1）Big Fish Games公司日前向全球iOS App Store发布博彩游戏《Big Fish Casino》，但该游戏向英国用户开放了玩真钱赌博的机制。
该游戏由Big Fish Games与Betable合作开发，它是首款支持真钱赌博机制的App Store游戏（游戏邦注：Facebook已在上周推出由JackpotJoy开发的同类在线博彩游戏《Bingo Friendzy》。
《Big Fish Casino》实际上是Self Aware Studios（在今年初被Big Fish Games收购）重新发布的《Card Ace Casino》，该游戏原来已有100万活跃用户。虽然美国用户不可接触其中的真钱博彩机制，但可以在Google Play、亚马逊Appstore、苹果App Store和Facebook体验游戏。
2）World Wide Worx最新报告显示，诺基亚是南非最受欢迎的手机品牌，2012年中旬诺基亚占据当地50%的市场份额，略低于2011年底时的51%。
5）据insidemobileapps报道，日本社交游戏公司GREE日前宣布其北美游戏工作室在2012上半年收益超过2900万美元，第一方游戏《Zombie Jombie》以及《Modern War》（iPad版本）日活跃用户平均收益（ARPDAU）最高可超过1美元。
在此之前，该公司竞争对手DeNA财报显示其热门游戏ARPDAU最高值为1美元；美国手机游戏公司Glu Mobile在6月份iOS平台的ARPDAU最高值为0.132美元，Zynga IPO文件曾指出其游戏ARPDAU值为0.04219美元，这意味着GREE和DeNA的ARPDAU数值都比一般美国公司高3至6倍。
1）Big Fish Casino blazes trails (and pockets) for iOS real-money gambling
by Joe Osborne
We know, you’re just itching to say goodbye to your money forever, calm down. Your time is coming, but if you live in the UK, then your time is today. Big Fish Games has released Big Fish Casino to the global iOS App Store. While this casino simulator is just like the rest on iOS in the U.S, UK players can put up real cash and earn real cash cash winnings in return.
Made possible by a partnership with Betable–the company’s technology handles what happens on the back end when players make bets–this is the first time that real-money gambling is possible in a game on the App Store. While Big Fish has tread new ground, the push for real-money gambling apps and social games is nothing new. The first Facebook game to allow for online gaming, Bingo Friendzy by JackpotJoy, released just last week.
For those keeping score, Big Fish Casino is actually the relaunch of Card Ace Casino by Self Aware Studios, which the company purchased earlier this year, according to TechCrunch. Card Ace already had 1 million active players, so Big Fish Casino already has a head start. While U.S. players won’t have the pleasure of throwing their hard-earned money to the winds, at least they’ll get to play the version sans real-money gambling on Google Play, Amazon’s Appstore, the iOS App Store and Facebook.（source:games）
2）Nokia handsets still the most popular in South Africa
by Mike Shaw
50 per cent of mobile users in SA have a Finnish phone, and BlackBerry’s fortunes are on the rise.
Despite struggling elsewhere, Nokia and BlackBerry are both thriving in South Africa.
According to a report by World Wide Worx, Nokia is the most popular mobile phone brand among South Africans 16 and over living in towns and cities.
In mid 2012, Nokia held exactly 50 per cent of the market, a very small decrease on the end of 2010 where the figure was 51 per cent.
On BlackBerry’s part, the numbers have risen remarkably, with its market share over the same period jumping from four per cent to 18 per cent. It is now level with Samsung, which has fallen from 28 per cent to 18 per cent in the last 18 months.
Arthur Goldstuck, MD of World Wide Worx, said: “As in other developing markets, the demise of BlackBerry in this country remains a myth.
“BlackBerry’s continued strength lies in its appeal to the younger market, with the Curve models maintaining a ‘cool’ image. In the 16-25 age group, the brand has 28% market share.”
The data also reiterates the notion that, in South Africa, the iPhone is a plaything for the wealthy. It has a market share of just one per cent – identical to its placing in late 2010.
In a surprising result, Chinese brand ZTE appeared from nowhere to claim a two per cent market share.
This puts it on level status with Motorola whose 11 per cent market share fell to two per cent.
LG slipped clung on to its five per cent market share, while HTC also held steady with one per cent.（source:mobile-ent）
3）74 per cent of firms have, or plan to build, mobile apps
by Mike Shaw
But confusion and uncertainty about whether to go with native or browser-based apps is still holding some organisations back.
A report from InformationWeek says that a majority of organisations either have or plan to build mobile apps.
However, IT teams that want to develop apps are torn between methodologies, worrying that users used to native apps will reject browser-based versions, while going down the native route will complicate the project and lead to spiralling costs.
Furthermore, 20 per cent of those not planning to develop applications cite security issues as a main reason.
Whether thinking about native or browser-based apps, 71 per cent say the iPhone is their top target, compared with 64 per cent for Android and just 22 per cent for BlackBerry.（source:mobile-ent）
4）Gamevil Q2 2012 sales dip 7.8% Q-over-Q to $13.4M, as net profits rise to $5.2M
Kathleen De Vere
South Korea’s Gamevil has posted its Q2 2012 results, reporting total revenues of 15.2 billion KRW ($13.4 million), up 96 percent year-over-year, but down 7.8 percent from the company’s Q1 sales of 16.5 billion KRW ($14.6 million). The company’s net profits for the quarter were 5.9 billion KRW ($5.2 million), up 56 percent year-over-year and 13.4 percent over Q1’s 5.2 billion KRW ($4.6 million).
While Gamevil’s total sales dipped slightly in the second quarter, overall the first half of the 2012 fiscal year was the best the company had ever seen, with 31.8 billion KRW ($28.1 million) in sales and 11.1 billion KRW ($9.8 million) in net profits.
Gamevil chalked up the results to its smartphone sales. The company now has almost 150 million smartphone customers and is seeing significant growth in sales, both domestically and internationally. During Q1 and Q2, the company’s South Korean smartphone sales increased by 67 percent year-on-year. International smartphone sales for the first half of the year were even stronger, growing by 161 percent year-over-year.
The company’s top performing titles for the quarter were games in its Baseball Superstars series, the Zenonia series and Cartoon Wars. In the second half of the year, the company plans to release new Baseball Superstars and Zenonia games, as well as three new mobile social games called Kingdom Royale, Monster Warlord and Train City Mobile. The company is also investing further in the Gamevil Partner Fund, and focus more on distributing its games to China and Japan.（source:insidemobileapps）
5）GREE’s North American studio earned $16.8M in Q2, with peak ARPDAU over $1
Kathleen De Vere
GREE has revealed its North American game studio has generated more than $29 million in revenues in the first half of 2012, while two of its first-party titles, the card-battle game Zombie Jombie and the iPad version of Modern War are seeing peak average revenue per daily active user (ARPDAU) in excess of $1.
According to new figures released today, GREE’s North American operations generated $12.1 million in revenue in the January and March, and $16.8 million in revenue between April and June, good for a 38 percent increase in sales quarter-over-quarter. Also of note is the fact that 40 percent of the company’s North American game revenues are coming from the iPad.
GREE credited the quarter-over-quarter increase in revenues to successes with its first party games and to the strength of Funzio’s titles, which joined the GREE stable in May when the company picked up the mid-core focused developer for $210 million.
GREE also reported that Funzio’s titles have seen their revenues increase by 27 percent between the first and second calendar quarters — i.e., before and after acquisition, a development it credits to the implementation of new monetization and user acquisition strategies.
Modern War’s performance on the top grossing iOS app charts over the last 30 days according to AppData.
While GREE’s North American earnings are impressive, they’re still dwarfed by the company’s main source of revenue — the domestic Japanese market. According to GREE’s most recent earnings report, the company’s total sales for the period were $508.6 million, which means its North American earnings accounted for just 3.3 percent of the quarter’s revenues. However, they’re also growing — during the quarter ending March 31, 2012 GREE saw record high revenues of $578.1 million, meaning its North American revenues were just 2.1 percent of its earnings.
Today’s announcement comes exactly one week after we reported GREE’s rival DeNA was seeing peak ARPDAU of $1 in its games Blood Brothers and Ninja Royale. According to DeNA’s most recent earnings report, the company sold $10 million worth of Moba-coins, its premium in-game currency in July alone.
Today’s news means both GREE and DeNA have been successful at bringing Japanese-style mobile monetization and ARPDAU figures to the North American market. For reference, in its most recent earnings call, Glu Mobile revealed its highest iOS ARPDAU figure in June was $0.132. Looking back further, our readers may remember when Zynga filed for its IPO in June 2011 it was reporting ARPDAU of $0.04219. With both companies seeing ARPDAU figures three to six times higher than the North American average, it seems as the two companies battle it out for North American market share they’re also redefining the mobile-social gaming marketplace.（source:insidemobileapps）
6）Times certainly are a changin’: Mega Man gets a social game on iOS
by Joe Osborne
Mega Man is to Capcom what Mario is to Nintendo. He’s the company’s most prolific character, and achieved mascot status long before his 25th anniversary. But you don’t see Mario getting a social game anytime soon. That’s what Capcom went and did with Rockman Xover, a social RPG set to release on iOS in Japan this fall with plans to hit North America and Europe.
Perhaps we’re speaking too soon (along with the rest of the video games press), but even we–a social games news outlet–are put off by the words “social” and “RPG” put together to describe a Mega Man game. Even a back-to-basics Mega Man with social features would suffice, if “social” is what Capcom is hung up on. Here’s the gist of Rockman Xover, as translated by Mega Man Network:
It’s a world where all the worlds of Rockman have crossed over. The gulf of space-time has been closed thanks to the efforts of Dr. Wily, Sigma and other villains to Rockman and co.! Dr Light and Dr. Cossack work together in creating a new robot to oppose this crisis. A production model, this robot uses “battle memory” that has been scattered over the world, and possesses infinite potential to transform and increase his power. The player battles evil as this new type robot. Create your own Rockman, and battle with others to protect peace!
It’s tough to get excited about a social RPG in the Mega Man universe, but it’s also tough to instantly write it off entirely without knowing much about it aside from a few screen shots and this teaser. Consider our lasers not charged until further notice.（source:games）