游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

每日观察:关注移动网络在中国市场普及情况(11.23)

发布时间:2012-11-23 11:03:26 Tags:,,

1)据mobile-ent报道,中国已有50%以上新网民来自农村地区的智能手机用户,移动网络已经超越PC成为中国用户最普遍的上网渠道。

中国市场的移动网络用户目前已达3.88亿,自2012年初以来增长了10%。

chinese mobile user(from chinadaily.com.cn)

chinese mobile user(from chinadaily.com.cn)

2)据pocketgamer报道,Gartner报告指出三星是中国第一大智能手机制造商,在中国市场份额达16.7%,而世界上最大的PC制造商联想则排名第二,占比14.8%(上一季度智能手机出货量达500万部);苹果位居第三,占比6.9%。

Gartner预计,得益于Android设备LePhone这一品牌,联想将在2013年成为中国头号智能手机供应商。此外,Gartner还预计到2016年,由于中国平板电脑售价将从2011年的262美元均价降至176美元,中国平板电脑年出货量将达5800万部左右,与笔记本电脑市场不相上下。

3)据gamasutra报道,日本社交游戏巨头DeNA日前与日本社交网站Mixi合作,将在2013年初整合两个公司的开发平台。

Mixi-Mobage(from serkantoto)

Mixi-Mobage(from serkantoto)

从2013年1月起,准备通过DeNA的Mobage平台以及Mixi智能手机平台发行游戏的公司,将可一次性同时向两个平台发布游戏。不过这丙个平台的用户社交圈仍将保存独立状态,Mixi目前在日本有800万MAU,DeNA的Mobage注册用户总数超过4500万。

4)据mobile-ent报道,Windows Phone 8设备本月初刚发售最近就遇到麻烦,有不少HTC和诺基亚Windows Phone用户反映这些手机存在重新启动和电池寿命问题。

有不少HTC用户声称自己的手机经常无故重新启动,而诺基亚Lumia 920用户也发现手机经常重启或无法响应,另外电池寿命也很短。

Windows-Phone-8(from overclock.net)

Windows-Phone-8(from overclock.net)

诺基亚和HTC方面回应称他们已经了解了设备重启问题,正与微软共同研究这一情况,他们将尽快提供解决方案(游戏邦注:今年早期诺基亚Lumia 800设备已出现一系列电池问题,并导致该公司频频遭遇用户投诉)。

5)据insidesocialgames报道,Spooky Cool Labs于本月初发布了基于电影《绿野仙踪》的Facebook社交游戏,该公司首席执行官Joe Kaminkow表示,这只是公司首批高质量的授权游戏之一。

绿野仙踪(from insidesocialgames)

绿野仙踪(from insidesocialgames)

Spooky Cool Labs由Kaminkow以及董事长Larry DeMar创立,这两者均是电子游戏行业资深人士,曾于80年代在Williams Electronics共同制作大型电玩游戏。Kaminkow介绍称《绿野仙踪》制作周期约为一年半左右,超过了一般社交游戏,项目开发头6个月基本上是用于组建游戏开发团队以及技术。

该公司目前成员规模为60-70人,除了《绿野仙踪》之外还将与华纳兄弟合作推出其他授权项目,并计划在将来推出一些手机游戏。(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)Mobile web races ahead of desktops in China

by Daniel Gumble

Cost-effectiveness and convenience cited among key reason for rise in mobile web use.

With over 50 per cent of new Internet users in China logging on in rural areas via their smartphone, mobile web has now overtaken desktops to become the most common way for citizens to get online.

Mobile phones in China are seen as a more cost-effective and convenient way to access the Internet for residents in the country’s expansive rural areas. The number of mobile Internet users in China has now reached 388 million, representing a ten per cent increase since the beginning of 2012.

Meanwhile, the price of mobile phones in China has continued to drop, with the emergence of smartphones under 1,000 yuan ($157/£100) allowing more and more smartphone consumers to become mobile web users.(source:mobile-ent

2)PC maker Lenovo to become #1 Chinese smartphone company in 2013

by Jon Jordan

The Chinese mobile market is enormous and growing ever larger.

But when it comes to the key hardware brands, they’re not Chinese are they?

Well, you might be surprised that while Samsung (the #1 smartphone OEM with 16.7 percent of the Chinese market) and Apple (#3, with 6.9 percent), have the premier brand recognition, it’s not the likes of ZTE or Huawei who are leading the domestic charge.

Instead, it’s the world’s largest PC maker, Lenovo, which has leapfrogged into second position, with 14.8 percent of the market.

It shipped 5 million smartphones last quarter.

LeSuccess

That’s partly due to its Android-based LePhone brand (IdeaPhone outside China), with analysts Gartner predicting that the company will become China’s top smartphone vendor in 2013.

“The brand is positioned at the mid-to-lower end which will drive much of its future growth, and this is where global brands are less competitive,” it notes.

It’s certainly news to further depress HP and Dell shareholders, as the western PC makers have failed to successfully operate in the phone business.

Think smart

And more good news for Lenovo is that Gartner predicts that by 2016, the number of tablets shipped in China will have matched the laptop market – around 58 million devices annually.

This rise will be price based as it’s expected the average price of a Chinese tablet will drop from $262 in 2011 to $176 by 2016.

Lenovo currently offers several tablets including its ThinkPad and IdeaTab ranges.(source:pocketgamer

3) Japan’s Mobage and Mixi mobile game platforms join forces

By Mike Rose

Tokyo’s social gaming giant DeNA has struck up a business alliance with web-based social network Mixi, by which each company’s development platform will be combined at the beginning of 2013.

From January 2013, studios looking to release games via DeNA’s Mobage social game network and Mixi’s own smartphone platform will be able to distribute them via a single platform, as both companies will share the same game development platform.

However, social graphs for the two companies will remain separate. Mixi currently has 8 million monthly active smartphone users in Japan, while DeNA’s Mobage has more than 45 million registered users in total.(source:gamasutra

4)Users report Windows Phone 8 reboot and battery glitches

by Daniel Gumble

Early issues reported across HTC and Nokia handsets.

Having arrived on the market earlier this month, Windows Phone 8 devices are currently experiencing a variety of teething problems, with HTC and Nokia handset users reporting rebooting issues and low battery life.

A number of HTC 8X users have been left frustrated by their mobile randomly rebooting, while Nokia Lumia 920 users have also reported reboots and freezes, along with poor battery life.

These battery issues have led some users to wipe their mobile in an attempt to achieve a quick solution. However, rather than yield the intended result, this move has only served to compound their misery, leaving some devices stuck on a Nokia splash screen.

In separate statements to The Verge, both Nokia and HTC stated that they are aware of the rebooting issues. “‘We are working with Microsoft to investigate these reports. We will provide an update as soon as more information is available,” said a Nokia spokesperson, with HTC confirming that it is currently looking into the problem at call centres and within its labs.

Earlier this year, Nokia’s Lumia 800 handset was also blighted with a variety of battery issues, leading to the manufacturer being inundated with complaints.(source:mobile-ent

5)After The Wizard of Oz, Spooky Cool Labs plans to continue making high-end licensed social games

Mike Thompson

Spooky Cool Labs seemed to come out of nowhere when it launched its debut title, the social game tie-in to The Wizard of Oz on Facebook earlier this month. The game is an impressive debut: As we noted in our review, the game features some truly impressive production values like 3D graphics with a maneuverable camera and the ability to wander through the game world from a first-person perspective. Speaking to Spooky Cool Labs CEO Joe Kaminkow and CCO Brian Eddy, though, it turns out The Wizard of Oz is only the first of the company’s upcoming high-end licensed games.

The company was founded by Kaminkow and Chairman Larry DeMar. Both men are longstanding professionals of the video game industry, originally working together on pinball and arcade games together at Williams Electronics in the 1980s. After that, Kaminkow went to work at developer/ publisher Data East (known for home titles and iconic arcade cabinets like Captain America and the Avengers, as well as the infamous Tattoo Assassins). Following Data East, Kaminkow went to work for IGT (the parent company of DoubleDown Interactive) and became interested in social games. From there, it was a short jump to founding Spooky Cool Labs in 2010; staying self-funded until the Hearst Corporation investment that came along earlier this month.

“Our company wasn’t started by business guys who want to get into the game business,” Kaminkow says. “We were started by game guys who have some business acumen… our fundamental core is we’re game designers who’ve been doing this for 30-plus years.”

According to Kaminkow, The Wizard of Oz showcases the studio’s dedication to developing high-quality licensed games. “We made a game that resonates with people and we wanted to take it to the next level, graphically,” he says. The Wizard of Oz was in production for much longer than the average social game, about a year and a half. The first six months or so of the development cycle was actually spent building up the game’s development team and the technology to build a license-branded citybuilder. According to Eddy, the idea behind the game was to take the basic citybuilding mechanics casual players know and love, “but make them more beautiful.”

“We thought players were ready for something more. They’re getting tired of straight click games,” Eddy explains. “We wanted to bring them something that was a step up from what they’ve been playing in terms of presentation and gameplay but still retain that core of fun that they like.”

Spooky Cool Labs is continuing to grow, with its office head count somewhere between 60 and 70 people.  Aside from The Wizard of Oz, the developer has an unspecified number of other licensed deals in the works with Warner Bros., and it’s looking to partner with other groups who want to bring entertainment brands to the social games market. “We want to find great licenses and make great games based on them,” Eddy tells us.

Kaminkow’s search for solid brands to license is tied to his experience with pinball games; it’s an approach that makes sense, since many pinball games from the 1980s and 90s are still remembered and well-liked by gamers. However, he maintains that a strong brand is only part of the formula that leads to success when it comes to social games.

“Going back to E.T. for the Atari 2600,” he notes, “that’s a shining example of a great brand with an awful product. I think they’re still off somewhere decomposing in the desert. More people may rush towards brands, but if the game’s not good then the game’s not good. I don’t care what’s called, the game has to be a well-crafted product.”

Spooky Cool Labs also has some plans for mobile titles, but they’re not far enough along to be discussed right now. One thing that is for certain, though, is that the developer is going to continue making big titles. “The games we’re building are very, very expensive games. They’re like the Atlantic and Pacific Oceans,” Kaminkow explains. “We’re really trying to find things that are iconic and make sense in the game world.”(source:insidesocialgames


上一篇:

下一篇: