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每日观察:关注口头传播对游戏曝光度的影响(5.24)

发布时间:2013-05-24 11:26:43 Tags:,,,

1)Applifier最近针对1800名手机游戏玩家的调查发现,传统和在线口头传播对游戏曝光度的贡献占比达57%,其中通过Facebook发贴而知晓游戏的玩家占比24%,在YouTube网站看到游戏预告视频的占比18%,看到好友分享的游戏截图占比9%。

最能影响玩家下载游戏决策的因素包括:

word of mouth(from Applifier)

word of mouth(from Applifier)

*阅读用户评论(43%)

*听好友或家人谈到游戏(36%)

*看到好友/家人玩游戏(25%)

*看到由好友或家人发布的Facebook贴子(24%)

sharers(from Applifier)

sharers(from Applifier)

在这一群体中,乐于“分享”的游戏玩家(游戏邦注:即更乐于发布游戏评价和视频的用户)占比达20%,并且他们的付费用户转化率也相对更高,在IAP上的投入平均也比普通玩家多7%左右。他们同他人一起玩游戏的意愿也比一般玩家高50%,他们乐意同现实好友一起玩游戏(占比61%,普通玩家的这一比例仅有44%),与非好友的用户一起玩游戏的比例也高达40%,而普通玩家的这一比例仅为24%。

2)社交游戏分析公司Playnomics最近数据显示,为移动及网页游戏IAP花钱的1%顶级付费玩家在所有用户投入中占比33%,而前20%的付费用户在该类游戏中所有用户投入中占比超过90%。

该公司调查了2013年第一季度全球170万网页及移动游戏玩家行为,并发现约1.4万玩家(占比约0.77%)会为游戏中的IAP付费。

Q12013LTVs(from playnomics)

Q12013LTVs(from playnomics)

这1%的顶尖付费用户每人消费额从700美元至7400美元不等;需注意的是,这些接受调查的170万用户都是“新”社交游戏玩家,他们在第一季度前两周才开始接触社交游戏。

Playnomics还发现每名玩家平均每次游戏时长约26.7分钟,平均完成5.9次。

土耳其用户的游戏粘性最强,平均每回长达45.9分钟;日本用户访问游戏频率最高,平均每人达22.5次。

3)据pocketgamer报道,塞尔维亚开发商Nordeus日前宣布旗下Facebook、iOS、Android社交足球游戏《Top Eleven-Be A Football Manager》目前已有1100万月活跃用户。

在过去三年中,这款游戏注册用户达4000万,留存率高达25%。该公司还宣布将向爱尔兰、马其顿等地扩展业务。

Top Eleven(from sack-of-keygens)

Top Eleven(from sack-of-keygens)

4)Experian Consumer Services最新调查数据显示,32%的英国移动网络用户无需密码就可以连接到无线网络。

69%移动用户认为“用手机上网时出现的窃取网络身份或滥用个人信息等现象,会对自己造成一些影响”,27%承认曾在未验明开发者安全性时下载一款应用。

调查还发现25%用户使用移动网络时会输入姓名、地址、银行资料等个人数据。

5)据pocketgamer报道,亚马逊日前宣布其应用商店Amazon Appstore将从6月13日起向190个国家/地区开放服务,并向170个国家/地区推出发售平板电脑Kindle Fire HD以及Kindle Fire HD 8.9。

Amazon-Appstore(from mybroadband.co.za)

Amazon-Appstore(from mybroadband.co.za)

6)移动广告平台InMobi最近针对14个市场的1.5万名移动网络用户调查显示,移动设备已成为这些用户消费媒体内容的首要平台。这些用户平均每天消费7小时的媒体内容,其中移动内容达108分钟。

multitasking(from app4spying)

multitasking(from app4spying)

62%受访者会一边看电话一边玩移动设备,48%一边看电视一边访问社交媒体。46%会在看电视时收发即时信息,30%一边看电视一边玩游戏或听音乐,18%则一边看电视一边用移动设备检索产品。

有这种习惯的20-34岁用户占比69%;75%受访者表示自己通过移动设备发现新产品信息,45%表示移动设备已经对自己的购物习惯产生影响。

7)据pocketgamer报道,London Venture Partners(简称LVP)是Unity、NaturalMotion、PlayJam、Supercell、Grey Area、Applifier和Brainbow等公司的投资者,其总经理Paul Heydon最近表示,欲在移动游戏领域获得成功的开发商,并不需要大量资金或大型团队,而是快速和创新,并要善于退一步思考,为大量潜在用户制作游戏;要敢于大胆假设,而欧洲游戏公司通常缺乏这种胆识。

London_Venture_Partners(from twitter.com)

London_Venture_Partners(from twitter.com)

Heydon认为移动广告将成为2013年一个重要的收益来源,用户在移动应用和视频、地理定位广告中投入的大把时间,将极大增加移动广告的价值;有些移动游戏公司日常广告收益就超过了10万美元。

8)移动广告及应用销售平台Tapjoy最近发布数据表明,移动用户更喜欢通过与应用内置广告互动而兑换虚拟奖励和付费内容,而不是自己花钱购买内容。这一结果也能够解释免费增值模式崛起的原因。

每5名移动用户中,就有一者在未付费情况下至少每天一次通过广告解琐内容,几乎每两人中就有一人至少一月一次。

Tapjoy指出2012年虚拟货币经济市场规模达475亿美元,预计2017年将达554亿美元;广告互动将成为发展最为迅速的虚拟货币经济领域,预计到2017年规模将近9亿美元,增幅超过200%。

有46%平板电脑用户愿意付费购买售价介于0.99至2.99美元的应用,智能手机用户的这一比例为31%;而希望通过广告免费获得相同内容的平板电脑用户占比73%,智能手机用户比例为67%。

pay for in-app premium content(from Yankee Group)

pay for in-app premium content(from Yankee Group)

77%用户希望通过与广告互动兑换平板电脑应用,70%希望兑换智能手机应用;73%希望兑换平板电脑应用升级/高级内容,67%希望兑换智能手机应用升级/高级内容。

kinds of content(from Yankee Group)

kinds of content(from Yankee Group)

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)Friends go viral: Word-of-mouth accounts for 57% of game discovery

by Matthew Diener

When it comes to getting your game discovered, the very best assets at your disposal are your players.

Applifier recently completed a survey of 1,800 mobile gamers and discovered that traditional and online word-of-mouth advertising account for 57 percent of new game discovery awareness.

Online awareness includes seeing a Facebook post (24%), watching a trailer for the game on YouTube (18%) and seeing a screenshot shared by a friend (9%).

Top sources for word-of-mouth advertising that influences a gamer’s decision to download include:

•Reading user reviews (43 percent)

•Hearing from a friend/family member (36 percent)

•Seeing a friend/family member play the game (25 percent)

•Seeing a Facebook post by a friend or family member (24 percent)

The survey also identified a highly valuable player segment dubbed ‘sharers’, who are estimated to comprise 20 percent of the mobile gaming audience.

These sharers are more inclined to dish out gaming reviews and videos through their social gaming habits, and help create an authentic, self-sustaining viral advertising loop.

Better still, sharers are more likely to convert to paying users and pay on average 7 percent more on in-app purchases – which makes them an attractive demographic to court.

Sharers are also 50 percent more interested in playing together, whether with real friends (61 percent for sharers, 44 percent for non-sharers) or with non-friends (40 percent for sharers vs 24 percent for non-sharers).(source:pocketgamer

2)Here’s how much ‘whales’ spent so far this year

By Mike Rose

The top 1 percent of new players spending money on in-app purchases in mobile and web games account for around 33 percent of total spending, while the top 20 percent of spenders account for just over 90 percent of total mobile and web game spending.

That’s according to social game analysis firm Playnomics. The company examined the spending behavior of more than 1.7 million web and mobile game players globally during the first quarter of 2013, and found that around 14,000 players chose to pay for in-app purchases in games — roughly 0.77 percent.

As the graphs below show, that top 1 percent is also significantly skewed, with spending ranging from around $700 to as much as $7,400 from a single person. The company says that the results resemble “a power law distribution, where a small proportion of whales account for a large portion of total in game spend.”

Note that these 1.7 million people surveyed were all “new” social game players — that is, people who started playing social games within the first two weeks of Q1 — and therefore as

Playnomics points out, “Some of the players in our initial cohort of 1.7 million will likely monetize for the first time after Q1 2013, and some of our existing monetizers will likely keep spending beyond Q1 2013.”

Elsewhere in the report, Playnomics found that the average session length per player was around 26.7 minutes, while players completed 5.9 game sessions on average.

Graphs from Playnomics – click to enlarge

And based on the results, players in Turkey have the highest level of engagement, with an average of 45.9 minutes per play session. Players in Japan showed the highest number of player sessions, with 22.5 per person.(source:gamasutra

3)11 million managers-strong Top Eleven dev Nordeus looks to office expansion in Ireland and Macedonia

by Jon Jordan

Proving that you can still create successful brands, even sports brands, Serbian developer Nordeus has announced its latest usage figures.

Spread across Facebook and iOS/Android, its social football game Top Eleven – Be a Football Manager now has 11 million monthly active players.

Over the three years since it was launched, Nordeus says the game has generated 40 million registered players, and boasts a 25 percent retention rate.

“Nordeus is at the forefront of the sports game industry, and our success with Top Eleven has been tantamount to our growth and expansion,” said CEO Branko Milutinovic.

“Next, we will be expanding operations to Dublin, Ireland and Skopje, Macedonia, and are actively seeking new talent.” (source:pocketgamer

4)32pc of mobile web users connect to networks that require no password

by Daniel Gumble

27 per cent download apps without checking safety of the developer.

According to new research from Experian Consumer Services into consumer attitudes surrounding online identity protection, 32 per cent of mobile web users in the UK connect to wireless networks that do not require a password to gain access to.

The research revealed that 69 per cent of mobile users consider ‘that the act of online identity theft or misuse of personal information when using a mobile phone would carry some significance for them’, while 27 per cent admitted to downloading an app without checking the safety of its developer.

Furthermore, the study’s findings showed that 25 per cent have entered personal data, such as their name, address and bank details, when using mobile data.

Peter Turner, managing director of Experian Consumer Services UK&I, commented: “The truth is that both consumers and online service providers have a role to play in protecting personal information shared online as a lapse by either party will result in an increased risk of online identity theft or fraud. Some online service providers are already rising to the challenge and providing services to help protect their customers.  However all online service providers should be asking themselves what their role is in helping to protect consumers from identity theft.

“Taking a proactive approach to the protection of customers’ online identities, enhances customer relationships and builds trust in brands, which is extremely valuable to brand managers.

Customers want to know that the processes and support exist, should they ever need to call on them.”(source:mobile-ent

5)Amazon sparks Android assault as Kindle Fire HD and Appstore expand global footprint

by Matthew Diener

Amazon has announced its Android Appstore will be available in 190 countries worldwide from 13 June.

The global roll out comes a matter of weeks after rival Nook effectively admitted defeat with its own proprietary Nook App Store, opening its tablets up to the wider Google Play marketplace.

The move also compliments Amazon’s decision to begin shipping its Kindle Fire HD and Kindle Fire HD 8.9″ to new territories, taking its global to 170 nations.

World on Fire

It’s all part of Amazon’s long aim of cementing its place within Google’s ecosystem, serving as the main rival to Google’s first-party services.

“Not only does Kindle Fire feature advanced hardware, it’s also a service,” said Amazon’s vice president of Kindle, Dave Limp

“When combined with our content ecosystem, great email and browsing and top-rated customer service, we hope people around the world will agree that Kindle Fire HD is the best tablet for an incredible price.”

The tandem global expansion of Amazon’s Appstore and Kindle Fire HD will no doubt bring more customers into Amazon’s closed Android ecosystem.

At current, however, it’s not clear whether Amazon’s recently launched Coins virtual currency system will be supported globally as well.

We’ve reached out to Amazon for a clarification on this point and will update this story when we hear back.(source:pocketgamer

6)InMobi: 62 per cent of mobile web users multi-screen while watching TV

by Zen Terrelonge

Social media is the most common activity, though 18 per cent search for products they see on TV.

Mobile advertising network InMobi has surveyed 15,000 mobile web users across 14 markets and finds that mobile ranks first in media consumption among mobile web users. In fact, they now consume 108 minutes of the average seven hours of media consumed per day via their device.

62 per cent of respondents engage in multi-screen activities while viewing TV, with 48 per cent engaging in social media while watching the box. Additionally, 46 per cent use instant messaging, 30 per cent play games or listen to music, and 18 per cent search for products they see on TV.

The multi-screen trend spiked to 69 per cent for 20-34 year-olds (millennials), and InMobi notes the chance for brands to reach wide audiences is huge. Meanwhile, 75 per cent of all respondents revealed they had discovered something new about a product via their mobile, and 45 per cent said mobile had influenced their in-store purchases.(source:mobile-ent

7)European game devs don’t think big enough, says Supercell shareholder LVP

by Jon Jordan

London Venture Partners’ MD Paul Heydon knows a lot about numbers.

After all, LVP is a shareholder in the likes of Unity, NaturalMotion, PlayJam, Supercell (back at the seed round stage), Grey Area, Applifier and Brainbow.

Pointing to the likes of Supercell, GungHo and Mojang, Heydon pointed the opportunity currently available in his talk The Need For Speed.

“You don’t need a lot of money or large teams,” he said.

“You need to work fast, be innovative, and take a step back and make games for a large potential user base.

“You need to think big. Really big. European game companies often don’t think big enough.”

Revenue streams

One interesting aside, was Heydon’s view that mobile advertising will be an important revenue stream in 2013

This is driven by the amount of time consumers spend in mobile apps and the way that video and location-based ads will increase the value of mobile ads.

“People aren’t talking about the amount of money being generated by mobile games,” Heydon said.

“Some mobile game companies are generating more than $100,000 daily from ads. “(source:pocketgamer

8)INFOGRAPHIC: 20 per cent of mobile users engage with ads daily

by Zen Terrelonge

Embracing the marketing materials in exchange for free premium content.

Mobile advertising and app distribution network Tapjoy has released the ‘Redefining Virtual Currency’ study in partnership with Yankee Group, which examines loyalty points, credit card points, airline miles, app-based virtual currencies and more.

Interestingly, data shows that mobile consumers prefer to engage with in-app ads to receive virtual rewards and premium content, rather than spend their money on their content. This supports the rise of the freemium payments model.

One in five mobile users engages with ads daily to access locked content without charge, and nearly one in two does so at least monthly.

It’s estimated that the virtual currency economy reached $47.5 billion in 2012, and is set to reach $55.4 billion by 2017. Advertising engagements account for the fastest-growing segment of the virtual currency space, set to rise by more than 200 per cent to nearly $900 million by 2017.(source:mobile-ent


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