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每日观察:关注2012年移动广告市场规模(4.23)

发布时间:2012-04-23 10:18:14 Tags:,,

1)Strategy Analytics最近报告预测,2012年全球移动广告及移动内容产值将达670亿美元,整体移动媒体行业产值将达1498亿美元,移动数据流量产值将增长9.5%,达到828亿美元。该报告其他调查结果包括:

mobile media market growth(from Strategy Analytics)

mobile media market growth(from Strategy Analytics)

global 2012 mobile media revenues(from Strategy Analytics)

global 2012 mobile media revenues(from Strategy Analytics)

应用下载量将增长38%,达到230亿次;

应用广告投入将增长30.7%,达到261亿美元;

移动广告将增长85.4%,产值达到116亿美元;

美国及西欧应用内置广告将以17亿美元销售额,超过移动网络展示广告的9.345亿美元销售额。

与社交网站内容、应用及服务相关的产值将增长16.1%,达到176亿美元,占总体移动媒体收益的11.8%。

2)据Gamebusiness.jp报道,美国加利福利亚开发商Cie Games于3月31日低调关闭Cie Games日本工作室(游戏邦注:该工作室于2011年4月1日才成立),于3月7日就已停止对Mobage平台提供日语版赛车游戏《Car Town》的服务支持(但这款游戏在Facebook仍有620万MAU)。

car-town-japan-mobile-mobage(from cartown.com)

car-town-japan-mobile-mobage(from cartown.com)

3)GREE美国子公司GREEInternational近日宣布购买加拿大温哥华手机游戏开发商IUGO的部分股权,但并未透露具体成交金额。

该公司竞争对手DeNA也已入驻加拿大市场,并于今年初在该国成立新工作室。

4)PlayFirst日前向加拿大App Store发布iPhone、iPad游戏《Mall Stars》。这款免费增值游戏题材与Playdom之前关闭的《Market Street》相似,也采用了商业大亨机制,但玩法更为休闲。

Mall Stars(from games)

Mall Stars(from games)

玩家主要任务是建设商城,并向各个商店供应货物,取悦顾客并赢取虚拟货币。

5)据techcrunch报道,社交娱乐公司Milyni营销及业务副总裁Dean Alms最近撰文指出,2011年用户约消费160万个单位的Facebook Credit,预计到2012年用户在虚拟商品、数字商品等内容上消费的Credit单位将增长3倍,超过400亿个。

facebook credits(from lavozlibre.com)

facebook credits(from lavozlibre.com)

预计2012年用户所消费的Facebook Credit单位将增长300%,达到470亿个。假设到年底时用户帐户中仍剩余70亿个Credit,那就相当于有400亿个Credit将流向社交游戏、社交娱乐及其他新应用。按照每个Credit价值为10美分来算,2012年Facebook Credit市场规模将接近40亿美元。(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)Forecast: Mobile content, ad sales to hit $67B in 2012

By Robert Andrews

So much so that, in 2012, global revenue from mobile advertising and content will hit $67 billion, according to a new Strategy Analytics forecast.

That is the remainder of the firm’s total mobile media category projection of $149.8 billion, which includes a projected 9.5 percent increase in mobile data subscription sales to $82.8 billion. The details:

App growth

App downloads will grow 38 percent to 23 billion.

App spend will grow 30.7 percent to $26.1 billion.

Apps will make up 18.9 percent of mobile media outlay.

Ad growth

Mobile ad spend will grow 85.4 per cent to $11.6 billion.

In-app ad sales in the US and western Europe will overtake mobile web display sales ($934.5 million).

Video slow-mo

“Despite the huge audience of 271 million users, ad revenues from mobile video are tiny – a meagre $223 million globally in 2011.”

Methodology: Strategy Analytics compiled data from mobile operators, handset vendors, regulators, trade bodies, advertisers, ad networks and its own consumer surveys.(source:paidcontent

2)Cie Games Shuts Down Japan Office [Social Games]

by Dr. Serkan Toto

That was quick: California-based Cie Games has decided to shut down Cie Games Japan, its Tokyo-based subsidiary, after about a year (the office over here was established on April 1, 2011).

In fact, Gamebusiness.jp is reporting that the company was silently closed down on March 31. Cie Games Japan stopped offering the localized version of Car Town, a racing game, on Mobage on March 7.

I saw the game being advertised during the Tokyo Game Show with its own booth last year, but apparently that didn’t help. What’s interesting is that on Facebook, Car Town still sees 6.2 million MAU.

Cie Games joins a long list of foreign social and mobile game makers that are either struggling in Japan or simply got destroyed in this market.(source:serkantoto

3)GREE Invests In Vancouver-Based Mobile Gaming Company IUGO [Social Games]

by Dr. Serkan Toto

GREE‘s US subsidiary GREE International is trying to strengthen its position in North America: the San-Francisco based company has announced it bought a stake in IUGO, a mobile game maker from Vancouver.

Terms and details of the deal weren’t disclosed, but GREE says it was a “minority investment”.

The company explains:

Under the new partnership, IUGO and GREE will co-develop high-quality, free-to-play content leveraging IUGO’s three proprietary technologies – IUGO Games Library™, IRender™3D Engine, and IUGO Mesh™ Social Game Engine – which GREE will use to expedite development and enhance the quality of its social mobile games.

The IUGO deal follows the investment in Wizcorp, a Tokyo-based maker of HMTL5-based mobile games, earlier this month.

DeNA opened an office in Canada at the beginning of the year.(source:serkantoto

4)PlayFirst’s Mall Stars offers free-to-play store management on iOS

by Brandy Shaul

Last December, PlayFirst announced its restructuring to focus more on the casual mobile game space, and we’ve started to see the products of that switch with Mall Stars, a new mall-building tycoon game that has launched on iPhone and iPad in the Canadians iTunes store. While the game isn’t available in the US store as of this writing, we’ve gone hands-on with this free-to-play experience and can let you know what to expect when you can finally start building your own mall.

If you’re a former player of Playdom’s failed Market Street Facebook game, you’ll feel right at home here, as Mall Stars breaks away from the “Dash” style gameplay that the company is most known for in favor of a slower, more casual experience. Your mall starts small at first, allowing you to place just three main stores and one smaller store and attraction inside it. Each of these can be stocked with items of your choosing, that sell out at different rates and offer different amounts of profits in relation to the time it took them to sell.

You’ll be able to send delivery trucks out for supplies so that you can constantly keep your stores stocked with fresh merchandise, and new supplies appear automatically every few minutes so that you’re never truly unable to play the game. As for the Mall Stars mechanic itself, this comes in the form of special characters that can be directed around your mall based on their requests. For instance, a fashionista might want to purchase a particular dress from your clothing store, so you’ll need to tap on that item to send the Mall Star to the store to purchase it. You’ll earn bonus coins for keeping these customers happy, and can even pay Hearts, the game’s premium currency, to make them stick around for longer periods of time (therefore spending more money while they stay).(source:games

5)Dollars, Sense, And 40 Billion Facebook Credits

Dean Alms

Editor’s note: Dean Alms is the VP of Marketing & Business Development at social entertainment company Milyoni. Follow him on Twitter @deanalms.

Roughly 16 billion Facebook Credits were distributed and consumed in 2011. In 2012, I predict that the use of Facebook Credits will soar by three times to over 40 billion Credits spent on virtual goods, digital goods and more. The growth will be fueled by new digital content available on Facebook, use of Facebook Credits to reward brand loyalty and better marketing of a social currency that is still in its infancy.

The following chart shows the growth of Facebook Credits revenue reported by Facebook from 2009 to 2011.

This chart demonstrates that with a growth rate of 300 percent in 2012 (lower growth rate than in prior years) the number of Facebook Credits in circulation will soon reach 47 billion. If 7 billion remain unused in consumer accounts by the end of the year, then 40 billion will have been spent on social gaming, social entertainment and new innovative applications. At 10 cents per credit, total revenue generated from the Facebook Credits market in 2012 will reach approximately $4 billion.(source:techcrunch


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