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发布时间:2013-02-05 11:03:49 Tags:,,


该游戏植入了多种竞争型街赛模式,展示了来自宝马、本田、Dodge和福特等多家公司的汽车。这款游戏由Kabam不久前收购的加拿大工作室Exploding Barrel Games开发(游戏邦注:该工作室拥有大量竞速游戏开发者,创始人及首席执行官Scott Blackwood之前是EA执行制作人,曾参与制作《极品飞车》等多款游戏。)



Kabam去年与华纳兄弟互动娱乐合作发行的手机游戏《The Hobbit: Kingdoms of Middle-earth》已成为Kabam史上发展最迅速的游戏,上线2个月即跻身50个地区的iOS App Store应用收益营收榜单前十名;Kabam与派拉蒙影业合作推出的《The Godfather: Five Families》也已成为Kabam旗下月收益超过100万美元的7款游戏之一。


facebook hardcore game(from

facebook hardcore game(from

由于许多休闲玩家正转向移动平台,开发者也随之转战其他平台,目前Facebook平台的社交游戏市场表现呈现下滑趋势。Facebook首席执行官Mark Zuckerberg也承认公司在2012年游戏收益下降了20%。

3)网络分析公司StatCounter最新数据显示,全球有四分之一以上的移动网络流量来自苹果设备,而去年1月份以37.67%网络流量称雄移动平台的诺基亚今年却已退居三星之后,排名第三(游戏邦注:StatCounter仅统计手机及iPod Touch这种小型移动设备的数据,并不包括平板电脑网络流量)。








鉴于第三人称射击游戏《Resident Evil 6》销售疲软,以及动作RPG《Monster Hunter 4》延迟到2013年夏季发布,Capcom降低了该财年整个收益预期,预计2012财年利润为65亿日元(7700万美元),低于原先预期的98亿日元(1.161亿美元);收益为935亿日元(11亿美元),低于原先预期的1050亿日元(12亿美元)。


size of the chinese mobile game market(from pocketgamer)

size of the chinese mobile game market(from pocketgamer)

Sino Market Insight预计2015年中国移动游戏市场规模将达100亿元人民币,而艾瑞咨询所预测的这一数据高达22亿美元(135亿元人民币)。

艾瑞咨询估计2013年该市场规模将达52亿元人民币,同比2012年增长63%。而Sino Market Insight所统计的起点更高,认为该市场规模在2011年已达36亿元人民币,这一数据是中国游戏行业报告的两倍左右。(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)Kabam announces Fast & Furious 6 mobile game

Emanuel Maiberg

Kabam today announced it will develop a free-to-play Fast & Furious 6 mobile game to release alongside the movie May 24. The game will feature various competitive street racing modes with cars from such manufacturers as BMW, Honda, Dodge and Ford.

The announcement comes the morning after Super Bowl XLVII, during which the first trailer for the Fast & Furious 6 movie aired.

Kabam is developing the game in its newly acquired Vancouver, Canada studio, Exploding Barrel Games, which is staffed by developers with experience in the racing genre. Exploding Barrel Founder and CEO Scott Blackwood, who will head the project, previously worked as an Executive Producer at Electronic Arts, contributing to many Need for Speed titles as well as the Skate series.

Recently, Kabam has seen a lot of success in games based on popular movies. Last year Kabam and Warner Bros. Interactive Entertainment partnered to co-publish The Hobbit: Kingdoms of Middle-earth for mobile devices. The game became the fastest growing title in Kabam history, becoming one of the top ten grossing apps on iOS in 50 countries in two months. Kabam’s The Godfather: Five Families, which is developed in partnership with Paramount Pictures, is one of seven Kabam games that grosses more than $1 million per month.(source:insidesocialgames

2)Facebook will target core gamers in 2013

By Mike Rose

Social games on Facebook aren’t performing as well as they used to, with numerous developers now favoring mobile over browser games. But now Facebook is looking to target a new demographic: core gamers.

According to Reuters, over the course of the next 12 months Facebook is backing the launch of 10 hardcore-focused games on the social network as it looks to cater for an audience that has up to this point not been hugely interested in the social games that Facebook has had to offer.

Currently, social game performance on Facebook is in decline, as more casual gamers make the switch to mobile devices and, in turn, developers follow suit. Facebook CEO Mark Zuckerberg admitted late last year that his company’s game revenues declined by 20 percent in 2012.

With hardcore titles like the upcoming sci-fi combat game ChronoBlade (pictured), Facebook hopes to counteract this decline with a fresh new audience.

Sean Ryan, head of game partnerships at Facebook, explained, “You’ll see a whole set of games hitting in the next two quarters in particular and throughout the year that really start to redefine what people think of Facebook games.”

Facebook wants to embrace first-person shooters, MMO, real-time strategy games, and other such genres that appeal to the core audience, added Ryan.

Of course, Facebook is also trying to get in on the mobile games act, although that particular avenue isn’t proving too successful for the company at present. (source:gamasutra

3)Apple becomes ‘most popular mobile vendor’ in global internet usage

John Koetsier

More than a quarter of global internet traffic on mobile devices went through Apple devices as Apple led all mobile vendors for the first time in January 2013, according to web analytics company StatCounter. Nokia, which had been tops with 37.67 percent in January 2012, dropped to third as Samsung also broke past the declining Finnish company.

But in spite of its strong showing, it’s not all sweetness and light for Cupertino. Apple’s share is not growing — anymore — so much as Nokia’s is falling.

“It’s good and bad news for Apple,” Aodhan Cullen, CEO of StatCounter, said in a statement. “Apple has been handed the number one spot despite its falling usage share. A decline in Nokia usage from January 2012 to January 2013 means the Finnish company ceded the top spot to Apple.”

Who really is growing?

Well, public enemy number one from Apple’s point of view — the company that Apple legal has been almost exclusively focused on for the past couple of years — Korea’s Samsung.

“Samsung, in contrast to Apple, has seen an increase in its usage share since January 2012,” Cullen added.

Apple’s share of mobile internet traffic actually dropped from 28.67 percent in January 2012 to 25.86 percent in January 2013, while Samsung’s grew from 14.84 percent to 22.69 percent.

Nokia’s, meanwhile, had dropped from 37.67 percent to 22.15 percent.

One very important caveat: iPads not included StatCounter, which is used on over three million websites and sees 15 billion web pageviews a month, the company says, does not count tablet web traffic in its mobile internet stats, only phones and pocket-sized mobile devices like iPod Touches.

That hurts Apple, which has traditionally had stronger share in the tablet market than it does in the smartphone market, since iPads so very frequently absolutely dominate the web traffic share stats for tablets. In fact, one study in December said that for every 100 web pageviews on an iPad, a Kindle gets 5, a Galaxy gets 3, and a Surface gets 0.22.(source:venturebeat

4)Capcom digital revenues up 39.2 percent year-over-year to $536.1M

Scott Reyburn

Capcom today saw increased revenue and profit in the first nine months of the 2012 fiscal year that ended Dec. 31, 2012, reporting net sales of 72.7 billion yen ($780.5 million), up 44.6 percent from the same term last year. Profit more than doubled, with a 104.9 percent increase from 3.2 billion yen ($34.8 million) the Japanese gaming company made in the same term last year to 6.6 billion yen ($71.3 million) in Q3 2012.

On Capcom’s digital front, the company revealed that cumulative registered social game users in Japan surpassed 7.2 million. Digial standouts for Capcom included Mobage title Minna to Monhan Card Master, which was released last year, continued to maintain steady sales. Resident Evil: Outbreak Survive on GREE’s platform achieved more than two million registered SNS members by steadily gaining new users. Mobile game developer and publisher Beeline’s Smurfs’ Village remained strong, continuing to “record long-term, stable sales,” while Smurf Life, which launched in Dec. 2012, was “off to a good start.”

Capcom’s digital content business, which included console, mobile and social games businesses, recorded 49.7 billion yen ($536.1 million) in revenue, up 39.2 percent year-over-year.

Operating income was 7.3 billion yen (78.6 million), up 0.2 percent from the same term last year.

Due to weakened sales of third-person shooter Resident Evil 6 and the delay of action RPG Monster Hunter 4 for Nintendo 3DS to summer 2013, Capcom lowered its forecast for the fiscal year ending March 31, 2013. Capcom cut 3.3 billion yen ($39 million) from its estimated profits for the term. The company now estimated 6.5 billion yen ($77 million) in profits for the 2012 fiscal year, down from the original estimate of 9.8 billion yen ($116.1 million), and revenue of 93.5 billion ($1.1 billion), down from 105 billion yen ($1.2 billion).(source:insidemobileapps

5)Chart of the Week: Predicted sizes of the Chinese mobile game market

by Jon Jordan

There’s nothing wrong with predictions, at least as long as those doing the predicting understand they’re highly likely to be wrong.

It’s a subject we’ve returned to regularly over the years in the context of the various companies who predict the size of the mobile games market.

Our current interest, however, is the size of the Chinese mobile game market.

Three-way disagreement

Three organisations have recently provided some figures.

Less predicting than stating, the China Games Industry Report said sales of mobile games during 2012 were RMB 3.2 billion, up 91 percent on 2011.

Alternatively, iResearch and Sino Market Insight have had a bash a predicting the size of the market in 2015.

As can be clearly seen, both have ‘gone high’, with Sino Market Insight expecting sales of RMB 10 billion and iResearch $2.2 billion (around RMB 13.5 billion).

Higher, higher

iResearch also reckoned the market would be RMB 5.2 billion in 2013, which would require annual growth of 63 percent from the ‘official’ 2012 figures – certainly not impossible.

Interestingly, though, Sino Market Insight starts from a much higher baseline, suggesting the market size in 2011 was RMB 3.6 billion, more than double the figure provided by China Games Industry Report.

You can purchase Sino Market Insights’ China Mobile Game Industry Report, 2012-2015 for €1,449 here.(source:pocketgamer