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每日观察:关注Google Play与App Store应用收益情况(5.30)

发布时间:2013-05-30 10:58:31 Tags:,,

1)Distimo最近报告指出,在2012年11月份,在Google Play和App Store两大主流应用商店总收益中,Google Play仅占比19%,但2013年4月,其比例已达27%,增长8个百分点。

值得一提的开发商是Mobage,该平台4月份在苹果和Google Play两个应用商店中的收益基本相当,不但在亚洲市场极具盈利性,在美国地区也同样如此。Mobage平台应用4月份总收益超过510万美元(占比48%),在苹果App Store总收益为560万美元(占比52%)。

market-development-google-play-vs-apple-app-store(from Distimo)

market-development-google-play-vs-apple-app-store(from Distimo)

mobage-total-revenue-share-per-store-in-april-2013(from Distimo)

mobage-total-revenue-share-per-store-in-april-2013(from Distimo)

Gameloft旗下免费游戏《World of Arms》今年4月份在英国、德国、西班牙、芬兰、印度、韩国、泰国、越南、以色列、爱尔兰和香港地区的Google Play收益较为可观。

world-at-arms-total-revenue-april-2013(from Distimo)

world-at-arms-total-revenue-april-2013(from Distimo)

Square Enix游戏《最终幻想3》在4月份创造了游戏73%的收益,但该游戏至今总收益也仅为13万美元(游戏邦注:该游戏售价15.99美元,这可能就是其总收益相对较低的原因)。

final-fantasy-iii-total-revenue-april-2013(from Distimo)

final-fantasy-iii-total-revenue-april-2013(from Distimo)

报告显示苹果App Store仍是最具盈利性的应用商店,在美国市场尤其如此。2013年4月份,Google Play收益榜单前200名应用日常收益为110万美元,而苹果App Store(包括iPhone和iPad平台)榜单前200名应用的日常收益是510万美元,比Google Play多4.6倍。Distimo还发现,这两个榜单的多数应用是采用了IAP模式的免费应用。

the-simpsons-total-revenue-april-2013(from Distimo)

the-simpsons-total-revenue-april-2013(from Distimo)

报告称出现这种情况的原因之一是,许多美国应用开发者仍然仅面向iOS平台开发内容,即使同时面向两个应用商店发布应用,其苹果iOS版本的应用收益也明显更高。King游戏《Candy Crush Saga》以及EA游戏《The Simpsons:Tapped Out》就是其中的典型例子,后者4月份在美国收益达480万美元,其中有79%来自苹果App Store。

2)DSLweb.de最近报告显示,2013年第一季度德国手机用户数量减少47.1万,降至目前的1.127亿。

尽管手机用户数量有所下降,但德国电信的移动用户却增长43.7万,超过3700万;E-Plus Group移动用户增加了54.7万;Telefonica O2也新增了2.5万用户。而同一时期沃达丰德国移动用户却减少148万,降至3240万。

3)IDC最近报告预测,2013年全球平板电脑出货量将同比上年增长58.7%,由原来的1.445亿增长至2.293亿台。今年平板电脑出货量可能超过笔记本电脑,并在2015年超越所有PC电脑和笔记本电脑的总和。

worldwide tablet and PC forecast(from IDC)

worldwide tablet and PC forecast(from IDC)

预计今年全球平板电脑平均售价将下降10.8%,降至381美元,但PC电脑在今年的平均售价仍将是平板电脑的两倍(635美元)左右。

4)据Venturebeat报道,暴雪尚未公开的MMO项目(代号为Titan)最近传出了缩小开发团队的消息。有关Titan项目的消息最初于2011年浮出水面,当时暴雪首席运营官Paul Sams称公司已经分配了一个“梦之队”开发该项目,该团队成员曾参与制作《魔兽世界》。

blizzard-mmo-titan(from multisales.ru)

blizzard-mmo-titan(from multisales.ru)

有报道称该游戏“梦之队”曾包括100名开发者,但现在已被缩减至30人,此外Titan项目的发布日期也已经从原来的2014年底延迟到了2016年。暴雪称此举是公司“迭代性”开发过程的一个环节,但并未透露该项目的具体完成日期。

5)据pocketgamer报道,独立工作室Spacetime Studios((代表作是2010年上线的《口袋传奇》)日前发布信息图表指出,公司发布的“传奇”系列游戏(游戏邦注:还包括《Star Legends》、《Dark Legends》、《Arcane Legends》)在iOS和Android平台下载量超过了2000万次。

玩家体验游戏时长总计已达6400万小时,即7301年;平均每名Spacetime玩家每月登录游戏33.5小时,每天66分钟(这一数据超过了Arbition Mobile的游戏粘性,Arbition Mobile移动玩家平均每月登录游戏12.3小时,每天8.06分钟),每次访问游戏时长为23分钟。

gameplay sessions(from Spacetime)

gameplay sessions(from Spacetime)

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)Google Play’s App Revenue Share Up 8% Since November, But Apple Still Leads

Sarah Perez

When it comes to mobile app revenue, the general consensus is that Apple’s App Store is still king. Last month, for example, App Annie reported the iOS App Store earned 2.6 times more revenue in the last quarter than Google Play. Today, app store analytics firm Distimo finds a similar trend, but also indications of steady growth, and even some success stories among

Android developers.

In November 2012, Google Play only accounted for 19 percent of the revenue generated by the two major app stores combined (Apple’s App Store and itself), but this April, that share has jumped by 8 percentage points to 27 percent.

One notable example of a developer capitalizing on this trend is Mobage, which generated either more or roughly equal the amount of revenue last month in both stores, and not just in the lucrative Asian markets, but in the U.S., as well. Combined, its applications generated over $5.1 million in Google Play in April 2013 (48 percent of all revenue), while the Apple App Store total was slightly higher at $5.6 million (52 percent).

Another publisher, Gameloft, in April generated more revenue for its “World of Arms” freemium title in Google Play in select markets like the U.K., Germany, Spain, Finland, India, Thailand, Korea, Vietnam, Israel, Ireland and Hong Kong.

Meanwhile, for Square Enix’s “Final Fantasy III,” 73 percent of its total global revenue for April, but that figure seems less impressive considering its grand total was just $130,000.

However, unlike “World of Arms” above, “Final Fantasy III” is a paid game at $15.99, which is likely why its take was relatively low.

A more interesting case study of how a popular developer is attacking both app stores successfully comes from WhatsApp, which uses different business models to monetize its mobile messenger. On Android, users get a one-year free subscription, but then have to pay for the app afterwards, while on Apple’s App Store, the app costs $0.99. Download volumes on iOS are high, but then the app often goes on sale in order to kick those volumes into high gear.

The long game – hoping to monetize Android users after getting them fully addicted – is starting to pay off in a handful of countries for WhatsApp, including Germany, Italy and Spain. In Germany, Google Play earned the company nearly $290K versus $207K in Apple’s store in April. Compare that to the U.S. version with $355K in Apple’s App Store versus just over $41K in Google Play.

And in Spain, WhatsApp’s total Google Play revenue last month was 89 percent. Distimo, in fact, remarked that high Google Play revenues in that country were a common sighting nowadays, though the numbers themselves weren’t as high as countries like Japan or Korea.

Apple Remains King For Now

Though the report had attempted to highlight case studies to show where Google Play was gaining ground, it eventually concluded that the Apple App Store is “still the most beneficial,” and especially in the U.S. Here, daily revenue in April 2013 generated by all applications in the top 200 grossing in Google Play was $1.1 million, while the daily revenue of the top 200 in the Apple App Store (both iPhone and iPad) was 4.6 times higher at $5.1 million, Distimo found. Most applications in those two top lists contained free applications using in-app purchases.

One of the explanations for this discrepancy, the report explains, is that many U.S. app developers are still publishing on iOS only. (This is a trend we’ve looked into here recently, as well.) However, even when apps were offered in both U.S. app stores, Apple iOS apps generated more revenue. For example, both King.com’s “Candy Crush Saga” and EA’s “The Simpsons:

Tapped Out,” are high-profile case studies of this, with the latter generated around $4.8 million in April 2013 in the U.S., 79 percent of which was in the Apple App Store.

The trend applied to the long tail of applications, too, though, as noted above, shows Google Play’s revenue share has been gaining (see top chart). Confirming App Annie’s earlier reporting, Japan and South Korean markets have been the main contributors to Google Play’s revenue climb.(source:techcrunch

2)German mobile customers fell by 471,000 in Q1

by Daniel Gumble

Number of mobile consumers in the country drops to 112.7 million in the first quarter.

The number of mobile phone customers in Germany dropped by 471,000 to 112.7 million in the first quarter of 2013, according to a new study from DSLweb.de, telecompaper has reported.

Despite the overall decrease in mobile phone customers, Deutsche Telekom increased its mobile customer base by 437,000 to just over 37 million in Q1 2013, along with E-Plus Group, whose mobile customer base grew by 547,000 to 23.95.

Telefonica O2 also added around 25,000 new customers.

However, Vodafone Germany’s mobile customer base saw a decrease of 1.48 million for the quarter, dropping to 32.4 million.

The news follows yesterday’s report that mobile shopping in Germany is on the rise.(source:mobile-ent

3)Tablet shipments to pass laptops in 2013 and PCs in 2015

by Zen Terrelonge

Shipments of the mobile devices to hit 229.3 million this year.

IDC’s latest Worldwide Quarterly Tablet Tracker claims tablet shipments will grow 58.7 per cent year-on-year in 2013, rising from 144.5 million to reach 229.3 million.

In fact, the rise in tablet popularity is set to affect the PC market, passing laptop shipments this year, and all PCs – desktops and laptops combined – by 2015.

Apple has been dominating the tablet market from day one, but the space is increasingly supported by low-priced Android devices. The worldwide average selling price (ASP) for tablets is set to fall 10.8 per cent to $381 this year, and continue to fall further, though the ASP of a PC in 2013 is nearly double that at $635.

Screen size has also been another differentiator to support the tablet space, with the original iPad’s 9.7-inch screen being challenged by seven-inch models and other options.

Ryan Reith, program manager for IDC’s Mobility Trackers, said: “What started as a sign of tough economic times has quickly shifted to a change in the global computing paradigm with mobile being the primary benefactor. Tablets surpassing portables in 2013, and total PCs in 2015, marks a significant change in consumer attitudes about compute devices and the applications and ecosystems that power them.(source:mobile-ent

4)Blizzard drastically reduces development team for ‘Titan’

By Kris Ligman

Blizzard’s as-yet unannounced MMO, codenamed “Titan,” is getting a reboot and a staff reduction, according to VentureBeat.

News of the “Titan” MMO first surfaced in 2011, when Blizzard COO Paul Sams stated the company had assigned a “dream team” to the project. “These are the people who made World of Warcraft a success. We are going to blow people’s minds.”

At one point the game’s “dream team” consisted of a reported 100 developers. That number has now been reduced to 30, with production getting a reset. As a result, “Titan”‘s expected publishing date has been pushed back from late 2014 to 2016 at the earliest. Blizzard head Mike Morhaime described this to employees as part of the company’s “iterative” development process.

A source inside Blizzard was able to independently confirm this story for Gamasutra.

UPDATE (5/29/2013): Polygon has a further comment from Blizzard on the company’s “iterative” design process with the “Titan” project.

We’ve always had a highly iterative development process, and the unannounced MMO is no exception. We’ve come to a point where we need to make some large design and technology changes to the game. We’re using this opportunity to shift some of our resources to assist with other projects while the core team adapts our technology and tools to accommodate these new changes.(source:gamasutra

5)Infinity and beyond: Spacetime Studios exceeds 250 million play sessions

by Matthew Diener

Spacetime Studios has passed a major milestone – exceededing 250 million play sessions.

This works out at 228,270 sessions daily, with 64 million in-game hours racked up.

The Austin-based indie studio – and three-time PocketGamer.biz Top 50 developer – began launching mobile multiplayer titles in 2010 with Pocket Legends.

Since then, Spacetime has released three other ‘legends’ games (Star Legends, Dark Legends, and Arcane Legends), which combined have been downloaded over 20 million times across iOS and Android.

Legendary performance

Speaking on the subject of the 250 million play session milestone, Spacetime’s CEO Gary Gattis was focused less on the numbers and more on what they represented.

“A quarter of a billion play sessions is a significant milestone, but what really excites us is the engagement,” he said.

Gattis is right to be excited by player engagement with Spacetime titles, as the average Spacetime player logs a reported 33.5 hours per month, or 66 minutes per day.

These numbers are well ahead of the Arbition Mobile’s estimates for the total monthly playtime of iOS and Android mobile gamers (12.3 hours and 8.06, respectively), and are likely part of the reason why Spacetime was awarded Top Developer status on Google Play in 2012.(source:pocketgamer


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