该公司首席执行官Niccolo de Masi表示，部分游戏表现不佳（仅有《Blood and Glory: Legend》以及《Eternity Warriors 2》两者较为成功），用户下降以及iPhone 5发布后的广告需求是公司第三季度表现低于预期的主要原因。
在9月份，Glu所有游戏的MAU付费用户转化率仅为0.7%，ARPDAU为7.5美分，低于6月份时的1.7%转化率以及8.5美分的ARPDAU。该公司的女性题材游戏《Stardom:The A List》的转化率以及ARPDAU最高，分别为1.1%和11.1美分，但仍低于6月份时的3.9%以及13.2美分。新游戏《Eternity Warriors 2》DAU最高，每日登录用户达到33.1万。但最具盈利性的游戏是《Frontline Commando》，该季度收益达260万美元，其次是收益达200万美元的《Eternity Warriors 2》。
5）据gamasutra报道，新西兰工作室Ninja Kiwi（游戏邦注：其代表作为休闲游戏系列《Bloons》）最近宣布收购苏格兰开发工作室Digital Goldfish，但并未公开具体成交金额。
Digital Goldfish有15名成员，之前曾同Ninja Kiwi合作推出《Bloons》的iOS版本，这一版本下载量目前已超过800万次。（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）Glu Mobile’s Q3 smartphone revenues fall 7.3% Q-over-Q to $18.4M on weak game performance
Kathleen De Vere
Glu Mobile reported soft earning results for its third quarter, blaming declining smartphone revenues on weaker than expected game performance and the pre-iPhone 5 slowdown in downloads, spending and advertising revenues.
According to Glu’s Q3 2012 earnings report, the company’s smartphone revenues were $18.4 million — down 7.3 percent from Q2’s $19.9 million, but up 91 percent year-over-year. iOS and Android games now account for 86 percent of the company’s revenue, up slightly from Q2, when smartphone revenues were 84 percent of the company’s sales.
Overall, Glu’s total revenue for the third quarter was $21.3 million, up 26.3 percent year-over-year, but down from the $23.6 million the company earned last quarter. As a result, the company’s operating loss was $4.2 million — significant, but still down from Q2’s operating loss of $5.2 million. Under non-GAAP terms (generally accepted accounting principals), Glu’s net loss was $1.6 million for the quarter, which translated into a loss of $0.03 per share.
According to Glu CEO Niccolo de Masi, underperforming titles and reduced consumer and advertising demand in anticipation of the iPhone 5 launch were the main factors behind the company’s soft quarter.
“As expected, both consumer adoption of new hardware, and advertising demand, slowed over the summer in anticipation of new device launches,” he said in the company’s earnings statement.
“These industry headwinds, along with weaker-than-anticipated monetization from most new launches during the quarter, resulted in a sequential decline in smartphone revenue from Q2 2012.”
Although Glu launched 11 new freemium games during the period, the company only considers two of those titles: Blood and Glory: Legend and Eternity Warriors 2 as successes.
Once again Glu reported a slight increase in daily active users (DAU) across its catalogue of games, reporting an average of 3.8 million DAU for the quarter. Glu was also able to reverse two straight quarters of declining monthly active user (MAU) counts, reporting a 29.5 percent quarter-over-quarter increase in MAU to 37.6 million. However, the company’s retention (the percentage of MAU to DAU) declined to approximately 10 percent, due to unsuccessful titles.
The company also saw its conversion rates and average revenue per daily active user (ARPDAU) fall across its entire catalogue. In September, 0.7 percent of all MAU converted to paying customers, with an ARPDAU of 7.5 cents — down from June when the company saw a 1.7 percent conversion rate and ARPDAU of 8.5 cents. The company’s female-focused game Stardom: The A List once again boasted the highest conversion and ARPDAU, with 1.1 percent of MAU converting and ARPDAU of 11.1 cents, down from June when 3.9 percent of all MAU converted with an ARPDAU of 13.2 cents. New title Eternity Warriors 2 reported the highest DAU count, with 331,000 players logging in daily.
Glu also revealed how much its individual smartphone titles earned on a non-GAAP basis during the quarter. The most lucrative title was Frontline Commando, which earned $2.6 million, followed by Eternity Warriors 2 at $2.0 million.
Looking forward to Q4, Glu is predicting its non-GAAP smartphone revenues will fall somewhere between $17.5 and $18.5 million, the same estimate it gave for Q3. For the full year, the company is now estimating total non-GAAP smartphone revenues will be between $73.6 and $74.6 million, down from Q3’s estimate of $81.9 and $83.9 million. Glu is still expecting to finish the year with $21.5 million of cash on hand.
The company’s stocks fell significantly on the report, dropping more than 19 percent to $2.61.（source：insidemobileapps）
2）ComScore: Smartphone penetration crosses 50 percent threshold for the first time
Up eight percent since June, smartphone penetration has reached 51.0 percent, with 119.3 million U.S smartphones users, according to ComScore’s latest Mobile Subscriber Market Share report. From June to September 2012, ComScore reported that Apple’s market share among smartphone platforms had the largest lift at 1.9 percent to 34.3 percent. Android jumped by 0.9 percent to 52.5 percent.
Once again Apple was the fastest growing platform in the smartphone market, moving from 32.4 percent in June to 34.3 percent in September, despite Google remaining the top platform with 52.5 percent of the smartphone market share.
Samsung remained the top mobile OEM in the U.S., up 0.4 percent. Apple’s 17.5 percent market share, up 2.1 percent, moves the manufacturer even closer to the second place, OEM LG, with 17.7 percent market share, down 1.1 percent. The other two Android manufacturers, Motorola and HTC, both fell with Motorola down 0.8 percent to 10.9 percent market share and HTC down a 0.2 percent to 6.2 percent.（source：insidemobileapps）
3）Android takes 75 per cent smartphone market share in Q3
by Daniel Gumble
Google OS found on three in four phones.
Google’s Android operating system was found on three out of every four phones shipped during the third quarter.
Having topped 100 million units in Q2, Android has reached a new record level for a single quarter, with 181 million smartphones with the OS shipped.
IDC’s report reveals that iOS came in second with only 14.9 per cent of market share. This means Android outsold Apple’s operating system 5-to-1.
Ramon Llamas, research manager, mobile phones at IDC, said: “Android has been one of the primary growth engines of the smartphone market since it was launched in 2008.
“In every year since then, Android has effectively outpaced the market and taken market share from the competition. In addition, the combination of smartphone vendors, mobile operators, and end-users who have embraced Android has driven shipment volumes higher. Even today, more vendors are introducing their first Android-powered smartphones to market.”
According to IDC, Samsung devices such as the Galaxy S3 and Note 2, were the most popular Android products among users.（source：mobile-ent）
4）Tandem’s first three gaming ventures generate $100M in revenue
Mobile incubator Tandem Capital announced today that its first three gaming ventures–BitRhymes, PlayHaven and Gimmie — have collectively generated $100 million in revenue for the year.
Back in June, The Burlingame, Calif.-based Tandem announced it had closed $32 million in funding for its mobile-exclusive accelerator. The service provides mobile startups with $200,000 in initial funding as well as assistance in business operations like strategy, product design and more.
Tandem co-founding partner Doug Renert said in a press release accompanying today’s announcement his company plans to continue investing in at least three new gaming startups per year.
Voice integration platform Appington is the most recent gaming investment for the incubator.
According to PlayHaven CEO Andy Yang, assistance from Tandem has helped the mobile game marketing platform get implemented in more than 2,500 games from developers including Breaktime Studios, Glu Games and Digital Chocolate. Bingo Bash developer’s CEO and co-founder Sumit Gupta said Tandem’s focus on multiplayer helped BitRhymes go from 25,000 monthly active users (MAU) to 5 million MAU in 12 months.（source：insidemobileapps）
5）Bloons studio acquires iOS partner Digital Goldfish
By Mike Rose
New Zealand-based Ninja Kiwi, best known for the Bloons casual game series, has acquired Scottish development studio Digital Goldfish for an undisclosed sum.
The 15-person studio from Dundee, Scotland has previously worked with Ninja Kiwi to build iOS versions of the Bloons franchise, and these mobile versions have seen over 8 million downloads in total to date.
This acquisition will see future mobile releases in the series published under the Ninja Kiwi label. Digital Goldfish co-founder Barry Petrie described the move as “a simple license deal developed into the perfect partnership.” （source：gamasutra）