors every day through Facebook mobile. Wooga’s native iOS version of Diamond Dash has also been popular with Facebook’s mobile users, receiving more than 1.9 million visitors a month from the platform.

Interestingly, Facebook didn’t highlight the performance of any HTML5 games, which got off to a a slow start on the platform due to technical issues.  When Inside Mobile Apps looked at the performance of HTML5 apps on the platform a week after launch, uptake was slow, and so far HTML5-only titles like Moblyng’s Word Racer Live and Social Poker Live haven’t been big hits, with current monthly active user counts of just 30,000 and 75,600 according to AppData.

In October, Facebook brought many of the viral channels from its website to its mobile apps, incorporating bookmarks, requests, the News Feed, authenticated referrals and Facebook credits to its mobile apps, opening the way for greater discoverability on the platform.(source:insidesocialgames

7)Facebook partners with world’s largest carriers to bolster mobile web-based payments

Kim-Mai Cutler

Facebook has partnered with some of the world’s largest carriers to make the experience of paying with Credits more seamless on the mobile web.

The company has done a deal with AT&T, Deutsche Telekom, Orange, Telefónica, T-Mobile USA, Verizon, Vodafone, KDDI and Japan’s Softbank Mobile Corp to let Facebook users pay more

seamlessly with Credits through carrier billing. The deal comes at a critical time for Facebook as Apple’s iOS and Google’s Android platforms threaten to cut the social network out of influencing and earning revenue from the mobile app ecosystem.

Facebook’s chief technology officer Bret Taylor said that the current system for making web-based payments has too many friction points to make it useful to consumers or developers.

“Right now, the payments experience on the web is just broken for end users,” he said in a keynote at Mobile World Congress in Barcelona. “Even with operator billing support, most require a step called SMS device verification. That means if I’m in the middle of the game and I want to pay 99 cents, I have to wait for an SMS to arrive.”

After that, the user has to verify that the device is connected to their Facebook account.

“Then I have to awkwardly memorize the code and resubmit the transactions,” he said. “If I manage to make it this far, then I can finally go back to playing the game.”

With the new solution, third-party developers will be able to integrate a single SDK that lets their players charge their monthly phone bills in a single step through Facebook.

Having a fluid payments flow could go a long way in convincing developers to spend as much time on their HTML5 apps as they do on their native ones. To make HTML5 viable for mobile developers, Taylor said Facebook needed to focus on three problems: 1) discovery 2) fragmentation and 3) payments.

Facebook is addressing discovery with new viral channels for mobile apps that it launched last fall. On the second problem, Facebook also announced an industrywide group today that will push mobile web standards forward in concert with the W3C, or World Wide Web Consortium.

The payments agreements address the third problem. The only thing that seems certain about this new arrangement is that Facebook must be paying a lot — if not nearly all — of its 30 percent revenue share to carriers in this deal. Google knows this situation well, as it had the same hurdles in negotiating revenue share for carrier billing on Android.

The other problem that Facebook is confronting is that it likely only has a tiny percentage of users that are sharing payments information with it. Apple has more than 250 million iTunes accounts with billing information attached to them. In contrast, I would bet that Facebook has payments information or credit card data on around 30 million users or less, considering that around half of its 845 million monthly actives play games, and then 2 to 6 percent of those monetize through virtual currency purchases. The platform’s biggest developer Zynga saw only 2.9 million of its 153 million monthly unique users pay for virtual currency last quarter. So Facebook is likely facing the same uphill battle Google has been dealing with in convincing more users to pay on its Android platform.(source:insidemobileapps


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