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每日观察:关注App Store审核应用数量超过100万(11.20)

发布时间:2012-11-20 10:27:31 Tags:,,

1)应用检索及推广平台Appsfire数据显示,苹果App Store自2008年上线以来,已有100多万款应用向其提交审核。

Appfire指出,游戏在提交App Store审核的应用中占比15%左右,在这100万款应用中,有15万8848款属于游戏类型。

apps(from appadvice.com)

apps(from appadvice.com)

与此同时,付费应用所占比例较小,在这100万款应用中有49万3289款为付费产品。

目前App Store应用下载量超过350亿次,但值得注意的是,目前App Store应用数量并非100万款,而是70万左右,因为有不少应用由于各种原因而被苹果或者开发者移除。

2)Strategy Analytics最近报告指出,2008年至2017年智能手机及平板电脑应用下载量将超过3500亿次。

预计到2017年,得益于Android操作系统的覆盖率,Google Play将占据45%的手机应用下载量,而苹果则将因iPad市场份额而掌握56%的平板电脑应用下载量。

iOS apps(from thetechstorm.com)

iOS apps(from thetechstorm.com)

在此期间,付费应用下载量全球收益将超过570亿次,但在未来5年内,由于免费(含内置广告)以及免费增值模式的应用将占据91%的下载量,每款智能手机应用的平均成本将降至8美分。

这种趋势将导致开发者的应用收益下滑,而应用商店的运维成本却将不断攀升(游戏邦注:例如,市场营销及应用审核人员成本)。

3)IMS Research最新报告显示,50%的美国电子产品用户在飞机上都会使用自己的设备来打发时间。

Passenger-mobile(from terminalu.com)

Passenger-mobile(from terminalu.com)

在这一群体中,多数用户有40%的飞行时间都在使用自己的设备(其行程至少为1小时),8%受访者甚至自称有80%的飞行时间都在使用设备。不过,虽然有些航空公司已开始向乘客提供Wi-Fi网络服务,但这并没有明显增加用户在手机、平板电脑等设备上所消费的媒体信息量。还有30%受访者表示自己根本不会在飞行过程中使用个人电子设备。

4)据pocketgamer报道,韩国游戏发行商Gamevil最近宣布出自第三方开发商COCOSOFT之手的《Punch Hero》至今下载量已超过500万次,该游戏于5月份登陆iOS平台,并于8月份入驻Google Play(游戏邦注:这款游戏曾在6月份发布于韩国运营商SK Telecom的Android应用商店Tstore)。

gamevil-punch-hero-downloads-nov2012(from pocketgamer)

gamevil-punch-hero-downloads-nov2012(from pocketgamer)

5)据gamesbrief报道,在上周的社交游戏峰会上,Facebook高管Owen O’Donoghue针对游戏开发商需要达到哪种基准才能投入营销资金这一问题,指出实现2万-5万MAU以及20%的用户粘性,才是值得投入营销的Facebook游戏。

他称这些MAU的来源也很重要,如果这些用户来自东南亚或其他低消费水平的地区,那么这些MAU就无助于开发商准确掌握游戏的长期付费转化率或者ARPU值。

6)在本周MAU增长最快的Facebook游戏榜单上,Zynga新作《CityVille 2》再度登顶,新增1260万MAU,增幅高达1575%。

Top gainers this week-MAU(from AppData)

Top gainers this week-MAU(from AppData)

《Ruby Blast Adventures》位居第二,新增420万MAU,增幅为30%;King.com不久前发布的《Pet Rescue Saga》排名第三,新增250万MAU,增幅为227%;Social Point游戏《Dragon City》排名第四,新增90万MAU,增幅为7%;Plarium游戏《Stormfall:Age of War》位居第五,新增52万MAU,增幅为186%。(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)More than 1 million apps submitted to Apple’s App Store

by James Nouch

Since Apple launched the App Store in 2008, more than one million apps have been submitted to the iOS marketplace.

That’s according to app discovery and promotion platform Appsfire, which claims that the milestone figure was reached earlier today.

The numbers game

The company’s figures suggest that games account for a sizeable portion of App Store submissions – 158,848 out of one million, to be exact.

Appsfire also notes that paid apps are in the minority, although not by a particularly large margin. Of the one million App Store submissions logged, 493,289 are paid.

In all, the marketplace has played host to more than 35 billion app downloads.

In spite of this latest stats fest, however, it’s worth noting that the App Store is not actually home to one million apps.

At last count, Apple’s marketplace carried a total somewhere in excess of 700,000 applications, with a large portion removed from the App Store for a multitude of reasons – either by the developer itself, or Apple – post release.(source:pocketgamer

2)The average smartphone app will cost just $0.08 in five years

by Zen Terrelonge

But paid downloads will generate $57bn between 2008 and 2017.

Strategy Analytics has released the App Ecosystem Opportunities report, which shows more than 350 billion smartphone and tablet app downloads will have taken place between 2008 and 2017.

Google Play will account for more than 45 per cent of phone downloads due to the vast reach of its Android OS, while Apple is set to command 56 per cent of tablet downloads in 2017 due to the iPad’s market domination.

Interestingly, paid downloads will generate more than $57 billion globally over the same time period, but the average cost of a smartphone app will drop to eight cents  in the next five years as free (with in-app ads) and freemium apps are set to account for 91 per cent of all downloads by 2017.

The change of direction will lead to a decline in revenue and increasing app store maintenance costs, such as marketing and app approval staff, which will prompt portals to devise new revenue generators.

Josh Martin, director of apps research at Strategy Analytics, said: “Paid downloads remain an essential component of the app ecosystem. Paid downloads will remain an important way for smaller developers to monetise their efforts. For developers committed to paid downloads transitioning to tablets may be the smartest way to preserve the business model over the long term.

“App Stores will also see a revenue crunch as more revenue is earned from advertising – revenue generated outside the bounds of the app store – and will need to prepare. Newer platforms such as Windows 8, BlackBerry 10, Tizen and Firefox are building their operating systems and storefronts with this knowledge which should go a long way to making them attractive to developers and end users.”(source:mobile-ent

3)Half of gadget users operate their devices on planes

by Zen Terrelonge

No, I don’t want to read your duty-free magazine, I’ve got Harry Potter on my iPhone.

A report from IMS Research suggests the appeal of in-flight movies is waning, with 50 per cent of American electronics users operating their devices while travelling on planes.

Of that group, usage accounts for 40 per cent of flight time on journeys that last at least an hour, though eight per cent admit to spending a whopping 80 per cent on at least one of their devices.

Some airlines have started to offer wi-fi on flights, though it’s said to make little difference to the amount of media that users are gobbling on their phones, tablets etc. However, 30 per cent of respondents abstained from using personal electronic gizmos at all.

Rose Yin, market analyst at IMS Research, said: “Although not all passengers use inflight wi-fi, it is clear that many still brought along and made use of their electronic devices to help pass time onboard.

“We also found that regardless of whether inflight wi-fi is offered or not, the amount of time spent on these devices varies little; as passengers can just prepare enough offline content prior to boarding to help entertainment themselves later on.”

In other news, Hollywood actor Alec Baldwin was thrown off a plane for playing Words With Friends on his phone.(source:mobile-ent

4)Gamevil is king of the ring as Android devices power Punch Hero to over 5 million downloads

by Jon Jordan

There are few things I like better than a graph, so thanks to Korean publisher Gamevil for supplying one to start the week.

It’s no stranger to successful games, having posted notice of 100 million iOS and Android game downloaded earlier in the year.

At its rate of +8 million downloads/month, we reckon it’s close to 200 million now, but instead of going macro, the company has confirmed its comedy beat-’em up Punch Hero has now been downloaded over five million times.

Developed by COCOSOFT, as part of Gamevil’s big third party developer push during 2012, the free-to-play game was released in May for iOS and August on Google Play.

It had previously been released on domestic carriers – such as SK Telecom’s all-important Android-oriented Tstore – in June.

Robot punching machine

As you can see from the green line on the Gamevil-provided chart, growth took off following the Google Play launch – going from just over two million downloads to five million, before plateauing during November.

Another view is provided by the Google Play chart, which shows downloads over the past 30 days, albeit without a scale.

I’ve got all creative and added it into the mix. It appears to show a massive growth in downloads over the past few days; interestingly not something reflected in Gamevil’s official chart.

Still, I think we can all agree Punch Hero has found an audience… on Android devices.(source:pocketgamer

5)How many users do you need to test a Facebook app?

Nicholas Lovell

Tweet  At the Social Games Summit last week, Owen O’Donoghue of Facebook was asked how many users do you need to test your game before you start spending money on marketing it.

His answer:

“20,000-50,000 MAUs and an engagement ratio of 20%”

He added that it mattered where those MAUs come from. If they are from South-East Asia or other low-spending territories, then those users will help you do load-balancing tests, but they won’t give you an accurate understanding of your long-term conversion rates or ARPUs.

Although I suppose if you have great conversion and ARPU from countries which you expect to perform poorly, you are probably doing something right.(source:gamesbrief

6)CityVille 2 sees population boom among fastest-growing Facebook games by MAU

Mike Thompson

Zynga’s CityVille 2 is once again on the top spot this week among the fastest-growing Facebook games by monthly active user, bringing in 12.6 million MAU for a 1,575 percent gain.

Ruby Blast Adventures is also continuing to perform well with 4.2 million MAU, a 30 percent gain that allowed it to take the No. 2 spot. King.com’s recently-launched Pet Rescue Saga was came in at No. 3 with a 227 percent gain of 2.5 million MAU. Social Point’s Dragon City snagged the No. 4 position with 900,000 MAU, a 7 percent gain. Plarium’s Stormfall: Age of War rounded out the top five games this week with 520,000 MAU, a 186 percent increase.(source:insidesocialgames


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