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每日观察:关注Idle Games和社交游戏的同步化趋势(4.09)

发布时间:2012-04-09 10:10:52 Tags:,,

1.据Social Times针对社交网络的图例研究显示,社交网络的积极效能包括:80%的互联网用户使用社交网络或者博客网络;Twitter每天有1.7亿条信息更新;用户每天泡在Facebook时间总长是535亿分钟(yahoo是172亿分钟;Google是125亿分钟;AOL是114亿分钟);41%的学校使用社交网络进行求职推介。对于美国用户来讲,社交网络还是在线维护家庭和好友关联度的重要方式。

social network(from socialtimes.com)

social network(from socialtimes.com)

2.据调研公司comscore关于美国智能手机市场分析数据显示,截止2012年2月份,Android系统在美国的占有率是50.1%,相比2011年11月的46.9%提升3.2%;ios的2012年2月的市场份额是30.2%,相比2011年11月的28.7%提升1.5%;RIM在相应的时间段则从16.6%下滑到13.4%,WP7也从5.2%下滑到3.9%。

Smartphone Platform Market Share(from comscore.com)

Smartphone Platform Market Share(from comscore.com)

在制造商方面(2012年2月份),三星以25.6%居首,LG以19.4%紧随其后,苹果以13.5%位居第三,摩托罗拉以12.8%排名第四,HTC位居第五为6.3%;相比较2011年的11月份,苹果市场份额提升2.3%,HTC提升0.4%,三星保持不变,摩托罗拉下滑0.9%,而LG下滑1.1%。

OEM Market Share(from comscore.com)

OEM Market Share(from comscore.com)

在用户的使用意愿方面,2012年2月份,应用下载占到49.5%,相比2011年11月份的44.9%,提升4.6%。玩游戏的意愿,在相应的时间段内则从29.7%,提升至32.3%,涨幅为2.6%。

Mobile Content Usage(from comscore.com)

Mobile Content Usage(from comscore.com)

3.Idle Games可能又将是另外一家在社交网络中倡导同步游戏的开发者,上次游戏邦分析过社交游戏的变局有向传统游戏靠拢的趋势(由Casual向MidCore衍化),而异步交互也有向同步交互渗透的走向,特别是在F8Facebook推出新版Open Graph将支持多种新社交互动方式后,猜测认为如果真按照这个模式走可能会改变现有社交游戏的交互格局,就像Ian Livingstone所说的传统游戏中的同步交互将成为社交游戏的第二春,之前包括Kabam一直在强调类似MMO游戏用户间的同步性,Myyearbook则祭起了同步化大旗批判Facebook对交互的忽视。

Idle Games(from gamesindustry.biz)

Idle Games(from gamesindustry.biz)

Idle Games首席运营官Jeffrey Hyman称社交游戏需要即时的交互需求。

4.德国游戏开发者Moonbyte日前在eBay上挂牌出售一款名为Happy Treasure的社交游戏,拍卖的起始价是1美元,按照Moonbyte的说法该游戏包含代码和各种游戏资产起码价值5万美元。Happy Treasure为冒险寻宝游戏,玩家将在游戏中扮演宝藏探秘者。目前该游戏在Facebook可以访问,但已经设置了访问权限。

happy treasure(from socialgameobserver.com)

happy treasure(from socialgameobserver.com)

(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.In the history of technology, every new movement is accompanied by a swell of irascible naysayers, claiming the technology is subverting our traditional values.  With social media, it’s no different.  With reports of addiction and criticisms of its frivolous nature abounding, Facebook, Twitter and other services typically face some heat.  A new infographic from school.com attempts to correct this thinking.

Here are a few impressive and enlightening statistics:

* 41% of the class of 2011 used social media in their job search.
* 4 out of 5 internet users visit social networks and blogs.
* Twitter gets 170 million Tweets a day.
* Users spend 53.5 Billion minutes on Facebook a day.(source:socialtimes

2.comScore, Inc. (NASDAQ: SCOR), a leader in measuring the digital world, today released data from the comScore MobiLens service, reporting key trends in the U.S. mobile phone industry during the three month average period ending February 2012. The study surveyed more than 30,000 U.S. mobile subscribers and found Samsung to be the top handset manufacturer overall with 25.6 percent market share. Google Android continued to grow its share in the U.S. smartphone market, crossing the 50-percent threshold in February to capture a majority share for the first time in its history.

For the three-month average period ending in February, 234 million Americans age 13 and older used mobile devices. Device manufacturer Samsung ranked as the top OEM with 25.6 percent of U.S. mobile subscribers, followed by LG with 19.4 percent share. Apple captured the #3 ranking in February with 13.5 percent of mobile subscribers (up 2.3 percentage points), followed by Motorola at 12.8 percent. HTC moved into the #5 position in February at 6.3 percent (up 0.4 percentage points).

More than 104 million people in the U.S. owned smartphones during the three months ending in February, up 14 percent versus November. Google Android’s share of the smartphone market eclipsed 50 percent in February, an increase of 17 percentage points since February 2011. Apple ranked second with 30.2 percent of the smartphone market (up 5 percentage points versus year ago), followed by RIM at 13.4 percent, Microsoft at 3.9 percent and Symbian at 1.5 percent.

In February, 74.8 percent of U.S. mobile subscribers used text messaging on their mobile device, up 2.2 percentage points. Downloaded applications were used by 49.5 percent of subscribers (up 4.6 percentage points), while browsers were used by 49.2 percent (up 4.8 percentage points). Accessing of social networking sites or blogs increased 3.1 percentage points to 36.1 percent of mobile subscribers. Game-playing was done by 32.3 percent of the mobile audience (up 2.6 percentage points), while 24.8 percent listened to music on their phones (up 3.1 percentage points).(source:comscore

3.Most social games only let players interact in an asynchronous way, meaning that players are never directly interacting in real-time. Jeffrey Hyman, the CCO of Idle Games, contends that true social games need a real-time option.

“Fundamentally I don’t believe you can have a social game without at least offering up the ability to play in real-time with others,” said Hyman. “At the same time, you’re kidding yourself if you think a purely synchronous game will succeed on the social networks.  One of our mantras about Idle Worship is that users should ‘come for the asynchronous, but stay for the synchronous’.  That nicely summarizes our mindset and approach in trying to marry these two different styles of play.”

“While the synchronous feature is obvious to users, there is another technical innovation that’s just as cool but less obvious … namely that Idle Worship features an ‘unsharded’ universe,” he detailed. “While that term sounds as geeky as it actually is, what it means is that no matter what server a player is on, they are free to roam about the universe and play with anyone (regardless of what server they are on).  The one (and maybe only) nice thing about having to build everything from scratch is that we weren’t burdened with legacy code and were able to craft a gaming platform tailor made for the social networks.” (source:gamesindustry)

4.Today, we received an interesting email from German developer Moonbyte. The company is offering the social game Happy Treasure for sale – on ebay. The auction just began with a starting bid of 1$. Moonbyte states that the game contains code and assets of more than $50,000 in production value.

In Happy Treasure the user takes the role of a treasure hunter who travels the world collecting treasures to build the world’s most valuable treasure mansion. With a crew of diggers the user visits different locations such as the Maya temples or Caribbean Islands where buried treasures have to be revealed.

A digging operation takes a certain time and the longer the digging takes the better the chances to find treasures.  After finding treasures the idea is to accumulate them in the mansion.

The company started the development of the game in 2010 as a self-funded indie project with the idea of making an Indy-themed game and worked on the title for almost a year. According to Founder & CEO Robert Clemens at some point the team realized they did not have enough resources to complete and maintain the game. Now the company would like to “find a buyer who is passionate about the product and wants to put it out in his name.” There are a couple of things a potential buyer should know: The game is not fully ready yet. On Facebook only a restricted-access development version can be accessed.

According to Moonbyte the game needs “2-3 man months from a developer to implement some last features to be finally ready for a first release”. Other elements still missing are the integration of payment providers or overall balancing of items and tutorials.  So far the game has received nine bids. The auction will end on Easter Monday (April 9).(source:socialgamesobserver)


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