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每日观察:关注《愤怒的小鸟》发展历程及计划(11.22)

发布时间:2012-11-22 10:43:49 Tags:,

1)据pocketgamer报道,Rovio日前宣布《愤怒的小鸟》在中国的日活跃用户超过了世界上任何一个国家。

该公司首席营销官Peter Vesterbacka表示,Rovio目前已有3000万DAU,目标是超越10亿DAU。Rovio希望以可口可乐为目标,在未来两三年成为拥有10亿游戏和动画粉丝的第一娱乐品牌。

angry birds soft drink(from flickr.com)

angry birds soft drink(from flickr.com)

而针对公司何时进行IPO这一问题,Vesterbacka仅表示公司目前盈利可观,他们对此并不担心。Rovio联合创始人Niklas Hed则补充道,他们会在合适的时候进行IPO。

2)电子游戏调研公司EEDAR最近报告指出,微软Windows Phone用户付费意愿高于iOS和Android用户,其鲸鱼玩家所占比例更高。

EEDAR将每月在游戏中付费超过25美元的用户定义为“鲸鱼”玩家,这一群体在Windows Phone玩家中占比达9%。而iOS和Android平台的这一用户比例仅为3%。

mobile gaming segments(from EEDAR)

mobile gaming segments(from EEDAR)

报告还指出Windows Phone平台的“海豚”用户比例也相对较高,这一群体每月消费5至24.99美元,占比28%,而iOS和Android平台的这一用户群体分别仅占比19%和15%。

而从“小鱼”用户的情况来看,Windows Phone的这一用户群体所占比例最小,仅为21%,iOS、Android则分别占比高达26%和45%。

3)据pocketgamer报道,美国初创公司Gameface.me不久前重制了PuppetFace这款应用(游戏邦注:其功能支持用户恶搞自己的好友,例如扇对方耳光或让他们跳最近很火的《江南Style》骑马舞),成功让这款免费应用,从原先每天的50次下载量飙升至每天1500次,最高峰时甚至达到2800次。

style_ghana(from fiverr.com)

style_ghana(from fiverr.com)

目前该应用已收获4万下载量,尽管并不算是瞩目成就,但已远超原来的水准。不过Gameface.me也因此收到《江南Style》唱片公司的禁止通知函,而他们的回应则是提议双方进行合作,由Gameface.me来制作《江南Style》应用。

4)据pocketgamer报道,社交游戏公司King.com日前宣布公司月独立用户已超过4000万,其采用的视频广告(观看广告的玩家可获赠游戏中的相关奖励)点击率达5%,在这些观看广告的用户中,有85%通过广告完成了游戏。

5)Anatel最新报告指出,巴西移动运营商10月份的收益表现不容乐观,仅新增43.6万新用户。2012年该国移动市场表现最不济的是7月份,仅新增27万9720名新用户,但在2012上半年,巴西移动市场每月平均新增220万新用户。

brazil(from telecoms.com)

brazil(from telecoms.com)

如果算上10月份数据,巴西在2012下半年的头4个月中,平均每月仅新增79.1万新用户。截止10月底,巴西今年新增2.5929亿活跃用户,移动覆盖率达131.7%。

6)Pocketgamer最近发布的信息图表显示了《愤怒的小鸟》发展历程:

该游戏于2009年10月问世,发布10个月收获1000万次付费下载量;

2010年9月发布《愤怒的小鸟节日版》,该版本发布6天就收获100万付费下载量,一个月后Rovio就推出了小鸟主题毛绒玩具,这些玩具在两小时内售空;

2011年3月,《愤怒的小鸟里约》问世,发布10天实现1000万次付费下载量,2012年3月《愤怒的小鸟太空版》三天创造1000万次付费下载量,成为史上销售最快的手机游戏;

2012年5月,位于芬兰的Angry Birds Land公园项目问世,Roivo计划在芬兰和中国推出更多此类服务;

2012年5月,Rovio宣布《愤怒的小鸟》下载量超过10亿次,预计该游戏主题毛绒玩具收益将超过4亿美元;

2012年11月,《愤怒的小鸟:星球大战》发布仅2.5小时就在App Store榜单登顶。

《星球大战》是一个著名的品牌,它的历史和知名度可能足以令《愤怒的小鸟》逊色(《愤怒的小鸟》在2011年收益为1.06亿美元,《星球大战》品牌价值已达270亿美元),但《愤怒的小鸟》仍有一些超越《星球大战》的优势。例如,《星球大战》在Facebook收获了890万个“赞”,而《愤怒的小鸟》却有2180万个“赞”;《星球大战》在Twitter有28.4万个粉丝,《愤怒的小鸟》却有51.2万粉丝;《星球大战》在YouTube有2.8万订阅用户,《愤怒的小鸟》却有24.4万订阅用户。

angrybirds infographic(from pocketgamer)

angrybirds infographic(from pocketgamer)

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)Rovio: We want to be the first entertainment brand with 1 billion DAUs

by James Nouch

Rovio has announced that China is now home to more daily active Angry Birds users than anywhere else in the world.

Proclaiming that the firm is “very happy” with its business in the world’s second largest economy, ‘Mighty Eagle’ Pete Vesterbacka took to the stage at the Slush conference in Helsinki to talk up Rovio’s Chinese operations.

“It’s the biggest market for smartphones and where we have the most daily active users,” he stated.

“It recently overtook the US in daily usage.”

Just a drink

Vesterbacka also discussed Rovio’s future, reiterating the company’s intention to generate more than half of its revenue from physical goods and explaining Rovio’s desire to surpass 1 billion daily active users.

“We announced 30 million DAU at one point, but that was ages ago,” Vesterbacka explained.

“We want to be the first entertainment brand with one billion fans [using the game] every day, watching animations, using our services.

“People think of the one company people use day, which is Coca Cola, and that’s just a soft drink. So it should be straight-forward for us to get to one billion fans every day in the next 2 to 3 years.”

IPO-no-no

Finally, when asked about the possibility of a Rovio IPO, Vesterbacka replied: “The press likes to speculate about IPOs and acquisitions. We don’t worry about that too much.

“We are profitable and can fund our own growth. We want to make Angry Birds as big as it can be and very much a part of pop culture. We don’t need to do anything else.”

His fellow panellist, Rovio co-founder Niklas Hed, was less certain, however. “We’d do an IPO if it makes sense,” he said.(source:pocketgamer

2)Windows Phone attracts more ‘whales’ than iOS and Android

by James Nouch

Windows Phone users spend more money in play than iOS and Android players and are more likely to become ‘whales’.

That’s the conclusion drawn by video game research firm EEDAR, which in its latest sutdy claims Microsoft’s platform attracts a far smaller proportion of non-playing players than either Apple or Google’s respective platforms.

Gone fishin’

Whales – defined by EEDAR as players who spend more than $25 per month in-game – make up 9 percent of Windows Phone’s playerbase.

That compares favourably to the 3 percent boasted by both iOS and Android.

EEDAR also claims a higher proportion of Windows Phone users are ‘dolphins’ – spending between $5 and $24.99 per month – making up 28 percent of players on Windows Phone, compared to 19 percent on iOS and 15 percent on Android.

And while iOS may have its rivals beat when it comes to ‘minnows’, Windows Phone can boast by far the lowest proportion of non-paying players – just 21 percent, compared to 26 percent on iOS and 45 percent on Android.

Graph showing the proportion of non-paying players, minnows, dolphins, whales and killer whales on Windows Phone, Android and iOS. Source: EEDAR

Size of the pond

Of course, monetisation rates aren’t everything, and EEDAR’s report notes that there’s a “stark difference in terms of audience size” that must be taken into account when comparing platforms.

However, for some developers at least, the high monetisation rates observed on Windows Phone offer a real opportunity.

“Ultimately it depends on the target audience. Does your game rely on a larger, casual fan base? Or would it monetise better in an environment with fewer competitors and consumers who are more willing to spend?”(source:pocketgamer

3)How Gameface.me rode Gangnam Style (part of the way) to viral success

by Jon Jordan

Around Halloween time, I argued it wasn’t a sensible strategy to choose the same single-day event as lots of other developers as the lever for game launches, updates or general marketing activity.

An example of a much more nuanced approach to getting your app or game noticed is proved by US start up Gameface.me.

We covered their personalisation technology earlier in 2012, and as recent blog post from CEO Tipatat Chennavasin demonstrates, it’s making the most of its agile operations.

Upwards shuffle

During the summer, it reworked its PuppetFace app – where you dress up your friends, slap them around or make them do silly dances – to take advantage of the Gangnam Style craze.

Cue an themed update and additional keywords, and a free iOS app that had been getting 50 downloads daily was up to 1,500 per day, peaking at 2,800.

In total, it got 40,000 downloads. Nothing to retire on, but a big difference nevertheless.

Of course, the story has a twist in terms of the cease and desist letter Gameface.me received from the record label.

But every cloud has a silver lining, or as Chennavasin explains, “We now had an ‘in’ with PSY – so let’s get pitching. Our response to the C&D was a business proposal to let us handle the making of the official Gangnam Style app”.

There’s no news on that, yet…(source:pocketgamer

4)Ad happy: King.com’s ad revenue jumps ten fold thanks to video

by Keith Andrew

Social gaming specialist King.com has claimed a focus on incentivised video adverts has resulted in a tenfold increase in its ad revenue.

In amongst news of the appointment of Michael Bayston as international advertising sales director, the company claimed its video ads – which reward players with extra lives in game for views – boast a 5 percent click-through rate.

Of those that watch said spots, 85 percent do so to their completion.

Eye on engagement

Indeed, King.com’s message for the rest of those operating in the social space appears to be that variety is key to building engagement.

“Other advertising opportunities such as King.com’s Brand as a Friend solution allows advertisers to include themselves as an in-game ‘friend’ to players, helping users unlock new content to advance in the game,” added the firm in a statement.

“Not only does this significantly enhance the player’s gameplay experience, but it firmly drives positive brand sentiment for the advertiser.”

It’ll be Bayston’s job to build King.com’s ad and sponsorship business even further, having previously earned his crust as international sales director at Spil Games.

Big on Bayston

“Michael, with his deep brand relations, great track record and fantastic industry experience will be a great asset to the team as we continue to grow the business internationally,” added executive VP of business development and advertising Mark Charkin.

“King.com’s growth in advertising revenue has scaled along with our explosive growth of players across the web, Facebook and mobile platforms.

“King.com now has over 40 million monthly unique players and has crafted brand solutions that are less intrusive than traditional formats and enhance player experience and engagement with our games.”

Bayston will be based in London, taking charge of building relationships across the EMEA region.(source:pocketgamer

5)Brazilian mobile market endures second worst month of 2012

by Daniel Gumble

Only 436,000 new subscriptions added in October.

Mobile operators in Brazil endured their second worst month of 2012 in October, with only 436,000 new subscriptions recorded, data form regulator Anatel has reported.

The worst month of 2012 for the Brazilian mobile market was July, which saw a meagre 279,720 new mobile subscriptions added, while the first six months of the year saw the market growing at a rate of 2.2 million new subscriptions per month.

Meanwhile, with the October figures included, the first four months of the second half of the year show an average of 791,000 new subscriptions each month.

At the end of October, Brazil emerged with 259.29 million active subscriptions and a mobile telephony penetration rate of 131.70 per cent. Of this total, 209.88 million were prepaid lines (80.94 per cent of the access base) while 49.41 million were post-paid (19.05 per cent), with 3G terminals totalling 59.01 million.

Emerging as the market leader with a 29.42 percent market share was Vivo, followed by TIM Brasil (26.79 per cent), Claro Brasil (24.65 per cent) and Oi (18.83 per cent). (source:mobile-ent

6)Infographic: How Angry Birds shot for the Star Wars and won

by Mike Cook

It’s been over three years since Angry Birds first launched, and each passing year throws up bigger and crazier statistics about the series’ success.

With the latest release powering up the charts in typical fashion, we decided to take a look back on the path Rovio followed to partnering with one of the world’s most beloved franchises.

It’s also worth fathoming just which of the two IP is getting the most out of this galactic-scale license mashup – an area we’ve previously touched upon in our weekly app chart round up, The Charticle.(source:pocketgamer


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