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2013年第一季度平板电脑出货量(5.4)

发布时间:2013-05-04 12:36:21 Tags:,,,

1)archify平台最近针对2000名网络用户的调查结果显示,多数用户一年至少有6.5天(156小时)用于上网搜索内容。

但有75%用户无法找到之前浏览过的页面,41%表示遗忘之前所浏览页面会导致他们无法进行网购。

81%年龄介于16-34岁的用户至少使用两种设备搜索内容,而45岁以上用户的这一比例仅为44%。PC仍是用户的主要网络搜索设备,而在16-24岁群体中,有20%受访者更常使用手机搜索内容。

happy-internet-user(from superb.net)

happy-internet-user(from superb.net)

38%受访者一天至少进行10次独立搜索,10%用户一天搜索至少25次。男性更经常通过书签搜索内容(62%),而女性用户的这一比例则是57%。

2)据insidesocialgames报道,Zynga日前宣布将向移动平台发布最新硬核游戏《Solstice Arena》。

Solstice Arena(from solsticeareana.com)

Solstice Arena(from solsticeareana.com)

这款多人竞技游戏出自A Bit Lucky团队(游戏邦注:曾开发《Lucky Train》和《Lucky Space》,但这两款Facebook游戏已在2012年9月关闭,Zynga在同一时间收购了该工作室,A Bit Lucky则并入Zynga旧金山团队,并继续开发新游戏《Solstice Arena》)之手,将以英雄战斗为核心,鼓励玩家进行战略思考,其中包含持续的角色发展,并允许玩家购买美化角色的定制选项。

3)手机游戏公司Glu Mobile最近发布财报显示,第一季度基于非GAAP的智能手机收益为1710万美元,比去年第四季度(1850万美元)下降7.6%,比去年第一季度(1740万美元)下降1.7%。

glu-earnings-q1-2013(from Glu)

glu-earnings-q1-2013(from Glu)

iOS和Android平台在其智能手机业务收益中占比91%,略低于去年第四季度的水平(92%)。

2013年第一季度Glu总收益为1900万美元,比去年同期(2160万美元)下降12%,比去年第四季度(2080万美元)下降8.7%。非GAAP营业亏损为220万美元,去年同期则是2.3万美元,去年第四季度则是250万美元。第一季度Glu基于非GAAP的净亏损为230万美元。

user metrics(from Glu)

user metrics(from Glu)

该时期Glu日活跃用户(DAU)增长至390万(去年第四季度为350万),月活跃用户(MAU)也从上一季度(3480万)增长至4010万。

2013年第一季度Glu日活跃用户平均收益(ARPDAU)为6.4美分,略低于上一季度时的6.7美分。MAU付费用户转化率仍保持在0.7%的水平。ARPDAU最高的产品仍然是《The A List》(8.3美分)这款女性游戏,其付费转化率也高达1.2%。

conversion metrics(from Glu)

conversion metrics(from Glu)

Glu预计今年第二季度基于非GAAP的智能手机收益将介于1520万至1620万美元,整个2013财年的智能手机收益将达8000万至8400万美元。

财报公布后Glu股价下跌7美分,降至每股3.01美元左右,公司市值为2.005亿美元。

4)IDC分析师Sameer Singh最近报告显示,苹果在全球平板电脑市场份额已从2012年第二季度的60%,跌至第三、第四季度以及2013年第一季度的40%左右。

ipad_or_other_tablets(from gadgetsin.com)

ipad_or_other_tablets(from gadgetsin.com)

虽然苹果在2012年第一季度的平板电脑销量比Android设备多1180万-800万部,但在今年第一季度Android平板电脑销量却超过了苹果2780万-1950万部。

Singh还指出在通常情况下,由于苹果发布新产品,iPad在第二季度出货量通常会出现强劲增长,但从目前形势来看,今年第二季度iPad出货量将出现下滑。

5)Strategy Analytics第一季度报告显示,Windows 8平板电脑在第一季度出货量达300万部,微软在全球平板电脑市场份额中已占比7.4%(去年同期微软在平板电脑市场甚至还没有立足之地)。

windows 8 tablets(from gizmag.com)

windows 8 tablets(from gizmag.com)

第一季度全球平板电脑出货量达4060万部,同比上年增长117%。

苹果第一季度平板电脑出货量为1950万部,市场份额为48.2%,Android平板电脑出货量为1760万部,占比43.4%。苹果的领先优势有所下滑,去年市场份额为63.1%,而Android去年仅占比34.2%。

6)Pocketgamer最近布图表显示,亚洲两大手机游戏平台分别是LINE以及Kakao Talk,但Kakao Talk目前用户为8900万,而LINE用户则是1.5亿,其规模和增长速度也明显优于前者。

line-vs-kakaotalk-growth(from pocketgamer)

line-vs-kakaotalk-growth(from pocketgamer)

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)Internet users spend at least a week searching the web each year

by Zen Terrelonge

Brands missing out on sales as bulk of users can’t retrieve previously viewed pages.

archify has introduced a free Android app, which is designed to make searching the web easier and more personalised. The platform and records pages visited via browsers and social media portals, while also collecting data from texts and calls.

The startup surveyed 2,000 internet users and has released some alarming figures to complement the launch of the app, discovering that most users spend at least 6.5 days (156 hours) a year
completing searches online.

Despite browsing with such zeal, 75 per cent of web users can’t find previously viewed pages, and 41 per cent say the loss has prevented the purchase of products online, which in turns leaves a hole in the pockets of businesses.

81 per cent of users aged 16-34 use more than one device to search the net, dipping to 44 per cent for over 45s. PCs are still the dominant form of web browsing, but 20 per cent of 16-24 year olds say they use their mobile more.

38 per cent of respondents make at least ten unique searches a day, while ten per cent conduct more than 25. Meanwhile, men are more likely to track content via bookmarks than women, at 62 per cent and 57 per cent respectively.(source:mobile-ent

2)Zynga reveals mobile MOBA game Solstice Arena

Emanuel Maiberg

Zynga today revealed its newest core game title, Solstice Arena, a multiplayer online battle arena game for mobile devices from the A Bit Lucky team.

A Bit Lucky is the developer behind games like Lucky Train and Lucky Space, which were shut down on Facebook in September 2012 while the studio continued to work on Solstice Arena. When Zynga acquired the studio, also in September 2012, A Bit Lucky’s employees became a part of Zynga San Francisco and continued to work on Solstice Arena, though little was known about the game at the time.

Today we finally learned that Solstice Arena is a MOBA game, a genre that originated with the popular mod Defense of the Ancients (DotA) for Blizzard’s PC and Mac strategy game Warcraft 3.

“Our main goal with Solstice Arena was, and is, to take gameplay we love from a genre we love and transform it in such a way that allowed anyone — hardcore fans and casual players — to experience the thrill of MOBA gaming right from their mobile devices,” the team said on its official blog.

The blog post explains that Solstice Arena will focus on hero combat, with three on three matches that take place in maps that encourage strategic thinking. The game will also include the persistent character progression commonplace in the genre and will monetize by allowing players to purchase aesthetic character customization options.(source:insidesocialgames

3)Glu Mobile’s Q1 2013 smartphone revenues fall 7.6% Q-over-Q to $17.1M, down 1.7% Y-over-Y

Scott Reyburn

Mobile game developer and publisher Glu Mobile today reported total non-GAAP (generally accepted accounting principles) smartphone revenues of $17.1 million for Q1 2013, falling by 7.6 percent from Q4 2012′s $18.5 million, and by 1.7 percent from Q1 2012′s $17.4 million. iOS and Android accounted for 91 percent of Glu’s smartphone revenue, marginally down from 92 percent in Q4 2012.

Glu also cut staff yesterday in an effort to reduce the number of its development studio teams and eliminate certain research and development positions. The reduction in staff was equivalent to circa 12 percent of this year’s starting headcount of 564 employees. Glu also made this decision to enable it to hire additional monetization, live operations, server technology, user experience and product management personnel to support Glu’s transition to becoming a games-as-a-service (GaaS) company. Glu plans to bring headcount up to 580 by year’s end. Restructuring will complete no later than June 30, 2013. Glu did just hire Chris Arkhavan as president of publishing, who is focusing on growing advertising revenues, increasing direct marketing efficiencies and overseeing third-party publishing.

“Our goal is to shift headcount out of raw studio team volume and into our GaaS functions,” says Niccolo de Masi, CEO of Glu Mobile, in today’s earnings call.glu-earnings-q1-2013-1

The company’s total revenue for the first quarter of 2013 was $19.0 million, down 12 percent from $21.6 million in Q1 2012, and fell 8.7 percent quarter-over-quarter from total revenue of $20.8 million in Q4 2012. Non-GAAP operating loss was $2.2 million in Q1 2013 compared to Q1 2012′s $23,000 and Q4 2012′s $2.5 million. Glu’s non-GAAP net loss was $2.3 million in Q1 2013, resulting in a non-GAAP earnings per share (EPS) loss of $0.03.

“I’m pleased with the moentization progress we made in Q1 and the steps we are taking to maintain this momentum,” de Masi says.

The San Francisco-headquartered game studio released seven freemium games in Q1 — Dragon Storm, Stardom: Hollywood, Gun Bros 2, Small City, Samurai vs. Zombies Defense 2, Heroes of Destiny, and Frontline Commando: D-Day. Titles released in Q1 2013 accounted for 16 percent ($2.66 million) of non-GAAP smartphone revenue this past quarter. Glu now plans to launch 12 first-party titles in 2013, with five already out. In March, Glu, in partnership with mobile gambling service Probability PLC, launched its first real-money game title Samurai vs. Zombies Defense Slots for the web in the U.K. Glu also announced today’s launch of another slots game in partnership with Probability with Contract Killer Slots in the U.K. Lastly, Glu began development on a Glu-IP-branded mobile casino suites game, which is expected to launch in the U.K. by Q3 2013.

Daily active users (DAU) rose from 3.5 million in Q4 2012 to 3.9 million in Q1 2013. Monthly active users (MAU) also increased, moving from 34.8 million in Q4 2012 to 40.1 million in Q1 2013.

In Q1 2013, Glu’s average revenue per daily active user (ARPDAU) was 6.4 cents, down from 6.7 cents in Q4 2012. The average for the percentage of MAU converting to paid users stood still at 0.7 percent. Stardom: The A List once again had the highest ARPDAU at 8.3 cents, although that figure fell from 9.1 cents in Q4 2012. The female-focused game also had the greatest conversation rate, converting 1.2 percent of MAU to paid users. Contract Killer 2 led all Glu titles again as the game with the most DAU, with 292,000 DAU. Heroes of Destiny and Dragon Storm, two Q1 2013 releases, broke Glu’s own ARPDAU records. As for Glu’s third-party publishing efforts, the game house plans to launch six titles globally by December 2013.

Glu’s most lucrative title for Q1 2013 was Eternity Warriors 2, which generated $2.1 million in non-GAAP revenue. Another notable title was Contract Killer 2, which raked in $1.8 million.

For Q2 2013, Glu estimates non-GAAP smartphone revenue between $15.2 million and $16.2 million. Glu now predicts between $80 million and $84 million in smartphone revenue for the 2013 fiscal year, down from the company’s prediction of $84 million to $88 million it provided in the Q4 2012 earnings release. As of March 31, 2013, Glu finished the quarter with a cash balance of $21.2 million and no debt.

Glu’s stock price dipped 7 cents after the release of its earnings report to $3.01 per share, with a market cap of $200.5 million. In after hours trading, the stock dropped even more to $2.90.
source:insidemobileapps

4)Android tablets will hit 60% market share this quarter as iPad shipments dip, analyst says

John Koetsier

Android may have wrestled massive smartphone market share away from Apple the past couple of years, but until now Apple’s managed to hold onto its dominance in tablet sales. That’s now changing, says IDC analyst Sameer Singh. Not only will Apple’s market share shrink, it will also start to see its iPad unit shipments drop, he says.

That would be a disaster for Apple, which pioneered the modern tablet revolution.

According to the IDC, Apple’s global tablet market share has dropped from over 60 percent in Q2 2012 to around 40 percent in each of the third and fourth quarters of 2012 and the first quarter of 2013. And while in Q1 2012 Apple outsold Android in the tablet market by 11.8 million to 8 million, in Q1 2013 Android outsold Apple by 27.8 million to 19.5 million.

That 19.5 million iPad shipment number should drop this quarter, says Singh.

“iPad shipments normally see strong growth in calendar Q2,” Singh wrote. “However, this is always driven by a new product launch.”

The problem is that during April’s earnings call, CEO Tim Cook said Apple was hard at work on amazing new hardware and software, but that it was not coming until the fall and “throughout 2014.”

Which means, Singh says, trouble:

“This means that iPad shipments should see another sequential decline in Q2 (to ~17-18 million).”

And that will push iPad market share below the 40 percent mark, making Android not only the majority tablet operating system but also the market leader by a wide margin. That’s bad news for Apple, but Apple can survive without sales leadership.(source:venturebeat

5)Windows 8 Wins 7.4% Share Of Global Tablet OS Market In Q1 — “Niche” Portion Still Beats Windows Phone’s Smartphone Share

Natasha Lomas

Don’t write off Microsoft’s chances in mobile just yet. It may still be struggling to make itself count in the smartphone space but early signs are more promising for Windows plus tablets.

Microsoft has gone from having no share of the global tablet OS market in Q1 last year to taking 7.4% one year later, with three million Windows 8 tablets shipped in Q1 2013, according to
preliminary figures from Strategy Analytics‘ Global Tablet OS Market Share: Q1 2013 report.

The analyst notes record tablet shipments in the quarter, with global branded tablet shipments reaching an “all-time high” of 40.6 million units in Q1, driven on by year-on-year growth of 117% (vs 146% in Q1 2012).

Microsoft launched Windows 8, its touchscreen-friendly reboot of its desktop OS, last fall – so it’s swung from zero to a 7.4% share in just under half a year. Compare that to the Windows Phone
OS, which launched more than two years ago, in fall 2010: Windows Phone took only a 4.1% share in the US smartphone OS market in the three months ending February, according to Kantar figures.

Globally, its share is even smaller. Earlier this year ABI Research predicted Windows Phone will end 2013 with around 3% of the worldwide market.

Returning to tablets, compared to the dominant players in the tablet OS market — iOS and Android — Microsoft’s share is still very modest. Strategy Analytics dubs it a “niche” portion, noting that “very limited distribution, a shortage of top tier apps, and confusion in the market, are all holding back shipments”. Microsoft has followed its Windows Phone strategy of paying developers to create apps for Windows 8 but it’s still got work to do in the quality vs quantity stakes. While “confusion in the market” likely refers to Microsoft’s decision to offer two flavours of tablet OS (Windows RT/Windows 8).

According to Strategy Analytics’ figures, Apple retains its lead in the tablet OS space, with a 48.2% share in Q1 vs a “robust” 43.4% for Android on 19.5 million and 17.6 million unit shipments
respectively. Apple’s tablet lead over Android is shrinking considerably, dropping to under half the market from 63.1% in the year ago quarter when Android took just over a third (34.2%).

The analyst described Apple’s performance as “solid”, helped by its first full quarter with the iPad mini in its tablet portfolio. But Android is growing fastest, with global branded Android tablet shipments increasing 177% annually in the quarter. Add in budget white box tablets and Android becomes the market leader, taking a 52% share of the total tablet market while iOS slips to 41%.(source:techcrunch

6)Chart of the Week: Is LINE or KakaoTalk growing faster?

by Jon Jordan

When it comes to messaging services and social networks, the end goal is massive scale.

After all, you only need one social network, right?

Well, that’s the theory, but it’s a big ol’ fragmented world out there, so there are regional variations, especially when it comes to mobile messaging.

That’s why we have options such as iMessenger, BBM, WhatsApp, not to mention the big Asian services like LINE, KakaoTalk and WeChat.

More hockey stick than you

When it comes to mobile gaming, however, the big plays are LINE and KakaoTalk.

The Korean and Japanese top grossing charts are becoming dominated by simple casual games that have been released with support for these viral services.

So which is growing faster? The graph below makes this clear.

With 150 million users to KakaoTalk’s 89 million, LINE is bigger and growing much faster.

Still, as the rivals look to break into new markets such as the US, Spain and Indonesia, there’s plenty of install base to play for. (source:pocketgamer


上一篇:

下一篇: