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每日观察:关注第一季度美国电子游戏市场规模(6.7)

发布时间:2013-06-07 11:02:49 Tags:,,

1)据GamingBolt报道,Avalanche Studios联合创始人及首度技术官Linus Blomberg在最近采访中表示,人们对Xbox One的争议并非来自二手游戏政策,而是其游戏定价点。他称没有人抱怨无法在该平台销售iOS游戏,因为这些游戏更为廉价,但如果二手游戏也能够为AAA游戏开发者带来收益,其售价还会更低。

最近有调查发现,如果主机游戏制作商限制二手游戏销量,该举措会对游戏行业更为有利,但前提是游戏售价也应该有所下降。

2)据pocketgamer报道,NPD Group最近报告显示,尽管智能手机用户不断增长,但主机游戏玩家在实体和数字游戏上的投入仍然远超手机游戏玩家。

但从游戏玩家数量来看,“免费和手机游戏玩家”居于首位,在所有受访者中占比三分之一(在8831名受访者中占比29%)。

mobile-gaming(from spilgames)

mobile-gaming(from spilgames)

今年第一季度美国用户在电子游戏上的投入达35亿美元(游戏邦注:包括实体零售游戏,数字游戏),二手游戏及租赁游戏为5.59亿美元,数字游戏(包括额外下载内容、订阅游戏、手机游戏和社交游戏)为15.9亿美元;实体游戏销售额为13.7亿美元。

3)据venturebeat报道,前OpenFeint创始人Jason Citron日前宣布其创办的平板电脑游戏公司Hammer & Chisel将推出首款游戏《Fates Forever》。

该游戏风格类似于硬核游戏《英雄联盟》,采用多人模式,仅支持在平板电脑上运行。

Fates Forever(from 148apps.com)

Fates Forever(from 148apps.com)

Citron表示他认为触屏设备将取代主机成为主要的战略及竞争型游戏媒介。GDC今年3月调查也显示,有58%游戏人士打算在平板电脑或智能手机发布下一款游戏,将面向Xbox One和PS 4开发游戏的受访者均仅占比11%。

4)据venturebeat报道,市场调研公司Newzoo最近报告预测,2013年全球游戏市场规模将达704亿美元,同比上年增长6%;2016年将达861亿美元,复合年增长率达6.7%。

今年增长最明显的是智能手机/平板电脑游戏领域,其市场规模将达123亿美元,增幅为35%。

global games market(from newzoo)

global games market(from newzoo)

今年全球游戏玩家将从原来的12.1亿人增长至15.5亿人;预计2016年智能手机游戏收益将达139亿美元;到2016年智能手机和平板电脑在全球市场中将占比27.8%,同比2013年增长10个百分点。

到2016年MMO游戏复合年增长率将达10.4%,电脑游戏市场份额为35.8%,收益为309亿美元。该时期亚太地区在全球游戏市场中将占比37.9%。

5)据USA Today报道,Playdom游戏《Marvel Avengers Alliance》制作人Justin Woods日前表示,该游戏将从6月13日起登陆iPhone和iPad,并将在之后推出Android版本。

marvel avengers alliance(from all-things-x.blogspot)

marvel avengers alliance(from all-things-x.blogspot)

这款游戏之前已登陆Facebook和Playdom.com网站,但该公司并未透露其移动与网页版游戏是否支持同步功能。(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)’No one’s complaining about not being able to trade iOS games.’

By Kris Ligman

“No one’s complaining about not being able to trade iOS games.”

- Avalanche Studios CTO Linus Blomberg

Speaking with GamingBolt, Avalanche Studios co-founder and CTO Linus Blomberg remarked that the Xbox One’s [X]bone of contention wasn’t its proposed used games policy, but the price point.

“No one’s complaining about not being able to trade iOS games,” he said. “Naturally that’s because they are much cheaper, but if second hand games contributed to the income of triple-A game
developers, then they could become cheaper too.”

“The economies in games are changing,” said Blomberg. “They have to be in order to be sustainable.”

A recent academic study explored the impact that used games have on the marketplace, and found that if console manufacturers eliminated used game sales, the move could benefit the game
industry — but only if prices of games came down as well.(source:gamasutra

2)NPD: Console gamers still spending more than those on mobile

by Matthew Diener

Despite the continued rise of smartphones, console gamers are still spending more money on physical and digital games than those on mobile.

That’s one of the findings from NPD’s Group’s Gamer Segmentation 2013 report, with ‘traditional’ formats remaining king when it comes to pure spending – most likely because of the relative amounts involved.

However, when looking at the actual number of people playing games on different formats, the ‘free and mobile gamer’ segment comes out on top, accounting for almost a third of those surveyed.

Spotting a trend

NPD claims said mobile and free segment is up two percentage points – hitting 29 percent of the 8,831 individuals polled for the study – serving as one of the few groups to enjoy a rise.

The NPD Group’s study comes after SuperData found that mobile gamers in the US are spending more than ever.

Speaking on the matter, NPD analyst Liam Callahan said there are plenty of opportunities amongst both gamer segements.

“Growth among both the free and mobile gamer and avid omni gamer segments speaks to the different types of gamer personalities, the type of experiences they are looking for and the growing opportunities provided by different gaming capable devices.”(source:pocketgamer

U.S. consumers spent $3.5B on games in the first quarter, flat from a year ago

Dean Takahashi

U.S. consumers spent $3.5 billion in video games in the first quarter. That figure includes physical games bought in retail stores as well as games purchased in digital formats. The figures are flat compared to a year ago.

The figures include used and rental games ($559 million), and digital games including add-on content downloads, subscriptions, mobile games, and social network games ($1.59 billion). The
physical game sales were $1.37 billion in the first quarter.

“Digital spending fully offset the declines in physical format spend in Q1 2013,” said Liam Callahan, industry analyst at the The NPD Group. “There is strong growth in full-game downloads and downloadable add-on content sales across consoles, PCs, and portables, up a combined 25 percent in the first quarter of this year.”(source:venturebeat

3)OpenFeint social network founder’s new game brings League of Legends formula to tablets

Dean Takahashi

OpenFeint founder Jason Citron is unveiling his new startup’s battle arena game, Fates Forever. This is the first title from his tablet-only game company, Hammer & Chisel, and it’s the company’s first attempt to become the “Blizzard of the post-PC era,” a reference to the extremely successful Blizzard Entertainment (World of Warcraft, StarCraft, Diablo).

The title is interesting because it comes from a well-funded startup — Citron has raised $2 million to date — and a successful entrepreneur. Citron founded OpenFeint as a mobile social network and sold it to Japan’s Gree for $104 million in 2011. Citron took the money and founded Hammer & Chisel, which he previously called The Phoenix Guild. The new name reflects a craftsman’s approach to making high-quality hardcore games on mobile, Citron said in an interview with GamesBeat.

Fates Forever is a reinterpretation of the world’s most popular hardcore game, League of Legends from Riot Games. League of Legends, itself based on the Defense of the Ancients mod for

Warcraft, debuted in 2009 and established the hot category of the multiplayer online battle arena (MOBA) game. Since then, multiple rivals have emerged, but League of Legends still
dominates with tens of millions of monthly players.

But Citron is very focused on making a successful MOBA on tablets. In his game, three players can battle against another three in a beautifully rendered environment. In the world, humanity has fallen under a curse, where people turn into animal-human hybrids at the age of 13. The people fight in combat tournaments in the hopes of changing their fates.

“Here we are, a year later, and there is almost no good content [games] for gamers to play for hours at a time,” Citron said.

Fates Forever doesn’t have a single-player version, and you can’t play it on a smartphone — only on a tablet. It has touch-oriented special moves that you can’t do with a keyboard or mouse. For instance, a wizard’s special move is to fire a blast of flame. You trace the path of the flame with your finger by swiping the screen. Another character uses flicking gestures to activate its special move of dashing into enemies. Such features are unique to tablets.

“I love hardcore games, and I love mobile games – a space I’ve been involved with since day one,” said Citro. “I’ve been watching the next-gen consoles floundering while most people are buying and spending time on tablets. I really want to show the world what a great game in the post-PC era looks like.”

Citron says that touchscreen devices are replacing consoles as the primary medium for strategic and competitive gaming. In a poll taken of attendees of the Game Developers Conference in
March, about 58 percent of gaming professionals said they plan to release their next game on a tablet or smartphone. About 11 percent said they would develop for the Xbox One and the same amount targeted the PlayStation 4.(source:venturebeat

4)Mobile growth will fuel global game market that hits $86.1B by 2016

Dean Takahashi

The global games market is expected to grow at a compound annual growth rate of 6.7 percent to $86.1 billion by 2016, according to market researcher Newzoo. But there will be plenty of shifting happening within the market as smartphone/tablet games grow strong and console games lose market share.

Amsterdam-based Newzoo says the games market — including all territories and platforms — will hit $70.4 billion in revenues in 2013, up 6 percent from a year ago. Much of that growth comes in Asia Pacific and Latin America, where growth will hit 11 percent. North America and Europe will grow a modest amount. This year, the fastest-growing category is smartphones/tablets, which will be up 35 percent to $12.3 billion.

Meanwhile, the number of gamers worldwide will rise from 1.21 billion this year to 1.55 billion. Mobile games will grow at an average annual rate of 19 percent for smartphones and 48 percent for tablets. Smartphone games will hit $13.9 billion in revenues in 2016, while tablet games will hit 2016. By 2016, smartphones and tablets will be 27.8 percent of the global market, up 10 percentage points compared to 2013.

Massively multiplayer online games will grow at a compound annual growth rate of 10.4 percent through 2016. Computer games will be 35.8 percent of the market, or $30.9 billion, in 2016.

Next-generation console games are expected to grow revenue at a global growth rate of 3.5 percent, but they will lose market share overall. Asia Pacific will have 37.9 percent of the global market share by  2016.(source:venturebeat


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