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每日观察:关注Glu与Gameloft第一季度财报(5.4)

发布时间:2012-05-04 10:35:35 Tags:,,,

1)Glu Mobile今年第一季度财报显示,公司智能手机业务收益同比去年增长192%,达到1740万美元(去年同期是1010万美元)。

iOS和Android平台收益占比81%,比去年同期翻倍增长(游戏邦注:当时Glu Mobile的智能手机收益为590万美元,在总收益中占比35%)。

Glu预计公司将在今年第四季度实现盈利,其第一季度基于GAAP的营业亏损为600万美元,去年同期则是260万美元;基于非GAAP的营业亏损则是2.3万美元,曾在4月份向雅达利支付500万美元现金收购《Deer Hunter》品牌。

Glu游戏目前DAU增长至230万,超过2011年第四季度的280万,但MAU却流失近150万,目前是2980万(其竞争对手Zynga在同一时期的MAU为2100万)。

该时期Glu游戏装载量为5500万次,DAU平均收益为5.5美分,用户转化率为1.6%。IAP交易量增长63.2%,从2011年第四季度的152万笔增长至248万笔。但平均每笔交易额却从原来的5.79美元下降至4.71美元。

预计第二季度基于非GAAP的智能手机收益将达1750万至1850万美元,2012年基于非GAAP的总体智能手机收益将达7640万至8150万美元。

smartphone revenue momentum(from Glu)

smartphone revenue momentum(from Glu)

smartphone revenue detail(from Glu)

smartphone revenue detail(from Glu)

conversion metrics(from Glu)

conversion metrics(from Glu)

user metrics(from Glu)

user metrics(from Glu)

2)法国游戏开发商Gameloft日前公布的2012年第一季度(截止3月31日)财报显示,公司在该时期销售额为4480万欧元(约合5890万美元)。智能手机及平板电脑游戏销售额同比增长59%,目前在总销售额中占比40%。

北美市场销售额占比30%,EMEA(欧洲、中东和非洲)市场占比25%,亚太和拉美地区占比44%。

Gameloft游戏目前MAU为4500万,有半数以上Gameloft智能手机游戏收益来自IAP及广告模式。

3)市场调研公司Ovum最近报告预测,2017年智能手机出货量将达17亿部,2011年至2017年的复合年增长率为24.9%。

Smartphone-Users(from blogs.carouselindustries.com)

Smartphone-Users(from blogs.carouselindustries.com)

总体手机市场(包括功能性手机)规模在同一时期的复合年增长率将达6.3%,新兴市场国家是主要发展动力。

Android将在未来5年主导智能手机市场,预计在2017年将占据48%的手机市场份额(2010年占比17%,2011年占比44%),复合年增长率达26.8%。届时排名第二的iOS将占据27%市场份额(2011年占比23%)。

诺基亚Windows Phone手机虽然目前所占市场份额仅2%,但预计2017年将占比13%。而RIM黑莓智能手机届时所占市场份额仅为10%左右。

4)据诺基亚开发者体验及应用商店高级副总裁Marco Argenti所称,自诺基亚与微软签约合作以来,开发者每周向Windows Phone Marketplace提交审核的应用增长了300%。

此外,自诺基亚Lumia 900设备在美国发售以来,专门锁定诺基亚手机的应用也获得显著增长。

5)RIM日前宣布推出黑莓手机游戏社交平台Games(相当于黑莓版Gamer Center),该平台将绑定黑莓Messenger和Scoreloop社交游戏网站,支持用户添加好友,查看好友正在玩的游戏,分享成就和发起挑战,计划引进多人游戏模式、回合制和实时互动等更多功能。

blackberry-game(from rolkolsen.com)

blackberry-game(from rolkolsen.com)

6)Best Computer Science Degrees最近发布信息图表显示,苹果自2008年以来已售出2亿多部iOS设备,而同一时期各汽车制造商出售的汽车数量则是2.13亿辆。

苹果仅在2011年就售出7200万部iPhone,这些iPhone的重量之和相当于巴黎埃菲尔铁塔。

苹果最新版iPad发售头72个小时就收获300万销量,平均每秒售出11部iPad,平均每分钟售出694部;假设今天有个婴儿从出生开始,每天都购买100部iPad,它要成长到82岁时才能凑足这300万部iPad。

big-apple(from bestcomputersciencedegrees)

big-apple(from bestcomputersciencedegrees)

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)Glu Mobile’s smartphone revenues climb 192% to $17.4m in Q1

Kathleen De Vere

Glu Mobile is continuing to climbs towards profitability as its smartphone revenues increase. According to the company’s first quarter earnings report, smartphone revenues increased 192 percent year-over-year to $17.4 million, up from the $10.1 million the company reported last quarter.

Revenues from iOS and Android games now account for 81 percent of the company’s income, more than double the percentage Glu reported this time last year. In Q1 2011 the company’s smartphone earnings of $5.9 million were 35 percent of its total income.

Glu is predicting it will become profitable again in Q4 2012. It reported a GAAP (generally accepted accounting principles) operating loss of $6 million in the quarter ending March 31, as compared to an operating loss of $2.6 million in the same quarter a year ago. Glu’s Non-GAAP operating loss was $23,000. The company also revealed it paid Atari $5 million in cash for the Deer Hunter brand in April.

Glu’s daily active users grew to 3.2 million, up from 2.8 million in Q4 2011, but monthly active users dropped by approximately 1.5 million MAU to 29.8 million in the same period. By comparison Glu rival Zynga reported 21 million MAU in the same quarter.

Overall Glu’s catalogue of games drove 55 million installs during the quarter and Glu’s average revenue per daily active user was 5.5 cents, with 1.6 percent of users converting. Glu’s number of in-app purchases for the quarter increased by 63.2 percent, rising from 1.52 million in Q4 2011 to 2.48 million in Q1 2012. The average revenue per billable transaction declined for the second straight quarter however, dropping from $5.79 in the fourth quarter of 2011 to $4.71 in the fist quarter of 2012.

Glu is predicting its non-GAAP smartphone revenues will be between $17.5 and $18.5 million in the second quarter, and its total non-GAAP smartphone revenues will come in between $76.4 million and $81.5 million for the full year. The company is also expecting to end the year with 18.0 million in cash, down from 2011 when the company had $32.2 million on its balance sheet on Dec. 31. The company currently has $22 million in cash on hand.

The company’s stocks were up on the news, hitting $4.92 in early trading before dropping off to $4.62 by the end of the day.(source: insidemobileapps

2)Gameloft sales jump 14% in Q1 2012 to 44.8 million euros

by Keith Andrew

Gameloft (EPA:GFT) has reported a 14 percent jump in sales in Q1 2012, the three months ending 31 March 2012.

Total revenue was €44.8 million (around $60 million)

That compares to the €39.5 million the publisher amassed during the same period in 2011, which itself represented a 20 percent year-on-year rise.

In keeping with French accouting rules, Gameloft won’t release its profit figures until later in the month.

Region by region

Breaking down those figures, Gameloft claims 40 percent of its revenue in Q1 2012 was generated by sales of its games on smartphones and tablets, up 59 percent year-on-year.

North America accounted for 30 percent of sales, with revenue from EMEA markets – Europe and the Middle East – making up 25 percent.

Sales in the Asia Pacific region and Latin American combined generated 44 percent of revenue across the quarter.

In-app entertainment

“The rapid growth enjoyed by Gameloft’s smartphone activity is also related to the success of the freemium and paymium models put in place twelve months ago,” the firm said in a statement.

“Gameloft’s number of monthly active users currently stands at 45 million and more than half of Gameloft’s smartphone revenues now derive from in-app purchases and advertising revenues.”

Gameloft has previously made its intention to equip all its smartphone releases with in-app purchases public, though its strategy to date has met with some criticism from commentators.

Nonetheless, it’s an approach Gameloft claims is paying off.

“The huge growth of smartphone and tablet shipments around the world should continue sustaining Gameloft’s growth in the coming quarters,” the publisher continued.

“In addition, the landmark success enjoyed by recently launched games such as Ice Age Village and Shark Dash and the acceleration of product launches should allow sales growth to increase significantly in the second quarter of 2012.”(source:pocketgamer

3)Smartphone shipments to hit 1.7bn in 2017

by Zen Terrelonge

Android devices set to dominate the market with 48 per cent share.

The smartphone market will continue to boom in the next five years to hit 1.7 billion shipments in 2017, according to researcher Ovum, citing a CAGR of 24.9 per cent from 2011 onwards.

Meanwhile, the overall mobile phone market – including feature phones – will rise at a CAGR of 6.3 per cent between 2011 and 2017, which will be driven by emerging markets.

However, developed markets such as North America and Western Europe will almost entirely purchase smartphones only, though feature phones will continue to play a fixture in emerging areas.

Adam Leach, principal analyst at Ovum, said: “Android will dominate the smartphone market over the next five years.

“While Apple has defined the smartphone market since it introduced the iPhone in 2007, we’re now seeing a sharp rise in the shipment volumes of Android, signaling its appeal to leading handset manufacturers.”

The rise in the Google OS’ popularity has already been demonstrated as Android-powered phone shipments rose from 17 per cent in 2010 to 44 per cent in 2011, and it’s expected to hit 48 per cent in 2017, a CAGR of 26.8 per cent.

iOS will be the second placed OS, accounting for 27 per cent of the smartphone market, rising from 23 per cent in 2011.

There’s good news for Microsoft – supported by Nokia – too, which is expected to become an established platform in 2017 with 13 per cent, despite currently holding just two per cent of the market.

Unfortunately for RIM, its BB OS is set to secure just ten per cent of the market in 2017.(source:mobile-ent

4)Nokia Lumia triggers 300% jump in Windows Phone app submissions

by Tom Worthington

Back when Nokia inked its strategic partnership with Microsoft to support Windows Phone in early 2011, the platform’s official marketplace boasted just 7,000 apps.

Little over one year on, and now the Finnish firm claims Windows Phone Marketplace has a total of 80,000 apps on board.

That’s according to Nokia’s SVP of developer experience and marketplace Marco Argenti, who – speaking in a wider interview with Fierce Developer – said weekly app submissions have risen 300 percent since the firm signed the deal with Microsoft.

Appy about it

Argenti claims exclusive apps for Nokia’s handsets have also gained significant momentum since the launch of the Lumia 900 in the US, with the firm’s close relationship with Microsoft having been key to its success.

“We try to have as deep a relationship as possible with the developers and provide concrete support, for example providing free devices, and we essentially are facilitating that,” said Argenti.

“Nokia really wants to provide that form of support to developers in exchange for trying to make something unique and differentiating for the platform.”

In all, Nokia has sent out a total of 17,000 Lumia devices to developers to encourage studios to get on board.

Show me the money

Argenti also discussed how Nokia and Microsoft is ensuring developers are able to monetise on their business.

“We’re actually educating and advising developers on how to best distribute and monetize their apps around the world, how to identify segments that might be interested in a specific app, or the right price point for the various markets and so on.”

Nokia is currently in the process of rolling out its business development toolkit, which includes analytics, user preferences, design clinics, advice on how to get the most out of your marketplace description, and operator billing.

Argenti explained that operator billing, which is currently supported in the US and other markets, can be a “winning formula” for countries were app monetisation is problematic.

“We currently have operator billing support with 146 operators in 50 markets,” he added.

“And when we have introduced operator billing, we have seen increasing monetisation and conversion rate increases of 300 to 500 percent.”(source:pocketgamer

5)BlackBerry World 2012: RIM reveals Games, its version of Game Center

by Jon Jordan

In keeping with its push to be the second great gaming platform behind iOS, RIM has announced its own version of Game Center.

Called Games, it will be a standalone app that acts a social hub and a discovery tool.

Integrated with BlackBerry Messenger and the Scoreloop social gaming network, it will launch – time frame to be announced – with the usual ability to add friends, see what they’re playing, show achievement and offer challengers.

Features such as multiplayer gaming, both turn-based and real-time are also planned.

Building foundations

The move is all part of RIM’s concerted attempt to ensure that its key BlackBerry 10 release (hardware and software) offers developers a solid platform that they can release games on and make money from.

With Android seemingly now limited to free-to-play titles and suffering from very high piracy rates, RIM argues the strong security and payment options on BB 10 mean it can steal a march on Android, despite its install base being numbered in the hundreds of millions.(source:pocketgamer

6)iOS is almost as important to consumers as owning a car

by Zen Terrelonge

Infographic shows Apple devices trail vehicle sales by just 13m sales.

Best Computer Science Degrees is behind the infographic, which takes a look at just how big Apple really is.

Apple has sold more than 200 million iOS-powered devices since the platform was launched in 2008, and putting that in to context, there has been 213 million cars sold worldwide since the same time across all manufacturers.

Additionally, 72 million iPhones were sold last year alone, which is almost the entire weight of the Eiffel Tower.(source:mobile-ent


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