3）据mobile-ent报道，EA Labels总裁Frank Gibeau在最近采访中表示，他认为“下一代“移动设备将呈现堪比游戏主机的视觉效果，在不远的将来，下一代平板电脑和手机画面性能将接近于Xbox 360或PS3设备。
4）mobilephonechecker.co.uk最近针对2000多名英国人的调查结果显示，有65%受访者认为iPhone 6（或iPhone 5S）销量不会太乐观。
除此之外，还有49%英国人认为三星Galaxy S4 Mini将获得成功，而看好iPhone 5S或iPhone 6的受访者仅占比33%。
1）iOS gains on Android, sees an increase in sales in early 2013
The gap between iOS and Android sales narrowed during the period of March to May 2013, according to a new report published by Kantar Worldpanel.
Compared to the same period last year, Android has seen very little growth, while iOS saw sales increase by 3.5%. Android still leads iOS with 52% of smartphone sales during the period, however, iOS increased from 38.4% to 41.9% of total sales year-over-year.
Windows continues to sit in third with 4.6% of sales, an increase of 0.9% over the same period in 2012.（source：insidemobileapps）
2）Unity reaches two million registered developers
by Zen Terrelonge
And 400,000 are actively using the firm’s tools each month.
Cross-platform tools provider Unity has boosted its offerings lately, most recently teaming Microsoft for Windows Phone 8.
Although supporting consoles and PCs in addition to mobiles, the company is focused on the latter and has added vibrating Immersion Haptics to its SDK, promised Tizen OS support and made mobile tools free.
So, it’s perhaps little surprise that Unity now boasts two million registered developers, which comes following passing the hallowed one million milestone just over a year ago.
400,000 devs are actively using Unity’s tools on a monthly basis, and the seven-year-old firm claims its greed-free approach to offering an array of tools is responsible for the success.
North America and Europe continue to adopt the solutions, while Asia, Latin America and Russia are also providing increasing usage.
David Helgason, CEO and co-founder, Unity Technologies, said: “In 2005 we started out with a few hundred users and the goal of making game development accessible to everyone across an increasing array of platforms and devices.
“We continue to dream big and innovate for our developers. We can’t wait to shed more light on our new initiatives and plans at this year’s Unite conference in Vancouver.”
Unity is offering a full development suite that comprises all add-ons for iOS, Android and BlackBerry 10 to mark the milestone.（source：mobile-ent）
3）EA: New mobile games to rival PS3 and Xbox 360 graphics
by Zen Terrelonge
“Same ingredients, completely different meal.”
EA may have started as a traditional boxed games studio, but the company has attacked the mobile space with style.
Recent developments include embedding games onto ZTE smartphones to help it become a top three OEM, while mobile revenue hit $104m in its fiscal Q4.
And now, showing its love for connected devices, EA Labels president Frank Gibeau has told IGN that the “next wave” of mobile devices may rival the visual dynamics provided by games consoles.
He said: “In the near future, the next wave of tablets and phones will have nearly Xbox 360 or PS3 capabilities in terms of graphics.
“Some of our engine technology that used to be console-specific now can, with modifications, be able to power games on tablets and on phones in the near future. We’re just getting ready for that.”
However, Gibeau warns studios can’t simply drop and drag a console game onto mobile.
“You have to redesign the game. You can’t just bring it over and have a virtual d-pad on the tablet. It doesn’t work.
“You have to re-architect it around touch, voice, camera. Our teams are having a lot of fun with that, reimagining an experience on a tablet using the same graphics and assets in some ways, but completely remixing the meal. Same ingredients, completely different meal. That’s kind of the way we think about it.”
Story originally covered on sister site MCV.（source：mobile-ent）
4）65 per cent of Brits expect iPhone 6 to be a steaming pile of rubbish
by Zen Terrelonge
Samsung is considered the real force to be reckoned with.
Apple is still the only smartphone maker that manages to encourage a cult-like frenzy around the launch of new devices, and the company is expected to be beavering away on two new handsets as we speak.
With that in mind, comparison site www.mobilephonechecker.co.uk surveyed more than 2,000 Brits to find a huge 65 per cent of them reckon the iPhone 6 (or 5S) will generate poor sales.
Samsung is the reason that shoppers have little confidence in Apple, with 59 per cent believing the South Korean company will become the most popular phone brand in the UK because of the
Galaxy S4′s success.
However, just 14 per cent of respondents posses a Samsung at present, compared to 22 per cent for BlackBerry and 34 per cent for iPhone.
The top five reasons for Apple’s predicted flop, include:
1. Samsung increasingly dominating phone market, will affect iPhone sales (31 per cent)
2. Will be too expensive (26 per cent)
3. Apple doesn’t build the quality products it used to (23 per cent)
4. Will be too similar to iPhone 5 (22 per cent)
5. People aren’t as excited about new iPhone releases as they used to be (19 per cent)
Additionally, 49 per cent of Brits believe the Samsung Galaxy S4 Mini will be a success compared to 33 per cent for the iPhone 5S/6.
Apple, of course, may have something to say about the disbelievers, given that its recent iOS 7 update was touted as ‘the most significant iOS update since the original iPhone.’（source：
5）Mobile gaming sessions rise to 3 minutes 37 seconds
That’s more than doubled say NativeX
by Matthew Diener
Mobile marketing firm NativeX reports that consumers’ mobile habits are changing.
Users are now engaged with games for significantly longer periods of time.
Based on the bite-sized nature of mobile gameplay, however, the number of minutes spent per session is still small compared to traditional console gaming.
That aside, NativeX notes that the number of users who play for 10 minutes or longer has doubled in the past 9 months.
Maturation of mobile
In terms of the base numbers, NativeX reports that in the first quarter of 2013, gamers spent an average of 3 minutes and 37 seconds per session, which is up from sessions of 1 minute and 27 seconds in Q3 of 2012.
The reason for the increased play sessions is, according to NativeX, the maturation of the mobile gaming market, the development of better freemium models, and an increase in the number of
Speaking on the matter, NativeX’s co-founder Robert Weber believe that, “More people are playing games for longer periods of time on smartphones than ever before… as a result, the average user engagement of mobile gamers has spiked within the last year.”（source：pocketgamer）
6）Develop 2013: Half of all repeat IAPs are made within an hour of a previous purchase
by Keith Andrew
“Game publishing used to be an art,” opened Amazon’s Daniel Winner during his talk at Evolve at the Develop Conference in Brighton.
“Now, there’s so much data available to us all that publishing has become much more of a science.”
Winner, who is Amazon’s head of content acquisition and mobile initiatives contests, argued that there are many simple tricks developers can employ to ensure gamers both spend more in play, and spend more often.
Leading the line on this score was Amazon’s data on just when users are most likely to part with their cash.
A matter of time
“One of the key insights for us has been ‘time is money’,” offered Winner.
“While there are a lots of purchases after the intial purchases, some keep purchasing the longer they have the game installed. So, the longer they have the game, the more money they’ll spend.”
Indeed, on Amazon’s Appstore for Android, 16 percent of a customer’s value is realised in the first day.
“The point here is the need to engage customers early,” added Winner. “Then, try and get gamers to play in as long a session as possible.”
That’s because, based on Amazon’s numbers, almost half – 48 percent – of repeat in-app purchases are made within an hour of a player spending on a previous purchase.
Therefore, if you can keep gamers engaged for an hour after a purchase, a good portion of them will happily spend again.
The paying game
Likewise, offering a variety of different items in your game’s store rather than just a few is more likely to draw your players back for a repeat order at a later date.
Other ‘common sense’ strategies highlighted by Winner included the fact that, while a 99c in-app purchase may generate more in-app purchases by number, when it comes to actual revenue, a $19.99 price point often wins out.
“Customers are prepared to pay quite high price points if they see value in it,” said Winner.
“Also, over time, customers will pay much much more for IAP items. Over four weeks, for instance, the amount of money players are willing to pay for an in-app purchase increases by 60 percent.
“So, the lesson here is, start low and build higher as the player gets more engaged with your game.”
And, presumably, publish that game on Amazon’s Appstore.
Winner claims that the monetisation rate per user on Amazon’s Appstore’s is 89 percent of the figure developers enjoy on iTunes, and comes in at “many multitudes higher” than Google Play, which is 23 percent of Apple’s rate.（source：pocketgamer）