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每日观察:关注App Store与Google Play收益门槛(8.21)

发布时间:2013-08-21 10:50:45 Tags:,,,

1)Ovum最近报告预测,2017年新兴市场智能设备普及率将从去年的20%上升至50%,总数达20亿。这意味着未来将有10亿来自这些地区的移动网络用户,移动运营商、内容供应商应该做好准备,为这些用户提供更优质的宽带服务,计费系统以及更多本土化服务。

Smartphones-Users(from geekyedge.com)

Smartphones-Users(from geekyedge.com)

2)据mobile-ent报道,由EA工作室PopCap开发的《植物大战僵尸2》于上周四发布于App Store,至今下载量已达1600万次。

该游戏位居137个国家/地区App Store榜单首位,成为EA史上最成功的手机游戏,它一天的下载量几乎是EA之前手机游戏纪录的两倍。

PvZ_2(from insidemobileapps)

PvZ_2(from insidemobileapps)

该游戏目前推出7种语言版本,预计将在今年登陆其他平台。

3)据gamasutra报道,在日前的GDC Europe大会上,《Slamjet Stadium》开发者Alistair Aitcheson探讨了针对单个平板电脑屏幕制作多人模式游戏的问题。

Slamjet Stadium(from alistairaitcheson.com)

Slamjet Stadium(from alistairaitcheson.com)

他举例称在《大富翁》游戏中,玩家无法突然窃走他人的钱财,而平板电脑却可以围绕“作弊”这一理念制作游戏,而这一点对玩家来说极具吸引力。

Aitcheson在自己的游戏中运用了鼓励玩家进入他人区域,捣鼓他们的角色或窃走他们的财宝这一理念。这种游戏体验比两人在两台不同设备上玩游戏更具竞争性,因为玩家在游戏过程中可以相互推搡,用肢体接触来控制局势。

4)Trademob最近发布信息图表显示,在苹果App Store的90多万款应用,以及Google Play的100多万款应用中,仅有80款应用在2012年第四季度收益超过100万美元,如果去计算这些应用的开发成本,就会发现这种收益水平确实不容乐观,对于小型发行商而言尤其如此。

要进入苹果App Store收益榜单,一款应用在24小时内下载量至少要达到6万次,但有63%开发者所获得的总下载量最多不超过5万次。

Break Into App Store(from Trademob)

Break Into App Store(from Trademob)

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)Mobile internet more important than ever in emerging markets

by Phil Tottman

Operators in those regions need to help the next billion mobile internet users.

The lack of fixed internet access along with the purchasing power of urban residents in emerging markets, are forcing both end users and service providers onto mobile, reports Ovum.

The adoption of smart devices in emerging markets is expected to increase from 20 per cent last year to 50 per cent in 2017 – translating to over two billion devices. That, with the growth of the mobile internet will mean that the next boom of around one billion visitors to the internet will be from a mobile device in those regions.

Shiv Putcha, principal analyst at Ovum, said: “The rising ownership of smart devices is not just giving some consumers access to the internet for the first time; the wide availability to these devices will also increasingly divert traffic to the mobile web.”

Mobile network operators need to begin embracing the prepaid user base for mobile broadband, as they could be their main access to online content. Data pricing also needs to be made simpler, so users know exactly what they are paying for and how much is available for use.

Putcha continued: “The next billion consumers are typically highly value conscious; tariff complexity combined with potential bill shock will deter protective mobile internet users. These consumers will expect variety and simplicity in access packages and look for unlimited, time-based, and content-based packages.”

The expansion of the mobile web means that content providers need to be more aware of the localisation of their services – and if they are to work with operators then they could offer better billing support, enabling users to spend less money over longer periods of time.(source:mobile-ent

2)Gamescom: Plants vs Zombies 2 hits 16m downloads in just five days

by Zen Terrelonge

EA names Plants vs Zombies 2 the company’s most successful mobile game launch.

Plants vs Zombies 2, which is developed by EA studio PopCap, was launched for free on the App Store on Thursday and has already notched up 16 million downloads.

It topped App Store charts in 137 countries, and achieved one on of the biggest opening weekends on the Apple marketplace.

The results have made Plants vs Zombies 2 the most successful game launch in EA’s history, as day one downloads almost doubled the publisher’s previous mobile record.

The 16 million users have generated more than 11 billion suns, encountered two billion zombie waves, planted four billion plants and played more than 25 million hours.

Tony Leamer, franchise business director for Plants vs. Zombies, said: “We are grateful and delighted with the incredible reception Plants vs. Zombies 2 has received from consumers around the globe.

“We certainly had high hopes for the game, but to see fans playing the game so quickly and in such huge numbers is truly amazing.”

The game currently runs in seven languages, with more on the way, while it’s due to launch for other platforms throughout the year.(source:mobile-ent

3)Let’s get physical: The art of multiplayer games on a single tablet

By Mike Rose

Players love invading each other’s personal space and getting in each other’s way, and so creating multiplayer tablet games in which players are forced to play in close proximity can lead to some great experiences.

As part of his talk at GDC Europe today, Slamjet Stadium developer Alistair Aitcheson discussed the possibilities of creating multiplayer games that take place locally on a single tablet screen.

“People are being asked to do something very strange,” he says — in Monopoly, for example, you wouldn’t suddenly lean over and steal another player’s money. Yet tablet games can be focused around the idea of “cheating,” and this is strangely compelling to players.

In Aitcheson’s own games, the act of reaching across into the other player’s space and messing around with their characters or stealing their treasure is encouraged.

This can lead to experiences that are far more competitive than two people playing on two different devices against each other, since the two people can push each other around and use human contact as part of the controls.

Notably, this sort of physical play cannot be replicated by an AI opponent, so a multiplayer tablet game like this brings to the table the sort of gameplay that cannot be echoed elsewhere.(source:gamasutra

4)INFOGRAPHIC: How hard is it to break into the App Store?

by Phil Tottman

The battle to monetise apps is on even though 67 per cent of developers aren’t breaking even.

We always hear the success stories of apps that take the world by storm. Who doesn’t know Angry Birds, or WhatsApp – the big name developers such as EA, Gameloft and Rovio are always in the headlines for one thing or another.

But what we don’t hear about is the other side of the app store. The darker side where smaller developers are fighting a daily battle to get their apps in the charts and actually start earning a bit of money from them.

There are over 900,000 apps in Apple’s App Store and more than one million in Google Play, so it is no surprise that developers could find it hard to get noticed in such a big crowd, no matter how much they jump around and shout about their apps.

Of all those apps, only 80 managed to generate more than one million in Q4 of 2012, and considering how much it costs to get an app off the ground, this isn’t good – especially for the smaller publishers.

To get into the lucrative Apple App Store chart, an app has to be downloaded 60,000 times in 24 hours – which is a lot considering that 63 per cent of developers have only experienced 50,000 or less downloads over all.

There are ten apps for every person in the world, leaving us with a lot to choose from. So who can blame us for sticking with what we know, and going by what the masses recommend – even if that does make us ‘app sheep!’(source:mobile-ent


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