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每日观察:关注Facebook分析《SongPop》成功原因(7.17)

发布时间:2012-07-17 10:27:44 Tags:,,

1)据games.com报道,Facebook成员最近分析了音乐问答游戏《SongPop》(支持运行于iOS、Android和Facebook平台)受到热捧的三个原因:

SongPop(from games)

SongPop(from games)

首先,《SongPop》趣味十足,具备“友善的竞争性”,其娱乐性能够促使玩家反复参与游戏;其次,玩家通过该游戏分享的请求和消息也十分有趣,能够吸引好友点击查看;最后,该游戏通过Facebook Connect功能在Facebook、iOS和Android平台创造了统一的游戏体验。

2)Adobe公司游戏解决方案产品营销经理Diana Helander在最近媒体采访中表示,AIR包装技术已支持Adobe触及13亿部连网设备/台式电脑,以及5亿以上的智能手机和平板电脑设备。因此他们认为Flash能够解决开发者及发行商所面临的平台分裂性问题,有利于他们无缝隙地发布内容。

Flash-Adobe(from games)

Flash-Adobe(from games)

他称Adobe合作伙伴包括Zynga、迪士尼等公司,Zynga新游戏《Ruby Blast》采用Flash Plaer 11开发产品,并以Stage 3D技术实现了理想效果。

3)法国初创公司Mandala日前与社交游戏发行商6waves合作,将向Facebook推出社交博彩游戏《La Riviera》。

la-riviera_social-gaming(from kiiwiigames.com)

la-riviera_social-gaming(from kiiwiigames.com)

《La Riviera》是一款老虎机游戏,也是Mandala第二款Facebook游戏,含有一个服务新玩家的指南,采用了任务、成就管理及锻造系统等机制。该公司曾于2011年向Facebook自主发布了《Divinitiz》,在两个月内吸引了35万以上用户。

Mandala由Nadya Jahan成立于2010年,宗旨是开发富有“法国特色”及高质量视觉效果的社交游戏,目前有12名成员。

4)在本周MAU增长最快的Facebook游戏榜单上,EA新作《SimCity Social》居于首位,新增290万MAU,增幅达153%。FreshPlanet游戏《SongPop》位居其次,新增150万MAU,增幅为21%。

top gainers this week-MAU(from AppData)

top gainers this week-MAU(from AppData)

Social Point游戏《Dragon City》位居第三,新增90万MAU,增幅为26%。Zynga游戏《Texas HoldEm Poker》排名第四,新增70万MAU,增幅为2%;NaturalMotion Games游戏《CSR Racing》位居第五,新增41万MAU,增幅为59%。

迪士尼Playdom游戏《Disney’s Ghosts of Mistwood》新增35万MAU,增幅为106%;Zynga新作《The Ville》仍处于测试阶段,但也新增25万MAU,增幅达74%。

5)市场调研公司Newzoo发布波兰游戏行业信息图表显示,截止2012年5月份,波兰活跃游戏玩家已达1180万(游戏邦注:波兰总人口为3840万,活跃网民数量为1810万),其中付费玩家占比53%。

预计2012年波兰玩家在游戏中总投入为3.5亿至4.5亿美元。从各平台游戏付费比例来看,玩家在社交游戏中投入占比8%,在休闲网站游戏中的投入占比8%,在手机游戏中投入占比11%,在MMO游戏中投入占比18%,在主机游戏中投入占比25%,在PC/Mac盒装游戏投入占比18%,在PC/Mac下载游戏投入占比12%。

波兰玩家每天在游戏中投入总时间达2000万小时,在社交游戏中投入占比17%,休闲网站游戏则占比21%,主机游戏占比11%,MMO游戏占比15%,手机游戏占比13%,PC/Mac游戏占比23%。

从各平台玩家数量分布来看,休闲游戏玩家占比81%,手机游戏玩家为67%,社交游戏玩家为59%,PC/Mac盒装游戏玩家为58%,MMO游戏玩家为47%,PC/Mac下载游戏玩家为44%,主机游戏玩家为43%;平均每名玩家在4个平台上玩过游戏。

Infographic_Poland_2012(from Newzoo)

Infographic_Poland_2012(from Newzoo)

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)Facebook breaks down why SongPop by FreshPlanet is killing it

by Joe Osborne

Aside from the fact that it’s a brilliant game, of course. Facebook recently threw SongPop, the mega popular Facebook-connected music trivia game for iOS, Android and Facebook, under the magnifying glass to find out what’s made it grow to 2.2 million daily players (and counting). The company’s very own Julien Codorniou breaks it down to three important factors–for you, at least.

For one, SongPop is just downright fun, or as Facebook puts it, it has “friendly competition.” The core of what SongPop is just entertaining, which compels players to go back-and-forth with taking turns. Secondly is that, at least on Facebook, the requests and news that players share through the game is actually interesting enough for friends to click on. Finally, SongPop offers a unified game experience between Facebook, iOS and Android through Facebook Connect.

Or, you know, it could just be that SongPop is one of those games that embodies both the beautiful simplicity and inexplicable addictiveness of the most successful casual games on Facebook and mobile. But we’re sure FreshPlanet planned this whole thing out rather well, too.(source:games

2)What Adobe does (and foresees) for social, mobile games [Interview]

by Joe Osborne

We would hope that, at this point, you know that Adobe is responsible for Flash, the technology behind most games on Facebook. However, we realize that you probably don’t know about everything else the company does to make sure Flash stays there.

So, we recently chatted with Diana Helander, Group Product Marketing Manager for gaming solutions at Adobe, to find out exactly what Adobe is working on to make sure it stays on top in the social and casual gaming spaces across all platforms. One of those projects is known simply as AIR.

“We can reach over 1.3 billion connected devices or desktops and over 500 million smartphones and tablets with our packaging technology, AIR,” Helander tells us. “So what we’re seeing is that Flash solves the fragmentation problem that exists out there for these developers and publishers, allowing the delivery of their content without friction.”

“We work closely with our partners like Zynga and Disney, for example, to make sure that connection is possible for them,” Helander explains, “and that they’re able to take advantage of that desire to increase usage and retain the users that they have both within the desktop browser as well as extending their titles to mobile or building new titles for mobile.”

But judging from the enthusiastic shift in Helander’s voice as she approaches the subject, Adobe is even more excited about what these moves mean for independent game makers. “One of the reasons why that’s so important these days is, as you know, discoverability is really tough, especially for indie developers. You get your game into the App Store, but how do you know anybody’s ever going to see it [if] it’s not top ranked, promoted by Apple itself or somehow highlighted because the press found out about it?”

“I’m continually impressed and amazed by what comes out of the indie developer world, too. We have some IGF [Independent Games Festival] finalists who represent the Flash and AIR work flow incredibly, like Lume,” Helander points out. I don’t know if you’ve seen that game, but that launched at GDC [Game Developers Conference] this year–and again, beautifully designed. [State of Play] actually developed that game using paper models and then animated from there using Flash.”

But for everything Adobe does to make sure games made (or propagated) through Flash, it also hopes to make sure those games look dang good, too. Games like Zynga’s new Ruby Blast use Flash Player 11 with Stage 3D technology to great effect already. However, moves like Unreal Engine support and Adobe’s Unity partnership speak more to what Adobe sees happening in the future as far as web-based and mobile games are concerned.

“I think one of the things we really see too in the social space, and this would definitely apply to mobile, is a growth in hardcore gaming,” Helander predicts. “The success of companies like Kixeye, for example, and the fact that hardcore gamers are spending time in social games and more browser-based experiences–I would expect that to apply to mobile.”

It might look like Adobe has its eggs spread across too many baskets, so to speak. But if Adobe truly wants Flash to be at the forefront of all web-based and mobile gaming across all genres and audiences, would the company have it any other way?(source:games

3)Mandala adds French touch to social casino games

Dean Takahashi

Social casino games are hot this year. Mandala, a startup based in Nantes, France, hopes to add the French touch to them. The company just partnered with Hong Kong-based social gaming firm 6waves to publish Mandala’s upcoming La Riviera on Facebook.

6waves, which merged with Lolapps last year, has closed a lot of its internal development efforts and is relying on outside programmers for many of its social games. Mandala has made its mark in France and now wants to become a player in the international market.

Nadya Jahan (pictured right), chief executive of Mandala, said her aim is to stay focused on the creation of games and to rely on 6waves to publish the titles before a larger audience.

6waves will handle the international promotion of Mandala’s new title, enabling the company to spread what it calls its “made in France” values throughout the social gaming universe.

La Riviera is a slot machine game, and it’s Mandala’s second title on Facebook. The game has a tutorial room for new players, and it has mechanics such as missions, achievements, and crafting. The company previously self-published Divinitiz on the social network in 2011, and it attracted more than 350,000 players in two months.

Jahan has become something of a celebrity in France, where she will be in the reality web Les Influencers (The Influencers). The show will air on a weekly basis and follow seven online entrepreneurs.

Jim Ying, the senior vice president of publishing at 6waves, said, “What drew our attention to Mandala was their compelling gameplay and quality graphics. La Riviera captures the core of what people worldwide love about playing slots: excitement, competition, eye-pleasing visuals, and a festive atmosphere.”

Jahan founded the self-funded company in 2010 with a goal of bringing the “French touch” to social games with high-quality visuals. The company has around 12 employees.

Rivals include Playtika-Caesars, Double Down Interactive-IGT, Zynga, and others. This genre market is hot in part because of expectations that the legal barriers between online gambling and social casino games will come down in the U.S. in the future. On top of that, such titles with a free-to-play business model are proving to be very popular on Facebook.

Jahan said the company’s games have had high average revenues per user so far.

“I was raised with a joystick in my hands,” Jahan said. “My father was video games passionate, and my mother used to work in the computer industry, so it’s in my genes. I created my first business at 17 and graduated in IT development completed by business training. I left my last position as a business developer manager in the serious game industry to create my own company.”(source:venturebeat

4)SimCity Social tops this week’s list of fastest-growing Facebook games by MAU

Mike Thompson

EA’s SimCity Social continues to expand its borders, taking the top spot on this week’s list of fastest-growing Facebook games by monthly active user with 2.9 million MAU, a 153 percent gain.

FreshPlanet’s SongPop came in second place, up 1.5 million MAU for a 21 percent increase. Social Point’s Dragon City took the No. 3 spot with 900,000 MAU, up 26 percent. Zynga’s Texas HoldEm Poker was up by 700,000 MAU, a 2 percent gain that allowed the game to take the No. 4 spot. NaturalMotion Games’s CSR Racing finished in fifth place with its 410,000 MAU, a 59 percent gain.

Two other games on the list showed gains greater than 50 percent. Disney Playdom’s Disney’s Ghosts of Mistwood took in 350,000 MAU, a 106 percent increase. Zynga’s The Ville is still in beta, but it’s beginning to pick up steam with 250,000 MAU for a 74 percent gain.(source:insidesocialgames


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