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每日观察:关注苹果与谷歌应用商店收益报告(12.21)

发布时间:2012-12-21 10:56:11 Tags:,,,

1)应用追踪公司Distimo最近发布报告显示,Google Play在过去四个月中发展迅速,在20个主流市场的总体日常收益增长了43%。在此期间,苹果iPhone和iPad的增长率仅为21%。而在2012年1月,苹果App Store的日常收益增幅为51%,其中iPad日常收益增幅高达71%,iPhone则是40%。

Google-Play-Catching-Up(from Distimo)

Google-Play-Catching-Up(from Distimo)

尽管Google Play在过去4个月中的增幅明显,但在11月份20个主流市场中,苹果App Store日常收益超过了1500万美元,而Google Play仅为350万美元。

以Omgpop热门游戏《Draw Something》为例,该游戏仅历时9天就收获100万次下载量;由韩国发行商Naver推出的益智游戏《Line Pop》发布仅一天就达到100万次下载量,上线72小时内实现175万次下载量,并在发布头12天创收100万美元。而AOL以及Facebook应用则分别耗时9个月时间才实现100万次下载量。

Downloads-and-Revenues-Per-Category(from Distimo)

Downloads-and-Revenues-Per-Category(from Distimo)

Distimo报告还指出,游戏应用下载量增长最为显著,并且是下载量和收益最高的应用类型;娱乐应用和社交应用下载量也较为可观。

由IAP创造的收益比例在2012年已经从53%增长至69%,但仍有不少发行商通过一次性付费策略取得了成功。在iOS平台前十大发行商(游戏邦注:例如推出《Minecraft-Pocket Edition》的Mojang,EA和Gameloft等公司)中,有35%收益来自一次性付费应用。

Top-10-Publisher(from Distimo)

Top-10-Publisher(from Distimo)

在Distimo公布的收益最高的前十名发行商(开发商)名单中,游戏公司占据9个席位,而苹果则是唯一的非游戏发行商,Supercell是唯一的开发商。

2)Flash游戏服务公司Mochi Media(旗下网页平台运行9万款游戏,MAU超过1.5亿)最近调查结果显示,有86%的Flash游戏开发商正向移动平台扩张。但也有63%开发者称在向移动平台进军之前,仍将针对网页平台开发游戏,以便测试市场反映(游戏邦注:其中有一个原因是相对移动平台的应用审核过程,开发者更易于更新网页版游戏)。

flash lite developer challenge(from flashmobilebog)

flash lite developer challenge(from flashmobilebog)

从目标平台来看,有81%开发者瞄准的是iOS平台,78%瞄准的是Android平台;还有76%认为应该尽量针对多个平台(包括网页和移动平台)开发游戏。

多数开发者认为Adobe Air是方便自己进军移动市场的最佳方法,其次是本地代码(针对特定移动设备开发应用),以及Unity 3D输出工具。

最令开发者头疼的是市场营销问题。有83%受访者表示自己发布游戏之后就只能自求多福。

有95%的Flash开发者将继续针对网页浏览器制作游戏;随着移动平台盈利方案的成熟,开发者转向移动平台的策略将更加可行。

除此之外,游戏开发领域还出现日益国际化的特点;目前美国、英国和加拿大游戏开发者占比32%,而一年前这一数据为37%,三年前甚至高达58%。俄罗斯游戏开发者现在已经占比6%,中国占比6%,乌克兰占比4%,印度占比3%,巴西占比3%。

在本次调查中,仅有21%的Flash开发者针对主机设备开发游戏。

3)Strategy Analytics最新报告预测,全球LTE智能手机出货量将从2012年的9090万部增长三倍,达到2013年的2.75亿部,其中苹果、三星和LG是最大推动力。

samsung_4G_LTE_smartphone(from careace.net)

samsung_4G_LTE_smartphone(from careace.net)

明年推动LTE技术发展的国家包括美国、英国、日本、中国和韩国,而LTE智能手机的主流供应商将包括苹果、三星、LG、诺基亚、摩托罗拉、黑莓、华为、中兴和Pantech,热门LTE智能手机将包括苹果iPhone 5和三星Galaxy S3。

4)Berg Insight分析师最近预测,2017年将有4.4%的全球媒体广告投入将流向手机平台。

预计在所有网络广告投入中,移动广告将占比15.5%。需要指出的是,这里的4.4%仅单指手机广告,并不包含平板电脑或其他网络设备上的广告。

Mobile-Ads(from banner-advertisement)

Mobile-Ads(from banner-advertisement)

Berg统计2011年移动广告和营销投入为38亿欧元(50亿美元),其中以谷歌AdMob和苹果iAd平台为主。预计这一数据在2017年将增长5倍,达到197亿欧元。

5)RIM最近发布的2013 Q3财季报告指出,该时期公司基于GAAP的净亏损达1.14亿美元,收益为27亿美元。

该季度黑莓智能手机出货量下滑至690万部,同比上一季度减少了50万部左右。与此同时,PlayBook出货量几乎双倍增长。

rim-logo(from gsmnation.com)

rim-logo(from gsmnation.com)

在此之前,该公司首席执行官Thorsten Heins曾表示,公司用户已从7800万增长至8000万,但本次报告指出RIM当前用户仅为7900万。(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)Distimo’s 2012 year in review report analyzes the current state of the Apple App Store, Google Play

Scott Reyburn

App tracking company Distimo released a year-end report today which detailed Google Play’s significant growth in daily revenue, the ability of an app to quickly reach one million downloads and listed the top cross-platform publishers.

The report shows that Google Play showed significant growth in the past fourth months, growing 43 percent in aggregated daily revenue across 20 of the biggest countries. Comparatively, the Apple App Store for iPhone and iPad grew 21 percent in the same time frame. Back in January 2012, the Apple App Store grew 51 percent in estimated daily revenues, with the iPad daily revenue increasing by 71 percent and the iPhone by 40 percent.

Despite Google Play’s impressive growth in the last four months, on a typical day in November 2012 in 20 of the largest countries, revenues in the Apple App Store exceeded $15 million, while Google Play revenues were just below $3.5 million.

Distimo used developer Omgpop’s Pictionary-like game Draw Something as an example of an app that reached one million downloads in a short amount of time — nine days in Draw Something’s case. Distimo found an app that reached one million users even faster in South Korean publisher Naver’s puzzle title Line Pop, which was estimated to reach one million downloads in one day and 1.75 million in 72 hours. Line Pop also generated $1 million in estimated revenue within the first 12 days since launch. In comparison, it took AOL nine years and Facebook nine months to reach the one million user milestone.

Distimo added that a significant uptick in downloads is most common with game apps, which are the most downloaded and highest revenue generating types of apps. However, other genres like entertainment and social apps can generate a lot of downloads as well.

Distimo also found that the amount of revenue coming from in-app purchases increased from 53 percent to 69 percent in 2012, demonstrating the popularity of in-app purchases as a monetization strategy among publishers. There were still successful apps and publishers making money with a one-off fee, premium strategy. On iOS, 35 percent of revenue from the top 10 publishers derived from one-off fees. For example, developer Mojang’s Minecraft – Pocket Edition was a successful app, as well as other top publishers including Electronic Arts, Apple and Gameloft.

Distimo put together a top 10 chart of the highest grossing cross-platform publishers (developer Supercell as the single app store exception), nine of which were gaming companies, with Apple as the lone non-gaming publisher.(source:insidemobileapps

2)Mochi Media says 86 percent of Flash game developers are expanding into mobile (exclusive)

Dean Takahashi

It’s a no-brainer that mobile games are the hottest platform for indie developers. A survey from Flash game services firm Mochi Media reveals that 86 percent of Flash game developers are expanding to mobile platforms.

But 63 percent say that they still develop games for the web to gauge market response and readiness before developing for mobile platforms. (One reason is that it is easier to update web-based games while updates on mobile platforms often require approval from a platform owner.)

The survey, now in its fifth year, is the closest thing to measuring the zeitgeist of the game development industry, particularly the smaller developers who create games for the web with Adobe’s Flash creative tools. Flash is a great enabler of the industry because it lowers the barriers to entry in the business.

When it comes to targeting platforms, developers are spreading their bets equally across iOS and Android (81 percent target iOS, 78 percent target Android). About 76 percent believe they need to make games for as many platforms as possible, including online and mobile.

The developers say that Adobe Air is the most popular method of taking their games to mobile markets. The next most popular means are native coding, or creating an app to run on a particular mobile device, and the Unity 3D export tool.

Developers seem to be having the most pains with marketing. In the survey, 83 percent said they release the game and “hope for the best.” Over time, Mochi says that the phrases “Flash game developer” and “mobile game developer” will go away, to be replaced by “game developer.”

Mochi Media said that about 95 percent of Flash developers said they will continue making games for web browsers. The expansion to mobile has been possible because of better monetization and known best practices across the mobile platforms. App sales and in-game ads continue to mature, and consumers are increasingly turning to mobile devices as a primary game platform.

Game development is also increasingly international. The U.S., United Kingdom, and Canada account for 32 percent of developers. A year ago, the figure was 37 percent, and three years ago it was 58 percent. Sizable developer populations are in Russia (6 percent), China (6 percent), Ukraine (4 percent), India (3 percent), and Brazil (3 percent).

Only 21 percent of the Flash developers said they make games for consoles.

Mochi Media said the next Flash Game Summit — FGS 5: Evolve Your Game — will take place March 24, 2013, at the Julia Morgan Ballroom in San Francisco. The fourth annual survey is based on 1,359 responses from Flash game developers. Mochi Media created the survey with Adobe and FlashGameLicense.com. Here’s a link to last year’s survey story.

Mochi Media has more than 150 million monthly active users and 90,000 games on its browser-based games network. Its development products and services are used on more than 60,000 publisher websites. (source:venturebeat

3)LTE smartphone shipments to hit 275m units next year

by Daniel Gumble

2013 set to be a record growth year for 4G technology.

Global shipments of LTE smartphones are expected to grow threefold to 275 million units next year, marking a record year for 4G technology, according to new research from Strategy Analytics.

Among the firms leading the growth spike will be Apple, Samsung and LG.

Commenting on the forecast for 2013, Neil Shah, senior analyst at Strategy Analytics, said: “We forecast global LTE smartphone shipments to triple from 90.9 million units in 2012 to 275.0 million in 2013. Major countries driving LTE growth next year will include the United States, United Kingdom, Japan, China and South Korea. Multiple operators, such as Verizon Wireless, Everything Everywhere and NTT Docomo, are aggressively expanding their LTE networks. Key vendors leading the push into LTE smartphones will include Apple, Samsung, LG, Nokia, HTC, Motorola, Blackberry, Huawei, ZTE and Pantech. Popular LTE smartphone models will include Apple’s iPhone 5 and Samsung’s Galaxy S3.”

Neil Mawston, executive director at Strategy Analytics, also remarked upon the predictions for 2013 to be a milestone year for 4G technology: “It is clear that 2013 will be the year of 4G,” he said. “LTE smartphone shipments worldwide will exceed a quarter-billion units for the first time. Multiple operators and multiple phone vendors will be launching dozens of LTE models across numerous countries worldwide. LTE has quickly become a high-growth, high-value market that no operator, service developer, component maker or device vendor can afford to ignore.”(source:mobile-ent

4)Study: In 5 years, 4.4% of all ads (not just digital) will appear on a phone screen

By Kevin Fitchard

Mobile ads may be a tough market to crack today, but the analysts at Berg Insight believe it will get sorted out — and in a big way. It estimates that in 2017 4.4 percent of the total global ad spend across all media will be targeted at the phone screen.

We’re not just talking about digital advertising — Berg estimates mobile will be 15.5 percent of the total online ad spend. Rather, we’re talking 4.4 percent of all ads, whether they’re shown on TV, staring at you from a billboard or embedded in a website. What’s more, Berg said it was careful how it quantified “mobile.” Ads you view on tablets or other optimized browsing devices don’t count. This would be strictly adverting and marketing that appears on the mobile phone.

In real numbers, Berg estimated that mobile ads and marketing comprised a €3.8 billion (U.S. $5 billion) market in 2011, dominated by Google’s AdMob and Apple’s iAd platforms. But Berg is predicting that number will grow by a factor of five into a €19.7 billion market in 2017.

“Consumers are currently devoting a quarter of their media consumption time on mobile devices, yet the channel only attracts slightly more than 1 percent of the ad dollars,” Berg Insight Telecom Analyst Rickard Andersson said in a statement.

Of course, five years is a long ways out, and the track record on such long-term prognostication is mixed. But if Berg is right, that’s only good news to a company like Facebook which has found of its traffic and customers moving to mobile platforms but only recently began advertising on the phone.(source:gigaom

5)RIM Reports Fiscal Q3 2013 Results: Net Loss Of $114 Million On $2.7 Billion In Revenue, 6.9 Million BlackBerrys Shipped

Chris Velazco

RIM has just released its fiscal Q3 2013 earnings report, and once against its quarterly results managed to squeak by analysts’ grim forecasts. RIM reported a net GAAP loss of $114 million (equivalent to $0.22 per share) on revenues of $2.7 billion this time around, while the general consensus leading up to the release was that the company would lose $0.35 per share on $2.66 billion in revenues.

BlackBerry smartphone shipments were down this quarter, though that’s really nothing out of the ordinary — with all of the company’s efforts focused on getting BlackBerry 10 in ship-shape before pushing it out the door, there was little effort to release any new BlackBerry 7 hardware. RIM shipped 6.9 million BlackBerrys this quarter, down half a million units from its levels last quarter. Meanwhile, PlayBook shipments nearly doubled in Q3, thanks in large part to the company’s release of a 4G-enabled variant in certain markets.

Putting hardware aside for a moment, analysts have been talking about two key metrics in the days leading up to the release: subscribers and cash position. RIM managed to increase its cash position by over half a million dollars since last quarter, but didn’t fare nearly as well on the subscriber front. Just prior to its last earnings release, CEO Thorsten Heins noted that the company grew its number of users from 78 million to 80 million — this time, the company reported only 79 million subscribers. Perhaps it’s to be expected, but I’m sure no one at RIM was proud of that particular revelation.

At this point, we’re all waiting for RIM to deliver its would-be savior: BlackBerry 10. It won’t be long before RIM’s first BlackBerry 10 devices officially see the light of day, and at this point the leaks are coming hard and fast. After posting a lukewarm teaser to its BlackBerry 10 landing page, RIM was probably surprised to see its first all-touch BB10 smartphone photographed in extraordinary detail by Vietnamese gadget forum Tinhte.vn. Meanwhile, a recently posted image from the venerable EvLeaks seems to have given the oft-photographed device a name — it’s expected to be called the BlackBerry Z10 when it makes its official debut.(source:techcrunch


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