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每日观察:关注中国手机游戏市场规模等消息(7.25)

1)据pocketgamer报道,中国游戏行业报告指出,中国手机游戏玩家已达1.71亿,同比上年增长119%。

2013上半年中国手机游戏销售额达25亿人民币,比2012年同期增长100%。

尽管比起PC/在线游戏市场,手机游戏在中国游戏市场所占份额仍然较小,但发展十分迅速。

china-mobile-game-market(from gamesindustry)

china-mobile-game-market(from gamesindustry)

中国游戏行业报告指出,手机游戏在中国游戏市场中占比为7.5%,高于2012年时的5.1%。

2)据serkantoto报道,日本热门智能手机《Puzzle & Dragons》截止6月22日用户已达1700万,但这只是App Store、Google Play和Kindle平台的日本用户,其开发商GungHo并未公布游戏的北美下载量。

值得注意的是,这是自2012年10月以来,该游戏首次出现以23天新增100万用户的情况(游戏邦注:此前该游戏最多21天就可新增100万用户)。以下是日本网站Social Game Info发布的图表,显示了这款游戏于2012年2月20日在日本iOS平台上线以来的用户增长情况:

puzzle-dragons-gungho(from serkantoto)

puzzle-dragons-gungho(from serkantoto)

3)据gamasutra报道,Supercell首席执行官Ilkka Paananen在最近采访中表示,他认为开发者应根据粘性而来盈利来创造免费游戏,“这里最大的讽刺在于,如果你不把盈利性当成首要目标,反而才会获得更好的盈利性”。

他指出,当你将粘性和留存率视为首要目标,即制作人们经常会玩,并且长期想玩的游戏,那么他们也会变成愿意付费的玩家。他们致力于设计经得起数年考验的游戏。

Ilkka Paananen(from talouselama.fi)

Ilkka Paananen(from talouselama.fi)

Paananen认为,盈利 应该是创造具有吸引力的内容所得的结果,这两者顺序不可颠倒。游戏仍是一种艺术而非科学形式,你无法根据数据表格设计趣味元素,如果不制作有趣的游戏,开发者就无法在行业中长期立足。

4)移动网络服务Netbiscuits最近监测其云平台流量指出,在该平台使用率位居前10名的设备占据了48%的网络流量。

超过60%人认为智能手机最有必要提升在线体验,而对平板电脑有此要求的用户比例则是44%。

第一季度全球移动用户达64亿,相当于地球上每10个人中就有9个移动用户。

5)据venturebeat报道,谷歌日前宣布Android平板电脑激活量已达7000万,除此之外,Android和Chrome主管Sundar Pichai还透露目前全球出售的每两台平板电脑中,就有一者是Android设备(游戏邦注:苹果iPad自2010年以来销量超过1.7亿台)。

android-tablet(from omgdroid.com)

android-tablet(from omgdroid.com)

Pichai还指出预计到今年底,平板电脑销量就会超过PC设备。

6)据venturebeat报道,谷歌近日宣布推出Android应用版新服务Play Game Services,该服务致力于帮助玩家快速找到和启动其Android设备上的游戏,并同好友在游戏中展开竞争,含有积分排行榜、成就管理以及多人模式等功能。

play game services(from github.com)

play game services(from github.com)

该服务还绑定了Google+,以便玩家与好友联系,快速查看好友正在玩的游戏及其排名情况。(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)Sales in Chinese mobile game sector up 100% to $412 million in first half of 2013

by Jon Jordan

In conjunction with the ChinaJoy 2013 conference in Shanghai, new figures have been released about the size of its mobile games market.

According to the China Gaming Industry Report, the number of mobile gamers in the country is up 119 percent year-on-year to 171 million.

In terms of revenue, the first six months of 2013 have seen total mobile game sales of RMB 2.5 billion (around $412 million).

This is growth of 100 percent compared to the first half of 2012.

Good and bad

While mobile games’ share of the entire Chinese games market – which is dominated by PC/online games – is small, it’s growing fast.

The China Gaming Industry Report reckoned mobile games now account for 7.5 percent of the total Chinese games market, up from 5.1 percent in 2012.

But while the sector as a whole is booming, times aren’t necessarily easy for developers.

The amount of competition in the market is so extreme that the majority of companies will fail, LineKong CEO Wang Feng told the China Digital Entertainment Congress.

Shanda CEO Xiangdong Zhang said Chinese developers need to up the quality of their games if they are to succeed, especially in global markets.

He also argued there needs to be a better balance of risk and reward between developers and the big platforms and distribution stores that dominate China’s Android-focused mobile game market.

“The developer takes too much risk, but the platform companies have a smaller risk, so there is a conflict between them,” he commented.(source:pocketgamer

2)Puzzle & Dragons Now At 17 Million Registered Users In Japan, But Growth Has Slowed Down

by Dr. Serkan Toto

Japan’s top smartphone game Puzzle & Dragons has arrived at 17 million users on July 22, maker GungHo (3765) has announced.

The number only includes Japanese users, across the App Store, Google Play, and the Kindle.

Just like earlier this month, when the game hit 16 million players, the number of downloads in North America was not disclosed (the game is also out in Korea, where it’s doing really well).

But there is one difference: this is the first time since October 2012 (when TV advertising for the title started) that it took Puzzle & Dragons more than 21 days to grow by a million users – 23 days, to be precise.

Japanese website Social Game Info has posted this handy chart, which shows how Puzzle & Dragons has done after launch on February 20, 2012 on iOS in Japan:(source:serkantoto

3)Supercell: Don’t make monetization your number one priority

By Mike Rose

“The huge irony here is that if the monetization is not your number one priority, that actually leads to better monetization.”

- Supercell CEO Ilkka Paananen discusses creating free-to-play games based on engagement, rather than monetization.

There’s been plenty of back-and-forth between free-to-play studios in the games industry in recent months, regarding how important it is to focus on properly monetizing your game. Paananen recently talked to Gamasutra about how his Clash of Clans studio goes about the monetization strategies for its games.

Talking to the Guardian this week, Paananen explained, “When you prioritize engagement and retention – making a great game that people play often and want to play for a long time – they are happy to pay. We want to design games that people can theoretically play for years.”

Monetization should come as a result of focusing on creating engaging content first, he argues, not the other way around.

“There was a time, especially in the social games industry, where people thought you could create great games based on a spreadsheet: that creativity and design wouldn’t really matter,
because it was all about some maths,” he added.

“Games are still a form of art, not a form of science. You can’t design fun on a spreadsheet. And if you want to make an industry for the long-term, if you can’t create fun games, there’s
no future.”(source:gamasutra

4)60 per cent of people think smartphone web quality is a high priority

by Phil Tottman

And tablet browsing is closing the gap on 44 per cent.

Mobile web specialist Netbiscuits HAS monitored all traffic hitting its Cloud Platform to see what devices are most used, finding that the top ten only account for 48 per cent of total global traffic.

In a recent survey, Netbiscuits discovered that more than 60 per cent of people think that improving the online experience on smartphones was a high priority, and 44 per cent for tablets,
as revealed in the Netbiscuits Web Trends Report.

Mobile data has doubled in the first quarter compared to the year before, whilst mobile subscribers reached 6.4 billion, which is the equivalent to nine subscriptions for every ten people
in the world.

This data gathered from the Netbiscuits Cloud Platform gathering information from over one billion hits showed that it is becoming increasing important for web owners and marketers to
address any issues with the user experience provided by their mobile sites.(source:mobile-ent

5)Android hits 70M tablet activations, now accounts for 1 in every 2 tablets sold worldwide

Devindra Hardawar

Watch out iPad, Android tablets could catch up faster than you think.

Google just announced at a press event this morning that Android tablets have reached 70 million activations. Additionally, Android and Chrome head Sundar Pichai noted a remarkable figure: One in every two tablets sold worldwide are based on Android.

At the event today, which was originally pitched as a breakfast with Pichai, Google also officially announced the new Nexus 7 tablet. Pichai also pointed out that tablet sales should surpass personal computer sales by the end of the year (based on data from IDC, Google, and Gartner.) Not surprisingly, he says tablets have become a much bigger priority for the Android team.

Below, check out a chart detailing Android tablet activations. It’s worth paying attention to the noticeable bump that begins in the middle of 2012, which coincides with the launch of the
original Nexus 7. In comparison, Apple has sold more than 170 million iPads since its debut in 2010.(source:venturebeat

6)New Google Play Games app centralizes multiplayer and more on Android

Jeffrey Grubb

For the second major Android event in a row, Google is expanding the features it is offering to gamers and game developer on its mobile operating system.

At a Google “breakfast press conference” today, the company introduced a hub for its Play Game Services in the form of a new native Android app.

The software will focus on enabling players to manage games on their Android devices. Play Games will help gamers quickly find and launch software and find and compete with their friends.

It also centralizes and surfaces leaderboards, achievements, and multiplayer features for any game using the Google Play Game services.

Google Play Games is available to download today from the Play marketplace.

The app also uses Google+ integration to help players keep up with their friends. Gamers can quickly check what others are playing and check where they are on the leaderboards. Google Play
product manager Ellie Powers showed off a feature where she clicked on her friends profile and saw some of the games he’s played recently. This should aid developers with discovery since players can quickly click through on a game to download it if they don’t have it yet.

Google first introduced its Play Games Services at its I/O event in May. It’s a solution for developers to add cloud saves, leaderboards, multiplayer, and more to games on Android, PC, and
even iOS. The company obviously sees a need to expand the presence of games on the Android platform. Smartphone and tablet users download more games than any other kind of app. They also spend more money in games than any other kind of app. Google wants game developers to feel welcome on Android.

While Google Play Games doesn’t make it any easier to port games to Android, it certainly might entice some iOS developer to adopt Google Play Games since it works on iOS, Android, Windows Phone, and BlackBerry OS.(source:venturebeat


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