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每日观察:关注用户对移动网络及应用加载等待时长(7.26)

发布时间:2012-07-26 14:54:37 Tags:,,

1)据insidemobileapps报道,亚马逊Appstore主管Aaron Rubenson在最近的Casual Connect大会上指出,亚马逊Appstore中较高售价点比低售价点更有助于提升付费转化率。

Amazon Appstore(from brighthand.com)

Amazon Appstore(from brighthand.com)

Rubenson称提供更多售价选项的应用总体上销量更高,他建议开发者使用捆绑内容、高价应用及IAP选项来推动低价道具销量。

他表示亚马逊Appstore应用平均有16%收益来自用户下载应用第一天的时候,有52%收益来自用户下载应用7天之后。该应用商店有67%应用及IAP消费属于重复消费行为,有48%购买行为与前次购买行为间隔不超过1小时。该应用商店有2%高消费用户创造了30%的收益。

虽然Rubenson并未透露亚马逊Appstore平均转化率,但他建设开发者根据自己提供的内容来定价。拥有品牌知名度的开发者采用付费模式更易获得成功,而名气较低或者逐步解琐内容的开发者则应采用免费增值模式。在亚马逊Appstore成功创收的决窍就是为用户创造消费理由,移除支付障碍并与他们建立长期联系。

亚马逊Appstore于2011年3月上线,目前有4.6万款应用,拥有1.52亿活跃用户,月独立访问用户为8500万,每日独立访问用户为930万。

2)Strategy Analytics最近报告显示,第二季度全球平板电脑销量为2490万部,其中苹果iPad销量达1700万部,iPad在平板电脑市场份额已达68.3%,超过了去年同期所占的62%。

global tablet(from Strategy Analytic)

global tablet(from Strategy Analytic)

而微软则流失了近3%的市场份额,其他平板电脑的市场份额也流失了3.5%。Android平板电脑同一时期销量已达730万部(去年同期为440万部),但目前市场份额仅占比29.3%。

分析师Neil Mawston指出,尽管亚马逊、三星、宏碁和华硕的表现备受期待,但Adnroid平板电脑不甚出众的硬件设计以及优化服务限制了这些设备的市场影响力。

3)据Techcrunch报道,KGI Securities分析师Ming-Chi Kuo最近预测新一代iPhone和iPad mini设备将于9月份发布。

iPad-Mini(from iphone.pandaapp.com)

iPad-Mini(from iphone.pandaapp.com)

iPhone 5将采用4.08英寸、640像素的屏幕,而iPad mini厚度则将与现在的iPod touch 4G相同,采用7.85英寸屏幕,预计iPad mini在第三季度发布头两周内的销量将达180万部。

Kuo还预测第四季度苹果产品销量将更为惊人,其中iPhone销量将达5500万部,iPad达2400万部(游戏邦注:这里包括iPad mini、新iPad和iPad 2的数据)。

4)据techcrunch报道,Zynga表示其第二季度财报结果低于投资者预期的原因有三点:一是Facebook平台变化,二是新游戏发布时间多集中于季末,三是手机游戏《Draw Something》流量下降。

该公司首席运营官John Schappert表示,Facebook开始在news feed中推荐新游戏,导致平台现有游戏(包括其他非Zynga游戏)流量下降15%左右,用户与游戏粘性下滑,购买的虚拟商品也相应减少。但Zynga也从Facebook平台变化中获得了一定好处,例如该季度发布的新游戏《Bubble Safari》发布后迅速成为Facebook街机类游戏冠军,而《CastleVille》也在发布首天创造了450万次安装量的纪录。

Zynga认为该季度新游戏发布时间较晚,因此它们对公司财报的影响并不明显。

Draw Something(from AppData)

Draw Something(from AppData)

据AppData数据,《Draw Something》目前仅有340万DAU,远逊于Zynga刚收购其开发商OMGPOP时的水平(当时其DAU为1460万)。尽管如此,Zynga仍看好移动领域发展潜力,其首席执行官Mark Pincus认为移动领域及跨平台战略将成为Zynga最大的发展来源。

5)据venturebeat报道,休闲游戏公司Big Fish Games在最近的Casual Connect大会上展示了云游戏服务Big Fish Unlimited,该服务支持玩家在4秒内进入游戏,允许玩家通过智能手机、平板电脑或传统PC等设备登陆自己的帐号,但目前尚未对Mac用户开放服务。

big-fish-unlimited(from games)

big-fish-unlimited(from games)

该服务的每月订阅费用为7.99美元,订阅玩家将可访问该系统提供的无广告、全屏画面的所有游戏。但免费玩家也可以休验20款游戏,只是这些游戏画面尺寸较小,并且含有广告。

6)Compuware公司最近发布信息图表指出了用户对移动网络、应用程序的使用习惯及发展趋势的观察结果:

*截止2011年末,全球移动用户达60亿;这意味着全世界87%人口都是手机用户,有22%手机用户每月都会访问移动网络;预计2014年移动网络的使用率将超过传统桌面电脑。

*2011年全球应用下载量超过300亿次,美国智能手机用户平均每人下载22款手机应用。

*71%移动网络用户希望移动网络速度超过PC网络,多数移动用户可等待网站或应用的最长加载时间是5秒,有74%用户表示如果移动网站无法在5秒内加载完毕他们就会退出,若应用无法在5秒内加载完毕则有50%用户会离开。

*如果移动网站或应用程序无法响应用户操作,就有三分之一用户会切换到其他公司的服务。80%移动用户最多只会2次尝试运行网站或应用;如果在手机上无法访问某网站,约半数用户不会再重返该网站。

MobileContent_infographic(from Compuware)

MobileContent_infographic(from Compuware)

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)Casual Connect Seattle 2012: Monetization statistics from the Amazon Appstore

Kathleen De Vere

It’s far more likely an Amazon Appstore customer will convert at a higher price point than a lower one, says Aaron Rubenson, the director of Amazon Appstore for Android.

During his talk on monetization trends for mobile games at the Casual Connect conference in Seattle, Rubenson revealed some interesting details about how users monetize in the Amazon Appstore, including the fact that in-app purchases priced at $4.99  are more popular than those priced at $2.99.

According to a recent study Amazon conducted of its own app store, there is an uneven distribution of items across price points. To this end, Rubenson recommended developers use bundles and higher-priced apps and in-app purchase options to drive sales of lower price-point items. Amazon also found a correlation between the number of items available for purchase and the average number of purchases a user made, meaning apps that offered more purchase options have tended to see more sales overall.

Rubenson revealed that while on average 16 percent of a customer’s value to an app was realized on the first day they had downloaded it, 52 percent of the revenue the average app generates in the Amazon Appstore comes more than 7 days after the initial download.

He also reports 67 percent of app purchases and in-app purchases in the Amazon Appstore are repeat purchases. Interestingly, 48 percent of purchases within Amazon Appstore apps will happen within one hour of a previous purchase. Rubenson also confirmed whales were just as present in the Amazon Appstore as they are in the iTunes App Store or Google Play, telling today’s audience that two percent of customers are responsible for 30 percent of revenue.

While he did not reveal the average conversion rates developers will see in the Amazon Appstore, he did advise developers to match their pricing schemes to their content. Developers with well known brands behind their apps have been successful using a paid model in the Amazon Appstore, but Rubenson says the freemium model works better for developers whose apps have less brand recognition, or that unfold their content gradually. He also revealed that while the subscription purchase model was still nascent, so far Amazon has seen high trial renewal rates and low churn.

According to Rubenson, the secret to monetizing a mobile game or app in the Amazon Appstore is to give the customer a reason to buy, removing barriers and then fostering that relationship for the long term.

The Amazon Appstore launched in March 2011 currently has 46,000 apps available, and has 152 million active customers, receiving 85 million unique visitors a month and 9.3 million unique visitors a day.(source:insidemobileapps

2)24.9M Tablets Sold In Q2, With Apple’s Share Of That Now Over 68%, Says Strategy Analytics

Ingrid Lunden

One of the strong points in Apple’s quarterly earnings report yesterday was sales of the iPad. Globally, they were up 52% by revenue and 84% by unit sales, respectively to $9 billion and 17 million. In some new figures out today, Strategy Analytics notes that this translates to an increase in overall tablet market share for the company: Apple now controls 68.3% of the market, compared to 62% in Q2 a year ago, in an overall tablet market that saw shipments of 24.9 million units. So much for analyst predictions: here’s one (of several) that had forecast a decline in Apple’s market share.

So why the reversal? It looks like the competition that many had been expecting to give Apple a run for its money has failed to materialize. But while Apple’s market share is the best it’s been in years, Strategy Analytics also cautions that overall the market has also witnessed its slowest growth rate since the first iPad launched in Q2 2010, a result of a slowdown in the global economy, it says.

Microsoft, which will be releasing a new tablet-friendly OS in the form of Windows 8 later this year, has lost nearly 3% market share, according to figures from Strategy Analytics.

Collectively, all of the others (that would be PlayBook, primarily) have lost 3.5%.

And Android, meanwhile, has grown the number of units it has sold to 7.3 million compared to 4.4 million in 2011; but in the wider tablet market, that has only kept its market share level at 29.3%.

“Despite high expectations for companies like Amazon, Samsung, Acer and Asus, the Android community has yet to make a serious dent in Apple’s dominance of the tablet market,” said analyst Neil Mawston. “Unspectacular hardware designs, limited uptake of cellular models and a modest number of tablet-optimized services have been among some of the main reasons for Android’s mixed performance so far.” Whether a more comprehensive global rollout from Amazon, and the launch of more models, will turn that around remains to be seen.

In fact, Apple’s iPad share is not only going up; it’s the best it’s been in years — since Q3 2010, according to Peter King, a director at the analyst firm. The 24.9 million units sold works out to growth of 67% compared to the 14.9 million units shipped a year ago.(source:techcrunch

3)Analyst: iPhone 5, iPad Mini Coming In September

Jordan Crook

Apple’s next-gen iPhone — and the much-talked about (but yet unseen) iPad mini — are some of the most hotly anticipated gadgets of the year. And according to a report by relatively on-point KGI Securities analyst Ming-Chi Kuo, the new iPhone and iPad mini will launch in September.

Thus far, we’ve heard that the iPhone 5 will have a larger 4.08-inch display maintaining the same width as current models, at 640 pixels. TechCrunch has also confirmed — along with Reuters more recently — that the new iPhone will replace its original 30-pin connector dock with a 19-pin mini port.

The iPad mini, on the other hand, is said to be the same thickness as the iPod touch 4G, with a screen measuring 7.85-inches. He expects that iPad mini sales should hit 1.8 million units during the time its available (1-2 weeks) in Q3.

Of course, Kuo (and the rest of the world) expects Q4 numbers for both products to be ridiculously high, with iPhone projections at 55 million units and iPad estimates hitting 24 million (including both iPad mini, new iPad, and iPad 2).

Here’s Kuo’s official word:

Though shipments of iPad mini’s components will start in August, the new iPad line will end production, ready for transition to a modified New iPad line. As such, component shipments will drop in August as iPad mini’s components shipments growth will be offset. On a side note, the modified New iPad shares the same exterior as the original model, but contains modifications to correct its thermal dissipation problem and lower-cost components.

The September timeline is just a prediction made by this analyst, but it makes sense considering we’ve already heard that the iPhone is in production.(source:techcrunch

4)Zynga’s Explains “Challenging” Q2: Facebook Platform Changes, Late Launches, Draw Something Drops

Eric Eldon

Why did Zynga generate revenue of $332 million versus the analyst-projected $344 million, earning 3 cents per share instead of 5 (and sending the stock off 40% in after-hour trading)? Three big factors, the company said today on the earnings call, in the following order: Facebook platform changes, game launches late in the quarter, and Draw Something’s weakening mobile traffic.

The Facebook Factor

Facebook began emphasizing new games in its news feed, notifications, bookmarks and other communication channels at the expense of existing games, chief operating officer John Schappert said. This sent existing games down 15% across the platform (not just Zynga games) and live-action genre games down 34%. Because so many users engaged less often, they bought fewer virtual goods, driving down gross bookings by 9% for the quarter.

Zynga did benefit from the changes, to some degree. Bubble Safari launched this quarter and hit the top of the arcade category, and CastleVille set a company (and possibly industry-wide) record of 4.5 million installs on the first day. As he said: ”Facebook is always making changes for the betterment of its platform, hopefully.”

The issue for Zynga is that it has so far used its existing portfolio to help drive the growth of new games. This asset could continue to lose relative value, forcing it to rely more heavily on new launches, its $1.6 billion in cash, and its users outside of Facebook to boost numbers.

On to Zynga’s second point, which is kinda part of the first. The company said its launches last quarter happened so late that the benefits aren’t showing up here. So we’ll see for Q3.

The OMGPOP Slump

The third factor is Draw Something, the iconic mobile game from OMGPOP, which Zynga bought for $180 million in March. The company now has 3.4 million daily active users, according to AppData, a fraction of the 14.6 million DAU it had at the time of the acquisition. Chief executive Mark Pincus said that the company still believed that the game’s “evergreen” promise, for what it’s worth.

Overall, Zynga continues to see its audience shift towards mobile — 33 million DAU versus 77 million DAU — and continues to monetize mobile users at less than half the value of its web users. Pincus said that mobile and its own cross-platform platform are going to be the biggest sources of growth.(source:techcrunch

5)Big Fish Games brings gaming to the cloud on smartphones, PCs, tablets and more

by Brandy Shaul

At this year’s Casual Connect conference in Seattle, Big Fish Games debuted its cloud gaming service, which will eventually allow gamers to play up to 1,000 games from the massive Big Fish Games library within seconds, without long downloads and without your progress being held hostage on a single device.

As reported by VentureBeat, the service is called Big Fish Unlimited and it allows players to start playing games within four seconds, even if they traditionally take up more than a gigabyte of space on a PC. While the speed is obviously impressive, the service is even more user friendly still, as it will allow gamers to log into their accounts from any device, whether that be a smartphone or tablet, a traditional PC interface or otherwise. It should be noted that Mac support is not available as of this writing.

As with the Big Fish Game Club, making the most of the Big Fish Unlimited experience will require a subscription of $7.99 a month, which is apparently in addition to the Games Club membership cost. With this subscription, players will be able to access the full supported catalog of games without ads and with full screen graphics. If you’d like to try the experience for free, you can play up to 20 games with a smaller screen size and the addition of ads.(source:games

6)INFOGRAPHIC: All of the mobile content expectations you need to meet

by Zen Terrelonge

A third of consumers will check out rival sites and apps if yours are too slow.

Tech performance firm Compuware made the infographic, which observes the behaviour and trends of mobile web and app users.

Mobile web browsing is set to overtake traditional desktops by 2014, while the average US smartphone user has downloaded 22 mobile apps, supporting global app downloads to pass 30bn apps last year.

However, 71 per cent of mobile web users expect the mobile web to be faster than their PCs, and one-third will go to a rival site if yours doesn’t meet their needs.(source:mobile-ent


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