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每日观察:关注日本社交卡牌游戏《Dark Summoner》(7.16)

发布时间:2012-07-16 10:44:54 Tags:,,

1)Asymco最近引用comScore和Nielsen数据指出,诺基亚Lumia手机在美国一个月内销量仅8万2500部,Lumia移动设备在4个月内销量约33万部。

nokia-lumia-900(from pcmag.com)

nokia-lumia-900(from pcmag.com)

comScore数据称所有Windows Phone设备市场份额为4.5%,尼尔森的这一数据则是4%左右。尼尔森称Windows Mobile所占份额为3.2%,Windows Phone是1.3%;从所有Windows Phone硬件设备制造商来看,HTC和三星占比0.5%,诺基亚占比0.3%。

如果按照comScore的全美智能手机用户数量(1.1亿)来算,美国Lumias用户约33万。

2)据serkantoto报道,日本手机社交游戏平台Mobage和GREE前20名热门游戏中,有70%以上产品属于社交卡牌战斗游戏。除了《Rage Of Bahamut》、《Zombie Jombie》等游戏之外,还有一款名为《Dark Summoner》的社交卡牌游戏也同样大获成功,据其开发团队所称,这个免费增值游戏目前每月收益超过1亿日元(约130万美元)。

Dark Summoner(from serkantoto)

Dark Summoner(from serkantoto)

值得注意的是,该游戏现在仅推出iOS版本(但尚未发布iPad版本),它最近一次更新发生于4月份(其日语版本最近更新于3月份),并且从未获得iTunes应用商店推荐,也没有绑定Mobage、GREE等其他社交游戏平台。

这款游戏于今年2月23日面向全球发布,App Annie数据表明日本和美国是该游戏最大的市场,它在5月25日位居美国营收榜单第9名,但现在已降至第74名。

3)据Games.com报道,韩国网游公司Nexon最近向Facebook发布新游戏《The Grinns Tale》,支持玩家从6种不同的奇幻职业中做出选择,建立自己的城镇,并通过铺路、栽花种树等方式装饰自己的城镇。

The Grinns Tale(from games)

The Grinns Tale(from games)

在此之前,Nexon已向Facebook发布《KartRider Dash》和《Cloudstone》这两款游戏。

4)据insidesocialgames报道,iOS和Facebook街机游戏《Catch 22》(开发商为Mango Down!)最近入围PAX 10展会“玩法及趣味十佳独立游戏”之列。

Catch-22(from mmohunter.com)

Catch-22(from mmohunter.com)

5)据Games.com报道,Qublix最近向Facebook推出连线消除游戏《Jewel Kingdom》,为玩家提供关卡式玩法,每个关卡都设置两个不同的目标,玩家需在特定时间内赢得大量分数,或者通过消除同色宝石以搜集钥匙。

jewel-kingdom-on-facebook(from games)

jewel-kingdom-on-facebook(from games)

无论是哪种模式,每个关卡都设置了时间限制,但限时长短视关卡及谜题难度而定。目前该游戏的主要问题是反馈不够准确,系统难以跟上玩家的操作节奏。

6)移动视频服务供应商Vuclip最近数据显示,78%美国女性用户表示自己在移动内容上的投入时间越来越长。

55%受访者称自己每天在手机视频内容上的投入时间超过30分钟,有60%受访者主要通过该服务观看娱乐内容。

mobile-video(from videoindustrynews.com)

mobile-video(from videoindustrynews.com)

50%受访者通过手机影视内容,其中最主要的内容包括资讯、体育和名人花边新闻。

而通过手机观看娱乐内容的男性用户比例为70%,电影和体育是他们最主要的消费内容。(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)Nokia selling little over 80,000 Lumias a month in US

by Keith Andrew

Using a composite of data from both comScore and Nielsen, Asymco’s Horace Dediu has estimated Nokia is selling just 82,500 Lumia handsets in the US a month.

Dediu has compared Nokia’s Windows Phone share reported by both parties to total smartphone sales figures, deducing that the Finnish firm sold around 330,000 Lumia devices during a four month period.

Knocking Nokia

“Nielsen’s total Windows base adds up to 4.5 percent while comScore reckons on 4 percent,” states Dediu in a blog post.

“Within that total, Nielsen breaks out 3.2 percent for Windows Mobile and 1.3 percent for Windows Phone. Within the Windows Phone total, HTC and Samsung are shown as having 0.5 percent and Nokia 0.3 percent.

“If we then use comScore’s figure for total smartphone users – 110 million – then the data would suggest that there are 330,000 Lumias in use in the US. This would have been accumulated over a sales period of about four months.”

Interesting, however, is Nielsen’s assessment that Nokia’s lead over its Windows Phone rivals is so slight.

The launch of Nokia’s Lumia 900 was met with reports of shortages ahead of its later debut on European shores, with CEO Stephen Elop having suggested early Lumia-wide sales in the region had “exceeded expectations.” (source:pocketgamer

2)Dark Summoner: Japanese Card Battle Game Pulls In US$1.3 Million Per Month Worldwide – On iOS Only [Social Games]

by Dr. Serkan Toto

How much money can be made in mobile social card battle games? Assuming that no makers are gaming the system, it seems like quite a lot.

In Japan, well over 70% of the top 20 games on Mobage and GREE belong to this genre (or at least have a card-collecting element in them). There is no end in sight: the entire Japanese social games market is still being flooded with social card battle games.

Some of these titles have made it over the pond: GREE’s Zombie Jombie (a game mainly made in the US) does well, just like Applibot’s Legend of the Cryptids. Rage Of Bahamut on Mobage can even be called a smash success.

I did some back-of-the-envelope calculations on how much money Rage Of Bahamut is probably making here (actually, I now think the sum I came up with seems to be too low).

This isn’t needed for Dark Summoner, another successful card battle game from Japan that’s available globally: maker A-team openly says in its latest financial report (Japanese only) that the freemium title pulls in “over 100 million yen”  (US$1.3 million) per month at the moment.

What’s interesting about Dark Summoner (iTunes) is that the game:

•is iOS only (there is no iPad version by the way)

•was last updated in April (Japanese version: in March), which is a bit unusual

•was never really featured on iTunes (see App Annie for more)

•doesn’t use Mobage, GREE or any other kind of social gaming network

Dark Summoner was released on February 23 this year (in Japan and worldwide).

Some key data from App Annie suggest that Japan and the US are the biggest markets for the game: in Japan, Dark Summoner did very well from the get-go and is still the No. 4 title in the top grossing ranking overall. In the US, Dark Summoner took a bit longer: after peaking at No. 9 in the top grossing chart on May 25, the game slipped to No. 74 now.

The Japanese social gaming industry is taking notice: expect many more card battle games from Japan to hit the App Store in America and other places soon.(source:serkantoto

3)MapleStory maker Nexon tells The Grinns Tale to Facebook gamers

by Joe Osborne

Want a little more Tim Burton in your social games? That seems to be what MapleStory creator Nexon is getting at with The Grinns Tale, a new Facebook game developed internally at the company’s Tokyo studio. This Facebook game focuses on high style, taking players through a fantasy world filled with gothic art and influences in a role-playing adventure.

Players can choose from six fantasy-themed classes for their characters to specialize in while fighting back the evil monsters lurking inside a mysterious tower. The cast of available classes includes ranged archers and magical clerics that can be customized for both male and female avatars. We know, you’ve heard this story before, but look at those adorable visuals!

After they’re done with battling evil baddies, players can build a town of their own in which they can build houses, decorate it with roads and trees and even plant crops to farm later.

(Come on, don’t act like you didn’t see that one coming.) At any rate, Nexon has been on a tear in Facebook games lately with KartRider Dash and most recently Cloudstone, so you’d be remiss not to at least give The Grinns Tale a shot.(source:games

4)Facebook game named in PAX 10 —The folks over at Penny Arcade are gearing up for PAX Prime and have revealed the PAX 10, “the ten best indie games in regard to gameplay and overall fun-factor.” Developer Mango Down!’s Catch 22, an arcade game for both iOS and Facebook is included on the list.(source:insidesocialgames

5)Jewel Kingdom: A match-three game with a twist on Facebook

by Brandy Shaul

While Bejeweled Blitz may arguably be the king of the traditional match-three puzzle genre on Facebook, Qublix’s Jewel Kingdom is a different take on the genre that’s also pretty entertaining. Jewel Kingdom offers level-based play, with one of two different goals being present in each. You’ll either need to earn as many points as possible within a specific time limit, or you’ll need to drop keys to the bottom of the screen to collect them, with both being completed by making matches of three or more like-colored jewels.

Each level is timed regardless of mode, with this time limit varying depending on the level and the complexity of the puzzle board in front of you. You’ll fill a level bar by making matches, with a secondary goal of each level being to earn enough points to fill that bar to at least one star (with a maximum of three being possible). If you don’t fill the meter to the one star level, you’ll fail the level and will lose one of your limited supply of lives.

As is traditional for match-three games, later levels within Jewel Kingdom offer locked or frozen gems that slow down your progress, and you’ll earn power-ups by making matches of four or more like colored jewels. These come in the form of star gems, bombs and hypercubes, destroying either small or large sections of the board when activated. A system of separate power-ups is also available for purchase, allowing you to add extra time to the clock, re-shuffle the game board’s jewels, or unlock / break the ice surrounding jewels, just as a few examples.

Technically speaking, Jewel Kingdom is quite pretty, with jewels that sparkle and shine and a fun medieval take on the overall level map (complete with flying dragons). You can even customize your game with new backgrounds and jewel sets, which changes the in-game music through a selection of relaxing tracks. Furthermore, while the possibility of microtransactions is definitely there in the power-up system, you’ll start with 70 free Diamonds, which is quite generous and should be enough to last you quite a while.

The only major problem Jewel Kingdom contains comes when the game struggles to catch up to your actions. While most of the gameplay is fluid, allowing you to continue making matches even when other cascades are still active elsewhere on the board, if you’re skilled at the match three genre, there is the definite possibility of making too many matches too quickly, and the game struggles to keep up. That is, the game simply won’t allow you to make anymore matches, regardless of your score or the time limit on the clock, until it first completes every other explosion or match you’ve started on the board. This isn’t a deal breaker, but it is an annoyance on those levels focused solely on earning the highest score possible.

Even for this problem, Jewel Kingdom is a really fun match-three game, that, while relatively simple, is a great addition to the genre on Facebook. If you’re ready to try the game for yourself, you can do so below.(source:games

6) Half of US women view movie clips on their mobile phones

by Zen Terrelonge

Probably dribbling over topless footage of Ryan Gosling.

New data from mobile video service Vuclip shows that 78 per cent of US women reckon they’re spending more and more time viewing mobile content.

In fact, 55 per cent spend more than 30 minutes a day viewing mobile videos, while  60 per cent use the tech primarily for entertainment.

Specifically, 50 per cent are watching movie clips, the most popular form of content ahead of news, sports and celebrity gossip.

Judith Coley, VP of marketing, Vuclip, said: “Today’s woman is busy, engaged and full of life. She wants to make the most of every moment and when she takes a break, she’s increasingly turning to her mobile phone for entertainment.”

In comparison, 70 per cent of men turn to entertainment, with movies and sports at the top of the mind.(source:mobile-ent


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