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:关注亚马逊Appstore热门应用类型(3.20)

发布时间:2013-03-20 10:57:30 Tags:,,,

1)Juniper Research最近预计2016年平板电脑游戏玩家将在游戏内置消费中投入30.3亿美元。

Juniper预测多数平板电脑游戏收益来自远东和中国市场,这一地区所占收益将近75%。

gaming reveune(from juniper research)

gaming reveune(from juniper research)

北美游戏内置消费收益排名第二,西欧排名第三,而其他地区所占比例几乎可以忽略不计。

2)socialgamesobserver最近调查结果显示,Facebook社交游戏玩家多为女性,年龄介于19-25岁;在这一群体中最热门的游戏是《Candy Crush Saga》,但各个国家/地区的具体情况则有所不同。

美国的一般社交游戏玩家是女性,但平均年龄为46岁以上,这一群体最热门的游戏是《FarmVille 2》,月活跃用户将近500万。

Age-Distribution-US(from socialgamesobserver)

Age-Distribution-US(from socialgamesobserver)

巴西的一般社交游戏玩家则是19-25岁的女性用户,其中最热门的游戏仍是《Candy Crush Saga》,月活跃用户超过43万。

印度尼西亚的一般社交游戏玩家则是男性,年龄介于19-25岁,但其中最受欢迎的是博彩游戏《Texas HoldEm Poker》,月活跃用户达220万。

Indonesia-Gender-Distribution(from socialgamesobserver)

Indonesia-Gender-Distribution(from socialgamesobserver)

欧洲社交游戏玩家也多为女性,年龄介于26-35岁;其中德国社交游戏玩家男女比例较为均衡,女性仅略多于男性,最热门的游戏是《FarmVille 2》。

3)据insidesocialgames报道,Kabam日前宣布任命Mike DeLaet公司全球业务开发高级副总裁。在此之前,DeLaet曾担任Sprint Nextel Corp业务开发及游戏高级经理,从2009年开始加入Glu Mobile并担任全球发行高级副总裁。

DeLaet在Kabam将向公司首席运营官述职,监管公司与亚马逊、苹果、Facebook、谷歌和微软之间的合作伙伴关系。

4)据pocketgamer报道,Zynga游戏总裁Steve Chiang在最近采访中表示,他认为平板电脑极可能成为终极游戏平台。

他自称每天晚上睡觉前,起床后都要玩平板电脑,他表示Zynga今年将把大量Ville游戏投入到平板电脑。

FarmVille 2(from kotaku.com)

FarmVille 2(from kotaku.com)

Chiang解释称,小部分硬核玩家并非Zynga追求的目标,他们希望制作像硬核游戏那样具有深度和高质量视觉效果,但却可以短时间体验的游戏,以便吸引中核玩家。

5)移动应用分析公司App Annie最近宣布添加针对亚马逊Appstore的分析数据,该数据表明亚马逊平台的顶级应用与Google Play极为不同。

亚马逊付费应用榜单前10名均为游戏产品,其中包括三款迪士尼作品:《Where’s My Water》以及两款基于《Temple Run》的游戏。

Amazon US overall(from App Annie)

Amazon US overall(from App Annie)

Mojang热门游戏《Minecraft》在Google Play和亚马逊Appstore均位于榜单之首,但Google Play美国前10名热销榜单中实用型软件占据了7个席位。

从免费榜单情况来看,Google Play中的社交应用、通信应用占据主流:Facebook排名第一,Instagram位居第三,Facebook Messenger排名第五,Skype和Twitter位居第八和第九。而在亚马逊免费榜单上,Facebook仅勉强位居第十名,其他社交网站或通信应用则远远落后于此。

6)据venturebeat报道,游戏发行商EA在去年已被《消费者》评为“美国最糟糕的公司”,今年该公司不幸再度当选。

去年EA获得差评的原因包括,许多投票用户认为EA收购小型竞争者的举措,最终都只会让后者走向没落,还有许多玩家抱怨该公司的收费政策不合理(游戏邦注:例如Project Ten Dollar,要求购买二手游戏的玩家付费获得多人模式等核心功能)。

EA-Logo(from ijailbreak.com)

EA-Logo(from ijailbreak.com)

而今年EA再获差评的原因则与3月5日发布的新版《模拟城市》关系紧密,这款游戏要求持续的网络连接,这意味着购买到游戏的玩家如果断网了就无法玩游戏,并且这一功能还导致EA服务器超载,导致玩家在发布头几天无法访问游戏。

EA让该游戏采用连网方式,是为了让玩家购买可下载内容,而EA的数字下载服务Origin上已经推出了许多不同的城建游戏销售内容。此外,粉丝坚信是EA强迫开发商Maxis将《模拟城市》设计为在线游戏,以便打击盗版及最大化游戏内置消费额,尽管Maxis否认了这种说法,但玩家仍然抱有这种成见。(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)Chart of the Week: Asian in-app purchase revenues set to dwarf the west’s by 2016

by James Nouch

Juniper Research has predicted that tablet gamers will spend $3.03 billion on in-game purchases in 2016.

The research firm announced this gargantuan figure to publicise its Mobile & Tablet Games report, but now the company’s also unveiled a graph that describes the geographic spread of that IAP spend.

Interestingly, however, Juniper expects the vast majority of this tablet gaming revenue to come from the Far East and China, with its share of the $3 billion total nearing 75 percent.

Juniper claims North America will be the second largest source of in-game purchase revenue – albeit a very distant second.

Western Europe takes third place, while other regions will account for an almost negligible proportion of the total spend.(source:pocketgamer

2)Who’s Playing What? The Average Social Gamer Around the World

By Camilla Noon

Using metricsmonk, the Facebook and Mobile analytics service, Social Games Observer takes a look at the demographics of the average gamer in four countries around the world.

The average Facebook social gamer falls into the category of female and aged between 19 and 25.  The most popular game around the world played by this “average user” segment is Candy Crush Saga.   When filtering down to the average player in a handful of countries, the demographics are not always the same.  Let’s take a look at the average player in various countries and the top games they are playing.

Social gaming is traditionally thought to be played by a majority of female users and whilst the vast majority of our study finds this to be true, some countries show a male-dominated demographic.

In the United States, we see that the average gamer is female but falls into the +46 category which is surprisingly older than the global average. Female gamers aged +46 see their most popular game as FarmVille 2 – with almost 5M monthly active users (MAU).

Chart Showing The Age Distribution in the United States

A look southwards towards Brazil, the country emerging as a new big social gaming fan sees their average user fit the global average user criteria – female, 19-25. This demographic also shows the top game as Candy Crush Saga with over 430.000 MAU in Brazil.

A look across to Asia shows that the average user in Indonesia breaks the mold.  Here, the average is male and aged between 19 and 25.  This average user here also steers away from the usual classic social genre, instead going for the social gambling genre, with 2.2M MAU favoring Texas HoldEm Poker.

Pie Chart Showing Gender Distribution in Indonesia

A look lastly at Europe shows on average a slightly older demographic of social gamers.  Many countries show the average user also to be female, but between the ages of 26 and 35.  A look at Germany shows that the gender spread to be fairly even, with female gamers just edging on the majority. The most popular game is FarmVille 2.(source:socialgamesobserver

3)Mike DeLaet is Kabam’s new head of worldwide business development

Mike Thompson

Mobile social developer Kabam today announced Mike DeLaet has been brought on board to serve as Senior VP of Worldwide Business Development.

DeLaet comes to Kabam after serving as the Senior VP of Global Publishing at Glu Mobile since 2009. Before that, he was the Senior Manager of Games and Business Development at Sprint Nextel Corp.

According to a company statement, DeLaet will report to Kabam COO as he oversees the company’s business partnerships with companies like Amazon, Apple, Facebook, Google and Microsoft. This is definitely an area of expertise for DeLaet, who led Glu’s expansion into Asia with hirings in several countries and localized launches of the company’s games.

This latest hire highlights how bullish Kabam is about pursuing an international audience. Although Kingdoms of Camelot: Battle for the North is one of the top-grossing iOS games, several international markets (especially Asia) are considered untapped gold mines for developers simply because there is such a huge demand for new content by a truly massive audience.(source:insidesocialgames

4)Zynga: In the midst of the mobile land grab, tablets have become the ‘ultimate games platform’

by Keith Andrew

It’s the kind of statement we’re more used to hearing from the likes of Supercell in recent months, but according to Zynga, tablets are fast becoming “the ultimate games platform.”

That’s according to president of games Steve Chiang, who detailed Zynga’s plans for the months and years ahead in an interview with GamesIndustry.biz, painting the picture of a firm very much in transition.

“I think the tablet’s becoming almost the ultimate game platform,” detailed Chiang.

“I play before I go to bed, and when I wake up, I play on my tablet. Imagine FarmVille 2 on a tablet – you can see the detail on a bigger farm and be able to manipulate things, getting a full experience on a tablet. We announced in the earnings call that FarmVille 2 is coming to mobile, and tablets.

“I expect a number of our ‘Ville games to come to tablets in 2013.”

Farmville 2 on Facebook

Midcore matters

It’s no secret that things have been less than rosy at Zynga during the last year or so, with notable departures and losses triggered by a declining userbase adding to the woes.

As such, Zynga has recently looked to expand beyond its casual base, with Chiang casting light on the publisher’s assault on the ‘midcore’ gamer.

“The reason why we call it midcore is there’s a hardcore gaming audience, and that’s not really our target,” he added.

“We don’t want a small number of players. We’re trying to capture all the depth and the visuals and the mechanics of a more core game, but make it simpler to play in shorter sessions. I don’t know what we’re going to be able to achieve with midcore, but certainly our goal is to expand the audience.”

‘Land grab’

This march on the midcore is happening during what Chiang claims is still a “land grab in mobile”, with everybody trying to secure their base before it plateaus.

“Over time we’ll start to see better and better experiences, and we’ll start to see brands mean more, because there’s too many choices,” said Chiang of mobile gaming.

“It becomes like picking shoes in a store; are you getting Nike or Adidas? At some point you’ll just be more loyal to one brand than the other, and that’s the game you’re going to try.

“It’s this golden time of gaming. I think we say that at different times, at different cycles, but with the ubiquity of mobile and the constant connection there’s going to be so many different experiences.

“With touch, there are very different types of games and experiences as gamers that we haven’t seen. I think that’s more fun than seeing the tenth version of another game.”(source:pocketgamer

5)App Annie launches Amazon Appstore analytics: Amazon is all about fun, Google is all about utilities

John Koetsier

Mobile app analytics source App Annie announced today that it is adding Amazon Appstore statistics to its existing Google Play and iOS analytics solutions.

And what the data shows is that the top apps on Amazon are very, very different than Google Play.

All of Amazon’s top 10 paid apps are games, including three Disney titles: Where’s My Water and two versions of the super-popular Temple Run app (Oz and Brave). And while Mojang’s popular Minecraft game is near the top in both stores, the key difference is that Google Play’s top 10 selling apps include seven utilities, including Swiftkey Keyboard, the top-selling app in the U.S.

When it comes to free apps, social networking and communications apps dominate Google Play: Facebook is the top app, Instagram is at number three, Facebook Messenger is at five, and Skype and Twitter are at eight and nine. On Amazon, Facebook barely cracks the top 10, and no other social networking or communications tool comes close.

One of App Annie’s goals, of course, is to show developers where the big opportunities are. Based on the early returns, the main thing Amazon customers want from the company’s app store is games.

Analytics for the Amazon Appstore are important, since Amazon’s Kindle family is almost certainly the best-selling Android family of tablets in the world. Amazon doesn’t release Kindle sales statistics, but the Kindle Fire HD 7-inch dominates web use by Android devices, and ABI Research has calculated the total number of Kindle tablets in the market as of January as up to 12.5 million.(source:venturebeat

6)EA up for Consumerist’s Worst Company in America (again)

Jeffrey Grubb

Last year, consumers voted publisher Electronic Arts the worst company in America. The game publisher is one of the favorites to win the tournament this year, but no Golden Poo winner (that’s the actual trophy) has ever repeated in The Consumerist’s big tournament.

Each year, The Consumerist — a blog run by Consumer Reports — holds its pro-customer take on the March Madness NCAA basketball competition. It creates a giant bracket that pits businesses against one another and then asks the public to vote on which one is worse.

EA won the previous tournament on the strength (weakness?) of its tendency to purchase smaller competitors only to shut them down or stamp out what makes them special. Many gamers also complained about the publisher’s habit of hitting customers with fees, like Project Ten Dollar, which charges customers who buy used games to access core functionality, like multiplayer.

Yesterday, EA chief executive officer John Riccitiello announced he will step down on March 30. The Golden Poo probably didn’t influence Riccitiello’s decision.

For this tournament, the publisher will face stiff competition from Walmart, Bank of America, and Carnival. The cruise line is coming off a public-relations nightmare in the form of the “Poop Cruise,” which had its passengers defecating into buckets after the ship they were on began to break down mid-journey.

Despite that competition, it’s hard to see EA losing this one. A vocal group of customers oppose nearly every decision the company makes, and now they have a single product to rally around in SimCity.

We’ve documented the city-management game’s many difficulties since its March 5 launch. SimCity represents just about everything that consumers dislike about major game publishers.

SimCity requires a constant connection to the Internet. That means people who buy it can’t play it when they are on the train or if their connection is down. This functionality also overloaded EA’s servers, and players couldn’t access the city-builder for the first several days.

EA also wants SimCity online so that it’s easier to sell downloadable content to consumers. It already has a variety of different building types for sale through EA’s digital-download service Origin.

Finally, the perception among fans is that EA forced developer Maxis to design SimCity as an always-online game to fight against piracy and maximize in-game purchases. Maxis denies that claim, but the perception remains.

All of these issues build on what put EA over the top in the Worst Company in America tournament last year.

Of course, it’s not all bad. Even after winning the Golden Poo in 2012, the publisher went on to earn the highest average review score for any game publisher last year. Also, this is a poll on the Internet and doesn’t reflect the full reality of consumer sentiment.(source:venturebeat


上一篇:

下一篇: