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每日观察:关注苹果iTunes用户消费情况等消息(6.22)

发布时间:2013-06-22 10:38:25 Tags:,,

1)据venturebeat报道,苹果日前开始通过其开发者页面发布图表显示iOS平台的分裂情况。其公布结果表明,iOS平台分裂性实际上并不存在。

例如,发布于去年的iOS 6在所有iOS设备中的占有率已经达到93%,而iOS 5仅占比6%,更早版本的iOS平台仅占比1%。

ios versions(from Apple)

ios versions(from Apple)

反观Android平台,其最受欢迎的版本仍然是发布于2010年的Android 2.3 Gingerbread,占比36.5%;而最新版本Jelly Bean仅占比33%,仅略高于2012年面世的Ice Cream Sandwich(占比25%)。

2)据mobile-ent报道,招聘机构CWJobs.co.uk日前发布调查结果指出,英国有60%的IT专业人士从未拥有移动项目经验,但其中多数人认为自己的技能可以胜任多个平台的工作。

IT专业人士认为,在未来3年中,所有开发者都必须掌握有关移动项目的知识和经验,以便满足不断增长的行业需求。

47%有意从事移动项目的IT人士认为,移动支付将成为未来移动领域发展的最重要角色。

3)据venturebeat报道,苹果分析师Horace Dediu日前发布数据称,苹果iTunes通过应用、游戏、音乐、视频、软件和书籍等内容一年创收200亿美元。

apple_itunes(from productwiki)

apple_itunes(from productwiki)

若根据iTunes的5.75亿用户平均每人的消费情况来看,用户每年在应用上的消费额为16美元(其中半数为游戏),音乐为12美元,软件为9美元,视频为4美元,书籍为2美元。每名用户每年为苹果消费43美元。

4)据pocketgamer报道,App Annie和IDC最近报告表明,Google Play在日本和韩国最具盈利性,这两个市场的Android应用收益均超过美国市场。

Google Play游戏最具盈利性的前五个市场分别是日本、韩国、美国、英国和德国。

Google Play(from App Annie & IDC)

Google Play(from App Annie & IDC)

而iOS应用的头号盈利市场仍是美国,日本位居第二。

5)据serkantoto报道,日本热门智能手机游戏《Puzzle & Dragons》目前用户已达1500万,今年4月销售额达1.13亿,但最近在日本iPhone应用收益榜单排名却跌至第二名,让位于LINE。

该游戏已经连续41周在日本iPhone应用收益榜单居首,有观察者猜测出现这一情况的原因或许是LINE引入了一些极受欢迎的元素,因此才会在该榜单突然超越《Puzzle & Dragons》。

line-puzzle-dragons(from serkantoto)

line-puzzle-dragons(from serkantoto)

LINE在日本已有5000万用户,日活跃用户占比高达50-60%,因此其销售额突然增长的现象也并不令人意外。

观察者认为,鉴于《Puzzle & Dragons》目前在Android和iPad平台仍高居榜首的情况,LINE跃居第一或许只是短暂现象。(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)Apple finally charts iOS fragmentation, and it puts Android to shame

Ricardo Bilton

The fragmentation situations of Android and iOS couldn’t be any more different — or more embarrassing for Google.

Aping Google, Apple has finally started charting the state of iOS fragmentation on its public developer page, and, well, that fragmentation doesn’t actually exist.

iOS 6, for example, which appeared last year, is already on 93 percent of iOS devices, as Apple confirmed at WWDC this month. That doesn’t leave much room for iOS 5, which appears on just six percent of devices. (The one percent share of  earlier iOS versions barely registers on Apple’s chart.)

The situation on Android is still far more grim. With a 36.5 percent share, the most popular version of Android is still Android 2.3 Gingerbread, which was released way back in 2010. Jelly

Bean, the most recent Android install, only commands roughly 33 percent, justly slightly higher than the 25 percent share of 2012′s Ice Cream Sandwich.

Very little of this should be surprising if you’ve paid attention to the world of Android updates. The operating system is notorious for being home to countless devices with varying degrees of support from manufacturers and carriers, which don’t have the biggest incentive to offer timely updates. While Google does a good job of keeping its Nexus devices updated, the chart above shows that most Android devices are still languishing the past. And that hurts the platform as whole.

It hurts, because it impairs the overall Android experience: App developers struggle to build apps that test and function well on every version of the Android phone, and people using apps get fed up when they don’t work well. [Editor's note: Building a winning "mobile experience" has become core to success for many publishers and service companies. We'll be debating this at our MobileBeat event in SF next month, where just about every major company in mobile is represented.]

The situation is very different with iOS and Apple, which not only offers new versions of the operating system to everyone on day one, but also supports those new versions for at least two years. This makes life a tad easier for iOS developers, who don’t have to worry about making sure their devices work on multiple versions of iOS.

The point, in short, is this: Google may control the larger share of the smartphone market, but Apple’s share is more up-to-date.(source:venturebeat

2)60 percent of IT experts have never worked on mobile

by Phil Tottman

IT professionals have said that in just three years, all developers will require knowledge and experience on mobile projects, with 60 per cent of IT experts having never previously worked on mobile projects.

With mobile becoming an increasingly large part of both our private and work-related lives, recruitment specialist CWJobs.co.uk has recently released findings, which show that 60 per cent of IT pros have never worked on or with a mobile project. However, a majority say their skills are at an adequate level for working across multiple platforms.

Further reports have suggested that there is definite concern over the lack of technical mobile knowledge available to meet the increasing demand.

Richard Nott, website director at CWJobs.co.uk, explained: “With the exponential growth of mobile and the commercial opportunities it presents to business, we need to make sure the UK has the talent to compete. IT professionals are demonstrating real interest in being involved in the mobile projects – but there is a requirement from business for very specific technical skills in mobile candidates which is creating a perceived ‘skills gap’ .”

47 per cent of IT professionals who have a desire to work on mobile believe that mobile payments will be the greatest driver of mobile roles in the future.

Nott also commented: “In order to fill this gap, companies could consider recruiting IT pros from within the business to fulfil mobile roles, or look at a recruitment drive for candidates with existing web skills.  With tech pros indicating a three-year deadline, it’s important to review these options now, or the UK may start to slip behind other competitive markets in its ability to produce and manage mobile projects.”(source:mobile-ent

3)Apple’s media empire: 575M users spending $20B/year on apps, games, music, video, & books

John Koetsier

Apple’s media empire is a massive and growing cash cow, sucking in $20 billion a year on apps, games, music, videos, software, and books.

Apple analyst Horace Dediu crunched the numbers, and that $20 billion breaks down for each one of those 575 million users in interesting ways:

Apps: $16/year (half of this is games)

Music: $12/year

Software: $9/year

Video: $4/year

Books: $2/year

Each user, therefore, is spending about $43/year with Apple.(source:venturebeat

4)Chart of the Week: Looking to make money on Google Play? Launch in Japan and South Korea

by Keith Andrew

While the US leads the way when it comes to iOS revenue, developers looking to make money on Google Play would be well advised to launch in Japan and South Korea.

That’s one of the takeaways from App Annie and IDC’s look at the mobile market, with both nations generating more revenue for Android developers than the US.

The two firms’ report claims both regions have experienced “astonishing growth” in recent months, pushing them both ahead of the US when it comes to Google Play game revenue.

It’s a level of success not replicated on iOS, where the US remains top dog with Japan in second spot – a contrast that only helps to indicate Android’s growing strength across Asia.(source:pocketgamer

5)Puzzle & Dragons Just Lost Its Position As The Top Grossing iPhone App In Japan To LINE (But For How Long?)

by Dr. Serkan Toto

Japan’s biggest smartphone game Puzzle & Dragons, which now boasts 15 million users and generated US$113 million in sales in April this year, isn’t the country’s top grossing app on the iPhone anymore – at least for now.

As tweeted out by gumi CEO Hironao Kunimitsu around noon Japanese time today (Friday), the iPhone version of Puzzle & Dragons is now second to LINE in the Japanese App Store ranking for the top grossing apps.

I just checked again (at 5pm JST), and LINE is still leading.

Puzzle & Dragons just entered its 41th consecutive week as Japan’s top money-making iPhone app, a record.

So what happened?

There is speculation that a new set of stickers just introduced on LINE  proved to be extremely popular – so popular, that it made the app overtake Puzzle & Dragons, at least for now:

Just like the other paid sets on LINE, the “Brown & Cony’s Lovey Dovey Date” stickers cost US$1.99 (or 170 Yen).

Given that LINE has 50 million Japanese users with a DAU rate of 50-60%, it’s not surprising that a sudden surge in demand like this can lead to a a spike in sales.

In other words, LINE is theoretically able to repeat this anytime again – just like one often can see many social games in Japan jumping up in the grossing charts for a limited amounted of time, most often after a special in-game event starts and more users start paying more money for a day or two.

I expect things going back to “normal” pretty soon, especially as Puzzle & Dragons is still leading on the grossing charts on Android as well as the iPad.(source:serkantoto


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