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每日观察:关注用户对应用程序不满的原因(11.6)

发布时间:2012-11-06 11:10:13 Tags:,,,

1)GSM Association分析机构Wirelss Intelligence最近数据显示,全球目前仅有45%人口拥有移动设备(包括手机、平板电脑或移动调制解调器),预计2017年这一比例将上升至53%。

发达国家和发展中国家在此仍存在较大差距,预计今年发达国家的移动用户覆盖率将接近80%,而发展中国家则是39%(预计2017年这一比例将达47%)。

2)软件开发商Telerik旗下的Kendo UI部门日前公布的最新调查数据显示,目前已有63%应用开发者积极使用HTML5,31%开发者有意在今年使用这一技术,仅有6%表示无意在今年使用HTML5开发内容,但表示这一技术将在未来一两年成为其重要的开发工具(游戏邦注:该调查共有4043名受访者,其使用技术包括PHP、Java、Ruby、.NET、Node及其他编程语言,调查执行时间为9月5日至26日)。

HTML5-Usage(from KendoUI)

HTML5-Usage(from KendoUI)

有72%开发者认为采用HTML5的优势在于,他们精通HTML、JavaScript、CSS这三种编程语言,还有62%认为其优势在于覆盖面广并且支持跨平台体验,有34%则看中其运行表现。

HTML5-Appeal(from 04_KendoUI)

HTML5-Appeal(from 04_KendoUI)

51%开发者称HTML5对自己当前的工作很重要,31%认为HTML5将在未来12个月对自己的工作产生重要影响,12%则认为这一时间是未来12-24个月。

HTML5-Timeline(from 03_KendoUI)

HTML5-Timeline(from 03_KendoUI)

尽管这项调查中的多数开发者已接纳HTML5,但也有其他曾使用HTML5过后则抛弃这一工具的开发商,例如Wooga游戏《Magic Land》就曾采用这一技术,但该游戏由于技术问题和低用户粘性,最高峰时的日常安装量不足3.5万次,留存率也仅为5%。

Facebook曾在8月份发布其iPhone和iPad应用更新版本,以苹果原代码Objective-C代替HTML5,将这个HTML5原用转变为iOS原生应用之后,其运行速度、稳定性和易用性均显著提升。

不过在这项调查中有73%受访者表示,Facebook应用支持原代码的决策“几乎没有”影响他们对HTML5未来发展前景的信心。

3)据pocketgamer报道,迪士尼游戏《Temple Run:Brave》虽然是基于电影《勇敢传说》和热门手机游戏《Temple Run》的衍生产品,并且售价99美分,但这并未阻碍该游戏跻身美国iPhone营收榜单第三名,它在英国最甚至曾经跃居营收榜单之首。

wreck it ralph(from pocketgamer)

wreck it ralph(from pocketgamer)

最近迪士尼又针对北美最新动画电影《Wreck-It Ralph》发布两款衍生应用,一款名为《Wreck-It Ralph》,售价99美分,含有3个简单的街机游戏;另一款是免费演示版本《Fix-It Felix Jr.》,含有完整版《Wreck-It Ralph》中的精简内容。

charts-iphone(from pocketgamer)

charts-iphone(from pocketgamer)

《Wreck-It Ralph》最近在iPhone和iPad付费应用榜单登顶,尽管其中并未植入IAP内容,但仍位居iPhone营收榜单第19名,iPad营收榜单第22名(游戏邦注:该应用曾在数个地区获得苹果推荐)。

《Fix-It Felix Jr.》目前也同样榜上有名,位居iPhone免费游戏第2名,iPad免费游戏第4名。

4)Apigee最新调查结果指出,96%美国用户会被应用程序所激怒,并上网发布消极评价。导致用户发布差评的原因包括:无法使用(在受访者中占比76%),程序崩溃(占比71%),反应迟钝(占比59%),易耗电池(占比55%),广告太多(占比53%)。

delete skype(from veryrite)

delete skype(from veryrite)

与此同时,有98%受访者很看重应用的运行表现,63%认为这一点对银行及地图应用来说尤为重要。

有99%受访者表示,如果应用运行表现未能达到预期效果,他们就会采取行动。44%受访者自称会立即删除应用;38%表示如果应用超过30秒都没有反应,他们就会删除应用;18%表示如果超过5秒没有反应就会删除应用。但有27%受访者声称,如果是付费应用他们就不会那么早删除应用。

32%用户表示如果某款应用表现不济,他们就会将这一情况告知好友,21%用户则表示会通过Facebook或Twitter发泄自己的不满。

此外,有89%受访者称如果应用存在问题,最好的解决办法是让开发商修复问题;也有65%认为开发商对此应该尽快提供退款服务,49%认为应该提供客服电话号码,46%认为开发商应与用户本人进行联系,也有21%认为开发商只要公开道歉就行了。

5)据mobile-ent报道,仅支持Wi-Fi版本的iPad 4以及iPad mini于11月2日上架发售仅三天就实现300万台销量(三月份发售的iPad 3三天销量为150万台)。

iPad (from insidemobileapps)

iPad (from insidemobileapps)

iPad mini设备供不应求,有些网上预订用户需等到本月底才能收到订货。

6)据insidemobileapps报道,韩国手机游戏公司Com2uS第三季度财报显示,该时期公司收益为224亿韩元(2050万美元),净收益为75亿韩元(680万美元),同比上年增长483%,比上季度增长25%。

revenue composition(from Com2uS)

revenue composition(from Com2uS)

智能手机业务销售额为211亿韩元,同比上年增长212%,比上季度增长6%。智能手机业务目前占公司总收益的94%,高于第二季度时的90.4%(去年同期这一比例为74%)。

Com2uS该季度在韩国销售额为143亿韩元(1300万美元),其中智能手机业务销售额为132亿韩元(1200万美元)。从总体上看,该公司在国内智能手机业务销售额增长631%,这一现象或许与韩国iOS应用商店开放游戏应用分类有关。

financial results(from Com2uS)

financial results(from Com2uS)

Com2uS该季度海外收益为81万韩元(740万美元),同比上季度增长9%,同比上年增长48%。

财报公布后com2uS股价上涨超过2.5%,目前每股成交价为6.9万韩元(63.18美元),远超8月份时的4万6300韩元(40.97美元)。该公司目前市值为6960亿韩元,比第二季度增长49%。

7)法国发行商Gameloft第三季度财报显示,该时期公司收益为5540万欧元(7080万美元),同比上年增长37%,比上季度增长9.9%(第二季度收益为6190万美元)。

Gameloft智能手机及平板电脑业务销售额同比上年增长124%,目前在公司收益中占比56%(去年同期占比34%),有60%的平板电脑和智能手机业务收益来自IAP和广告模式。

Gameloft financial results(from insidemobileapps)

Gameloft financial results(from insidemobileapps)

该公司MAU从第二季度的5500万增长至5600万,北美是该公司最具盈利性的市场,在该季度销售额中占比32%,欧洲和中东所占销售额为26%,亚太地区占比22%,拉美占比19%。

预计Gameloft全年收益将超过2.05亿欧元(2.62亿美元),同比上年增长25%。

财报公布后Gameloft股价略上涨至每股5.44欧元(6.95美元),该公司市值达4.326亿欧元(5.529美元)。

8)据《华尔街日报》报道,最近有传闻称微软正测试其新款智能手机设计,其元件供应商来自亚洲。

尽管微软拒绝对此事做出回应,但知情者透露这一智能手机采用了4英寸屏幕。不过该设备元件供应商则表示这款微软智能手机可能不会投入大批生产。(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)The mobile market isn’t saturated yet: Over half of the world is unconnected

By Stacey Higginbotham

The mobile market may not be as saturated as one might think. Data form Wireless Intelligence shows that less than half of the world has a mobile subscription, with people in developed countries having more than one throwing off penetration calculations.

The days of easy mobile growth are gone in the developed world, and those who want a smartphone have one — or 1.57 mobile connections according to recent research. That’s why the theme of third-quarter wireless industry financial results calls in the U.S. have focused on how carriers will grow in a saturated market.

But when you look at the rest of the world closely, less than half of the addressable population has a mobile connection according to Wireless Intelligence, the analysis arm of the GSM Association. The GSMA estimates that only 45 percent of the population who could get a mobile subscription (this might be a phone or a tablet or a cellular modem) has one in 2012, but it predicts that number to rise to 53 percent by 2017. That means in the next five years, we’ll cross over the point where more people have mobile access than don’t. That’s a good thing.

The research is part of a larger report that my colleague Kevin Fitchard reported on earlier this week, and expands on the idea that it’s important to measure the number of people with connections, not just the connections themselves. In poorer areas of the world, for example, people tend to have multiple pre-paid SIM cards to get the best rates, which can then make penetration numbers look higher than they really are. Thus, the report estimates there are 1.8 billion potential subscribers that operators must try to reach.

That’s a significant number, although many of these new subscribers will be in developing countries where the average revenue per user (ARPU) is far lower than in places like the U.S., Japan or Europe. From the release discussing the research:

However, there is a significant gulf in penetration levels between developed and developing markets. By the end of this year, the developed region is forecast to be close to 80 percent unique mobile subscriber penetration – the threshold above which subscriber growth will begin to slow. In contrast, subscriber penetration in the developing world is forecast to increase from 39 percent in 2012 to 47 percent in 2017.

This suggests that the vast majority of the 1.8 billion opportunity over the next five years will involve connecting ‘unconnected’ users in developing economies, which will require building-out network coverage into rural areas.

And my hunch is since those networks will have to be built at lower costs so companies can profit despite the lower ARPUs, this represents a big opportunity for vendors like Huawei and ZTE.

It may also lead to innovative plan structures that strike a balance between operator profits and growing the base among people who have less money but a great demand for a mobile connection. And getting those people online should serve to drive up their income and living standards.(source:gigaom

2)Kendo UI: 63% of developers actively developing with HTML5

Scott Reyburn

Software developer Telerik’s Kendo UI division announced today results from a recent survey it conducted, which revealed that 63 percent of app developers are actively developing with HTML5 today and 31 percent have plans to start using HTML5 by year’s end.

Kendo UI’s inaugural Global Developer survey polled 4,043 developers that used PHP, Java, Ruby, .NET, Node and other programming languages between Sept. 5 and Sept. 26 regarding their HTML5 development plans, when they think HTML5 will be important for their job and why they would choose HTML5 over other software development options.

Of the more than 4,000 developers surveyed, 6 percent said they have no plans for developing with HTML5 in 2012, but added that it will become important to them in the next year or two. The three largest benefits developers see with HTML5 development are familiarity of programming languages (HTML, JavaScript, CSS) at 72 percent, reach and cross-platform support at 62 percent and performance at 34 percent.

The survey also revealed that 51 percent of developers say HTML5 is important to their job immediately and 31 percent saying in the next 12 months, with another 12 percent saying HTML5 will be important in the next 12 to 24 months.

Although since HTML5′s inception, there have been developers who once used HTML5, but had the programming language fall out of favor. Social and mobile game developer Wooga dropped HTML5 development, citing technical issues and low player interest. The company used Magic Land as an example, stating that the game pulled in fewer than 35,000 installs a day at it’s height, and had just a five percent retention rate.

Social networking service Facebook released back in August an update to its iPhone and iPad apps that dumped HTML5 as the programming language for the app in favor of Apple’s native code Objective-C because speed was falling short in the HTML5 iOS app. The change from HTML5 to native is said to have increased the app’s speed, reliability and ease of use.

Respondents were asked whether Facebook’s decision to rewrite their HTML5 iPhone app using mostly native code affected their adoption or attitude toward adoption of HTML5, in which 73 percent of developers surveyed said Facebook’s decision had “little to no impact” on their confidence on future HTML5 adoption.

Telerik recently released its Icenium tool, which helps developers with cross-platform mobile development for iOS and Android by allowing them to use web develop languages such as HTML5, CSS3 and JavaScript to build mobile apps, and work from the cloud.(source:insidemobileapps

3)The Charticle: Disney proves that 99c games can still top the iOS charts

by James Nouch

It’s not unusual to promote a movie with a tie-in mobile game. Over the last year or so, however, Disney has become something of a master at it.

To accompany the launch of Pixar’s Brave, for instance, Disney partnered with Imangi to release Temple Run: Brave.

Despite the fact that the game was essentially a 99c re-skin of freemium hit Temple Run, it still managed to peak at #3 in the US top grossing apps charts for iPhone.

In the UK, it fared even better, shooting into pole position on the British top grossing charts at launch.

Masters of the craft

Now, with the North American launch of its latest animated movie – Wreck-It Ralph – Disney is looking to repeat this trick.

The entertainment giant has launched two separate tie-in apps. The first is called Wreck-It Ralph. This 99c wrapper app contains three simple arcade games; Hero’s Duty, Sweet Climber and Fix-It Felix Jr.

Menu and gameplay shots from Sweet Climber, one of three simple arcade games contained within the Wreck-It Ralph app.

The second app is available free of charge, and is (confusingly) called Fix-It Felix Jr. This demo/upselling tool contains a cut-down version of the mini-game found in Disney’s full Wreck-It Ralph app.

Clear as day

The names may be confusing, but the success of these applications is unambiguous. Wreck-It Ralph is #1 on the paid app charts for both iPhone and iPad.

At present, the game does not include any in-app purchases, but it has nonetheless sold enough to reach #19 in the iPhone’s top grossing games chart and #22 in the equivalent rankings for iPad.

The top free and paid apps for iPad in the US. Analytics data courtesy of App Annie.

And since Wreck-It Ralph has been prominently featured by Apple in a number of locations, it seems unlikely that Disney’s latest is going to stop climbing those rankings any time soon.

Either way

Disney’s free demo, Fix-It Felix Jr. is also ranking high on the App Store charts. It currently sits at #2 in the iPhone’s top free games chart and #4 in the iPad’s.

Of course, it’s very difficult to say how many of those players are upgrading to the paid version of the app, but that doesn’t really matter. Whether Fix-It Felix Jr. players get out their wallets or not, they’re still being successfully advertised to.

It’s a win-win for Disney. Smartphone users are downloading the promotional material for its latest movie in massive numbers, and a significant proportion is paying for the privilege.(source:pocketgamer

4)96 per cent of US app users succumb to app rage

by Daniel Gumble

Freezing and crashing issues lead to bad reviews frenzy.

According to a survey by API company Apigee, 96 per cent of American app users have been rendered sufficiently enraged by their apps as to take to the web and post a strong-worded negative review.

Among the major issues forcing people to submit their bad reviews were freezing (76 per cent of survey participants), crashes (71 per cent), slow responsiveness (59 per cent), heavy battery usage (55 per cent) and too many ads (53 per cent).

Meanwhile, 98 per cent of respondents insisted that performance matters, with 63 per cent stating that this was most critical in banking and mapping apps.

When an app fails to meet expectations, 99 per cent said that they would take some form of action. 44 per cent said they would delete an app immediately, while 38 per cent said they would delete an app if it froze for longer than 30 seconds, with 18 per cent saying they would do the same if it froze for five seconds. However, 27 per cent claimed they would keep an app longer if they had paid for it.

Word of mouth also appears to be a key method for disgruntled app consumers to voice their concerns, with 32 per cent of users saying they would tell their friends about the underperforming application, while 21 per cent would complain about the app on Facebook or Twitter.

Additionally, the most popular response (89 per cent) to an app issue is for app companies to fix the problem.

Other favoured responses included easy refunds (65 per cent), the provision of a customer service number (49 per cent) or a personal response (46 per cent), while 21 per cent believed that a public apology would be an appropriate response.(source:mobile-ent

5)Apple sells 3m iPads in three days

by Zen Terrelonge

Double whammy attack by the wi-fi versions of iPad 4 and iPad mini.

The wi-fi only versions of the iPad 4 and iPad mini hit stores on Friday (November 2nd), and Apple says the devices have already notched up three million sales between them.

Comparatively, the figure doubles the 1.5m wi-fi only iPad 3 units sold over three days back in March.

Tim Cook, CEO, said: “Customers around the world love the new iPad mini and fourth generation iPad.

“We set a new launch weekend record and practically sold out of iPad minis. We’re working hard to build more quickly to meet the incredible demand.”

Demand for iPad mini exceeded initial supply and some pre-order customers will have to wait until later this month to receive their shiny 7.9-inch tablets.

Meanwhile, iPad trade-ins are up 500 per cent following iPad 4 and iPad mini reveal.(source:mobile-ent

6)Com2uS’ record Q3 revenues up 146% Y-o-Y to $20.5M, net income hits $6.8M

Kathleen De Vere

Q3 2012 was another record quarter for South Korea’s Com2uS — the mobile game developer and publisher saw revenues of 22.4 billion KRW ($20.5 million) and net income of 7.5 billion KRW ($6.8 million) during the period. The company’s net income is up 483 percent year over year, and 25 percent quarter-over-quarter.

The company’s smartphone sales for Q3 2012 were 21.1 billion KRW, up 212 percent year-over-year and 6 percent quarter-over-quarter. Smartphone sales now account for 94 percent of Com2uS’ total revenue, up from 90.4 percent in Q2. In Q3 2011, smartphone sales accounted for 74 percent of Com2uS’ revenue.

Interestingly, Q3 saw the company’s domestic revenues dip slightly as the feature phone market declined. Com2uS’ total South Korean sales for the quarter were 14.3 billion KRW ($13 million). Although that’s down one percent quarter-over-quarter, the company’s South Korean smartphone sales were 13.2 billion KRW ($12 million), up four percent quarter-over-quarter. Overall, Com2uS’ domestic smartphone sales are up 631 year-over-year, a jump that coincides with the introduction of the Games category in country’s iOS app store.

Com2uS’ international revenues for the quarter were 8.1 billion KRW ($7.4 million), up nine percent quarter-over-quarter and 48 percent year-over-year.

The company’s shares rose by more than 2.5 percent on the report, and are currently trading at 69,000 KRW ($63.18) — up significantly from August when the company’s shares were worth 46,300 KRW ($40.97). The company’s market cap is now 696 billion KRW, up 49 percent since Q2 2012.(source:insidemobileapps

7)Gameloft revenues hit €55.4M, rising 37% Y-o-Y for another record quarter

Kathleen De Vere

French mobile developer Gameloft has posted results for another bumper quarter, reporting record revenues of €55.4 million ($70.8 million) for Q3 2012, up 37 percent year-over-year and 9.9 percent from Q2’s previous quarterly record of €50.4 million ($61.9 million).

Gameloft’s smartphone and tablet sales for the period grew by 124 percent year-over-year, and now account for 56 percent of the company’s revenues, up from 34 percent in Q3 2011. 60 percent of Gameloft’s smartphone and tablet revenues come from in-app revenues and advertising.

The company’s monthly active user (MAU) count remained largely flat, growing slightly from 55 million in Q2 2012 to 56 million in Q3 2012. Once again, North American was the company’s most lucrative region, accounting for 32 percent of quarterly sales. Europe and the Middle East held stead at 26 percent of sales, as did the Asia pacific with 22 percent, and Latin America with 19 percent.

In light of today’s results, and in anticipation of strong performance from upcoming titles like Modern Combat 4 and My Little Pony the company has improved its earning estimates for the year. Gameloft is now expecting to see just over €205 million ($262 million) in full year revenue, a figure that represents a 25 percent year-on-year increase.

Gameloft stock rose slightly on the news, finishing trading at €5.44 ($6.95), giving the company a market capitalization of €432.6 million ($552.9 million)(source:insidemobileapps

8)Microsoft smartphone in development?

by Daniel Gumble

Testing already underway, Wall Street Journal suggests.

A Microsoft branded smartphone could well be in the pipeline, after a report in the Wall Street Journal suggested that the company is currently testing a new handset design with component suppliers in Asia.

While Microsoft has thus far declined to comment on the rumours, a source cited in the report stated that the smartphone has a screen size of four inches, which is in the same range as top smartphones from Apple, Samsung, HTC and Motorola.

However, according to the report, officials at component suppliers did indicate that the Microsoft smartphone may not go into mass production.

Should Microsoft introduce a smartphone for commercial production, the company would move closer to the Apple business model, designing both the software and hardware for each of its marquee devices.(source:mobile-ent


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