2）据venturebeat报道，美国男演员汤姆·汉克斯最近试水手机应用市场，与《阿甘正传》制作公司Playtone合作向iOS、Android平台推出角色扮演游戏《Electric City: The Revolt》（售价99美分）。
该游戏将与《Electric City》这款免费手机应用同时发布。《Electric City》支持用户观看由汤姆·汉克斯制作并以其为主角的科幻冒险动画系列片，这两款应用现已在iTunes App Store和Google Play发售。
4）Strategy Analytics最近报告预测，2012年Windows Phone平台将在美国智能手机销量中占比4.1%；2012年Windows Phone设备销量约500万部左右，2011年则是350万部（游戏邦注：该报告称2012年美国智能手机销量将达1.23亿部，比2011年的1.02亿部增长21%）。
该工作室首作是《Lili》这款“冒险RPG游戏”，预计于未来数周发布于App Store。Perry还表示有意面向Windows PC平台开发游戏，但并未透露是否将推出《Lili》的PC版本。（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）Report: Chrome For iOS Now Owns 1.5% Of iOS Browser Market
At its I/O developer conference last month, Google launched Chrome for iOS. Despite the fact that it’s being held back by Apple’s security protocols and can’t use its own rendering engine, Chrome has been among the most popular free downloads in Apple’s App Store since then. According to the latest data from online advertising network Chitika, Chrome for iOS currently has a market share of about 1.5% on its network. Safari, of course, continues to have a virtual monopoly on iOS browsing, but according to Chitika, Chrome continues to see moderate growth on Apple’s mobile platform.
In total, Chitika found, about 14.5% of iOS users currently surf the web on a platform other than the stock Safari browser. Most of this traffic, it’s worth noting, though, doesn’t necessarily come from dedicated third-party browsers but from people who arrive on a given site through an app like Facebook.（source:techcrunch）
2）Tom Hanks gets into the game-making business
Tom Hanks is probably the last person you think of when I say “video games,” but the famous actor is dipping his toes into the industry with a new iOS and Android app, Electric City: The Revolt, a 99-cent role-playing game. Jump Games is developing the title in collaboration with the Forrest Gump star’s production company, Playtone.
The game comes out simultaneously with the free Electric City mobile app, which allows users to watch episodes of the animated sci-fi adventure series created by and starring Tom Hanks. It’s one more example of what could be an improving relationship between Hollywood and interactive media in the era of social and mobile games. In contrast to big-budget console games, mobile apps are inexpensive ways to extend celebrity brands into new entertainment platforms, reach younger audiences, and stand out among a sea of games.
“We always knew that Electric City was a big, multidimensional story, and that it made sense to present it in a non-traditional way,” said Playtone partner Gary Goetzman in a press release sent to GamesBeat. “We felt that games and mobile content would be a great way to explore back story and push the parameters of our world.”
Both apps are available now on the iTunes App Store and Google Play.（source:venturebeat）
3）Android overtakes iOS in global ad impressions
by Mike Shaw
Huge leaps in Europe push Google OS to top of worldwide charts.
Android overtakes iOS to become most popular platform for mobile advertisers.
Advertising network Adfonic has revealed that in Q2 of 2012, Android’s share of global mobile ad impressions overtook iOS. Android increased its share from 38 per cent in Q1 to 46 per cent in Q2, while iOS dropped from 45 per cent in Q1 to 34 per cent in Q2.
Android had already surpassed iOS in North America, but now leads Europe for the first time, accounting for 43 per cent of mobile ad impressions in Q2 across the continent.
The Google OS also strengthened its hold in North America where its share was up significantly – from 46 per cent in Q1 to 63 poet cent in Q2.（source:mobile-ent）
4）Windows Phone Growing Slowly: Will Only Be 4% Of U.S. Smartphone Sales In 2012 Says Strategy Analytics
Microsoft continues to make a big push with the Windows Phone platform, but figures out today from Strategy Analytics indicate that it’s still barely moving the needle against the Android/iOS juggernaut. In 2012, Microsoft’s Windows Phone will account for only 4.1 percent of the 123 million smartphones that will be sold in the U.S. in the year. That’s a rise, but of less than one percentage point compared to 2011. In terms of actual unit numbers, this works out to 5 million devices sold in 2012, compared to 3.5 million in 2011.
This will not come as good news to Nokia, which has staked a lot of its future — and its ability to crack the U.S. market specifically — on the success of the platform. Nokia is expected to report its earnings tomorrow and people will be looking carefully at how well Windows Phone smartphones are selling compared to devices built on Nokia’s legacy platform Symbian: a sign of too few on the newer platform could be a sign that the new strategy is not sticking.
Nokia has been taking some drastic measures to bump up sales of its flagship Lumia 900 Windows-based smartphone. Just three months after launch, earlier this week it halved the price to $49 from $99 for a two-year contract.
That will at least help Windows Phone stay on track and keep from having an even smaller market share this year: “We consider four percent to be an achievable target. It only needs Nokia to deliver a few hundred thousand extra units to the US this year and the target should be met,” notes Neil Mawston, Executive Director at Strategy Analytics.
The news is not particularly good for other handset makers building on Windows Phone, either — the main ones include HTC and Samsung. However, these two have made far greater investments in their Android-based line of devices and that diversification will help offset that.
Strategy Analytics says that its 123 million figure for total smartphones sold in the U.S. is a rise of 21 percent compared to 2011, when 102 million units were sold.
Mawston notes that there may be more opportunity with Windows Phone 8, the next version of the OS, but it’s still lagging behind in terms of what it can support. His to-do list includes the need to support with multi-core chipsets, as well as an improved Marketplace app store and a much wider range of phone models. The last two of these will rely on consumers flocking to the platform — that will bring more manufacturers and more developers — but in case that doesn’t work, he has another suggestion: “consider reducing the license fees it charges per unit to smartphone makers.”（source:techcrunch）
5）More than 6bn mobile subscriptions are used worldwide
by Zen Terrelonge
Comes as 75 per cent of all people now own a mobile phone.
In 2000, there were fewer than one billion pre and post-paid mobile subscriptions in use, which has swollen to more than six billion, according to the World Bank and its tech innovation programme infoDev.
Almost five billion subs are in developing countries, as firms increasingly move to the digital market to improve business, while consumers look to improve their lifestyle.
The figures are undeniably impressive, but they may come as little surprise what with emerging market China now the world’s largest smartphone market, ahead of former leader the US.
This translates into three-quarters of the world’s population now possessing a mobile phone, as the report suggests that the subs will soon outpace humans.
Rachel Kyte, VP for sustainable development, World Bank, said: “Mobile communications offer major opportunities to advance human and economic development – from providing basic access to health information to making cash payments, spurring job creation, and stimulating citizen involvement in democratic processes”The challenge now is to enable people, businesses, and governments in developing countries to develop their own locally-relevant mobile applications so they can take full advantage of these opportunities.”（source:mobile-ent）
6）INFOGRAPHIC: Young users increasingly amenable to mobile marketing.
by Mike Shaw
One in ten 18-24 year-olds would be open to brands sending promotions through their mobiles.
Research by mBlox has showed how 18-24 year-olds are using their mobile phones.
Ninety per cent of those questioned use their phones for up to five hours every day, while one in ten would like brands to send them promotions through their mobile devices.
Not all of the results make absolute sense though; while 67 per cent of young people don’t want brands to know their whereabouts, 50 per cent think it’s important that offers are close to their location. Then again, young people are often contradictions wrapped in enigmas wrapped in Twilight hoodies, so a little confusion is to be expected.
Security is also an issue for many, with 46 per cent worried about the risks associated with signing up to fake websites, and 24 per cent reluctant to make mobile purchases because of security concerns.
Michele Turner, CMO for mBlox says: “It comes as no surprise that the younger generation is more amenable to mobile marketing than any other, but it would be fair to say that this doesn’t include spam texts or unsolicited phone calls.
“Brands need to get it right first time. There are extraordinary opportunities open to them, especially with location-based marketing where customers are targeted when they are in the vicinity of a brand’s store. This has huge potential to drive large sales volumes at key selling times.
“However, companies need to recognise that mobile phones are very personal devices and consumers will only invite brands to communicate to them via their phones under their own terms.”（source:mobile-ent）
7）How Miniclip went from web portal to 100M mobile downloads
Kathleen De Vere
Few may know it, but the 11-year old online games portal Miniclip is also a mobile powerhouse. The company has racked up over 100 million downloads across iOS and Android, and currently has 15 million mobile monthly active users across its most popular titles.
The week the Swiss company furthered its commitment to mobile, redesiging its website to make it into a mobile-friendly site that allows users to play Miniclip’s mobile games online before they download the apps to their phones.
The move is an expanded take on Miniclip’s existing cross-platform promotion system, according to Miniclip’s EVP and commercial director Chris Bergstresser. He explains the company pairs the launch of every mobile title with a flash-based mini-version of the game on its website, allowing Miniclip to leverage the 70 million visitors its website receives every month to drive adoption of the new game.
Not only does the approach mean Miniclip doesn’t have to spend much on mobile user acquisition or advertising to drive its games up the charts, it’s also proven to be extremely lucrative for the company.
“We won’t divulge any revenue figures right now, but we can say that mobile has become the second biggest revenue channel for Miniclip – just a bit behind ads,” says Bergstresser. Considering the company was already earning between 20 and 30 million euro in yearly revenue in 2010, its unsurprising Miniclip is pushing even more aggressively into the mobile space. Miniclip is entirely bootstrapped and had never taken on external funding.
While the company still sees more profits and higher average revenue per user (ARPU) on iOS, the next step for Miniclip on mobile is to establish itself on Android. The company currently has 28 iOS games and 15 Android titles, but it plans to release a further 20 Android games within the next year.
In order to support the expansion Minclip has developed its own cross-platform porting technology to allow it take iOS games and bring them to Android quickly. “The software reduces the time we would have normally spent building an Android version of a game from 1 month to around 1 week,” says Bergstresser.
The end goal, explains Bergstresser is for Miniclip to do for mobile what it has done for the web — to become an alternative discovery engine. “We see many similarities between the emerging mobile space and how we viewed the web games space when the company started 11 years ago,” he says.
According to Begstrasser, the biggest problem facing developers right now is discoverability, and making sure their title is noticed among the half million other apps currently available in Apple’s, Google’s and Amazon’s stores.
“This is where Miniclip becomes a real differentiator, through our ability to market mobile games on the web to a massive user-base of casual gamers,” he says.（source:insidemobileapps）
8）Key Gears of War designer leads new start-up game studio
by Mike Rose
BitMonster Games, made up of half a dozen ex-Epic Games staffers including Gears of War 3 lead gameplay designer Lee Perry, has licensed the Unreal Engine 3 from its former company to develop an iOS game called Lili.
The start-up studio’s first game is a mobile adventure RPG with a “non-combat” battle system. The game is due to be release via the App Store in the coming weeks — the company also mentions that it is looking to develop games for Windows PC too, although there is not yet any word on whether Lili will get a PC release.
Perry, president of BitMonster, noted that his former employer has been “extremely supportive” of the move and the new studio, and that he decided to go with the Unreal Engine given that he knew the engine would provide his team with everything it needed.（source:gamasutra）