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每日观察:关注美国移动游戏玩家ARPU等消息(4.19)

发布时间:2013-04-19 10:56:25 Tags:,,

1)据Pocketgamer报道,最近有传闻称谷歌正准备开发专属于Android游戏,集内置聊天、游戏大厅、积分排行榜和成就管理为一体的系统,即Android版本Game Center。

Android Police发现即将问世的Google Glass衍生应用MyGlass的APK中含有一个“游戏”文件夹,其中包含暗示着即时多人模式、回合制多人模式,内置聊天、成就管理、积分排行榜、邀请系统和游戏大厅等元素。

Game-Center-for-Android(from thegeeksclub.com)

Game-Center-for-Android(from thegeeksclub.com)

至于这一传闻究竟是否属实,可能要下个月Google I/O 2013大会开幕才能知晓。

2)市场调研公司Interpret最近数据显示,平均每名美国智能手机/平板电脑游戏玩家每月在游戏应用上的投入仅为92美分,在游戏内置道具上的每月平均消费额仅为79美分。

这一群体在游戏上的投入远低于免费MMO游戏群体(平均每月为3.25美元),订阅MMO游戏玩家(平均每月为4.25美元),以及传统零售家庭主机游戏用户(平均每月为10.4美元)。

需要指出的是,美国有4800万平板电脑和智能手机游戏玩家,超过PC平台免费MMO玩家(2300万)的两倍。

monthly ARPU(from interpret)

monthly ARPU(from interpret)

移动游戏的付费用户转化率不容乐观,在过去6个月中,仅有47%美国移动游戏玩家购买一款游戏应用,仅有21%曾付费购买游戏内置道具。而在此期间,却有75%的传统游戏玩家购买实体主机/PC游戏。

3)据pocketgamer报道,战略顾问Benedict Evans最近发布谷歌发展数据指出,谷歌平板电脑Nexus 10面世5个月之久,至今销量不足100万部(游戏邦注:Nexus 10制造商三星至今未公布任何官方数据)。

Nexus 10(from pocketgamer)

Nexus 10(from pocketgamer)

而为谷歌制造Nexus 7的华硕则透露,2012年下半年其平板电脑销量为535万部,基于基于谷歌品牌的设备很可能占据多数份额。

Benedict Evans使用谷歌开发者的数据调查多少Android用户使用Nexus 10,结果发现这一比例仅占0.1%;全球Android用户约为6.8亿,这意味着使用Nexus 10的用户约为68万。

Evans指出,这里的0.1%,实际上是0.149%,如果按照0.149%这一数据来算,Nexus 10用户应该是101万左右。

值得注意的是,苹果iPad仅在2012年第四季度就创造了2290万销量,即使是微软Surface至今销量据称也超过了150万台。

4)据insidemobileapps报道,Android游戏公司Animoca最近发布的Android平板电脑用户数据显示,在公司用户中最受欢迎的5款平板电脑中,有4款采用7英寸屏幕,三星设备占据第一和第二席位(游戏邦注:调查数据取自在2月18至3月20日使用平板电脑玩过Animoca游戏97.8万名用户)。

samsung-galaxy-tab-2(from tablethype.de)

samsung-galaxy-tab-2(from tablethype.de)

三星Galaxy Tab 2 7(包括p3100和o3113)占比11.8%,三星Galaxy Tab 2 10.1占比8.3%,亚马逊Kindle Fire设备排名第三和第四,其只标准款Kindle Fire占比7.5%,Kindle Fire HD占比4.9%,华硕推出的谷歌Nexus 7则占比3.8%。(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)Rumour: Google to introduce Game Center-like support for real-time and turn-based multiplayer soon

by Matthew Diener

One of the biggest differences between iOS and Android gaming is Android’s lack of a proper answer to Game Center.

Now, it looks like Google is poised to introduce its own way of managing in-game chat, lobbies, leaderboards, and achievements for Android gamers.

Android Police stumbled onto this find during a recent teardown of the APK of MyGlass, the upcoming Google Glass companion app.

Apparently, the Glass team accidentally shipped the full suite of Google Play services along with their new app.

Achievement unlocked

Buried in the APK was an attention-grabbing “Games” folder, which includes files that appear to indicate upcoming support for real-time multiplayer, turn-based multiplayer, in-game chat,
achievements, leaderboards, invitations, and lobbies.

In short – everything that Game Center offers and what Android Gamers have been hoping for.

If this rumour proves true, it would be a tremendous boon both for developers and gamers alike. Hopefully we’ll learn more about this next month at Google’s I/O 2013.(source:pocketgamer

2)Hold on, mobile gaming monetization ain’t as easy as it looks

Dean Takahashi

Mobile gaming is taking off, and studios like Supercell, which revealed a $130 million funding round yesterday, are making everyone envious.

But market researcher Interpret has published a report today that reveals numbers that would scare a mobile-game developer. The latest data in its semi-annual global GameByte study shows
that the average gamer on smartphones and tablets spends only 92 cents a month on full game apps and only 79 cents a month on mobile in-game items.

That is significantly lower than the $3.25 a month spent on free-to-play massively multiplayer online games, the $4.25 a month spent on subscription MMO games, or the $10.40 a month spent by players on traditional retail home console games.

“In the U.S., 48 million people are actively engaged in smartphone and tablet gaming, more than double the 23 million playing free-to-play MMOs on PC,” said Jason Coston, a senior analyst
at Interpret. “But the average spend is so much weaker for mobile games that the two business models generate comparable revenues.”

Mobile games also face an uphill battle in converting players into paying users. Only 47 percent of U.S. mobile gamers paid for a full game app over six months, and only 21 percent paid for
in-game items. By contrast, 75 percent of traditional gamers paid for a physical console or PC game in the same period.

The challenges facing mobile gaming extends to countries abroad, where microtransactions are popular. China, where console games are banned, sees about half as much spent on virtual items per mobile player as per free-to-play player. The situation is similar in South Korea.

“The mobile-game market may be a pretty big cookie jar,” said Coston, “but the neck is rather narrow, the cookies are small, and there are a lot of hands trying to reach into the jar.” (source:venturebeat

3)Has Google sold less than 1 million Nexus 10s?

by Keith Andrew

Five months after rolling out in the US, UK and other major territories, Google’s Nexus 10 could well have sold less than 1 million units to date.

That’s according to freelance strategy consultant Benedict Evans, who has made said calculation based on Google’s development data, owing to the fact Nexus 10 manufacturer Samsung is yet to publish any official sales figures.

Bigger is better?

Evans refers to the fact that Asus, which manufacturers the smaller Nexus 7 for Google, disclosed tablet sales of 5.35 million in the second half of 2012, with the Google-branded device likely to account for the bulk.

Using both the Nexus 7 and Nexus 10′s screen profiles – which he describes as “relatively uncommon” – he then took a look at Google’s developer data to ascertain just how many Android
users are accessing the OS using the Samsung tablet’s “xlarge XHDPI” display.

The Nexus 10 launched in November 2012

The Nexus 10, he concludes, accounts for 0.1 percent of Android’s base, which he pegs at around 680 million worldwide. As such, that would mean there are around 680,000 Nexus 10s being used the globe.

“Rounding obviously applies to both of those numbers – ’0.1 percent’ could actually be ’0.149 percent’, which would be 1.01 million,” notes Evans.

“I don’t believe there are any other devices on sale using either screen profile, but if there were that would obviously push the Nexus numbers down.”

The rest of the pack

Evans adds that such a figure would compare unfavourably to Apple’s iPad sales, which hit 22.9 million during the quarter ended 29 December 2012 alone, and even Microsoft’s Surface, which is rumoured to have amassed sales of at least 1.5 million to date.

Microsoft, however, is yet to make any figures public, though production was reportedly ramped up when demand for the Surface Pro outstripped supply.

Of course, tablets failing to make a mark in a market dominated by iPad is no new story. As many of rivals will attest, the tablet sector is not only led by Apple and its iPad, but defined
by it.

Early on, HP’s TouchPad and Motorola’s much-hyped Xoom failed to dent Apple’s share one jot, while even Samsung’s Galaxy Tab range – believed by many to be the nearest challenger to Apple – still struggles to steal iPad’s thunder, even today.(source:pocketgamer

4)Animoca: 7-inch tablets dominate the Android tablet market, Samsung the leading manufacturer

Scott Reyburn

Animoca logoAndroid-focused mobile game developer and publisher Animoca today released Android tablet data gathered from its network of users, which showed that four of the five most used tablets were of the 7-inch screen variety, and Samsung devices were the first and second most popular tablets overall.

The Samsung Galaxy Tab 2 7 (includes p3100 and p3113) took an 11.8 percent share and the Samsung Galaxy Tab 2 10.1 grabbed an 8.3 percent share. Amazon’s Kindle Fire devices also faired
well, coming in at the No. 3 and No. 4 spots, with a 7.5 percent share for the standard Kindle Fire and a 4.9 percent share with the HD model. Another notable tablet was Asus’ Google Nexus 7, which generated a 3.8 percent share.

Beyond the No. 7  spot, the remaining tablets each claimed less than a one percent market share. So, given an error margin of 0.1 percent and the slight differences between the No. 8 tablet onward, Animoca says it couldn’t be sure of the correct ordering.

Developers should be creating mobile apps made for their target audience, and knowing which devices to develop for like tablets, in terms of screen size, hardware specifications, and platform market share, is important.

Animoca previously released similar data that analyzed for most used devices on its network, taking a look at the top Android smartphones in markets like the U.S., Japan, Singapore, Hong
Kong and India.

The Hong Kong-based game company collected data for this report from 978,000 users worldwide who used Google Play and played an Animoca game on a tablet device between February 18 to March 20.(source:insidemobileapps


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