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每日观察:关注第二季度美国游戏市场销售额(9.6)

发布时间:2013-09-06 13:56:20 Tags:,,

1)Ask.com最近针对4000多名iPhone用户的调查指出,46%的原iPhone用户有意立即购买最新款iPhone,54%受访者称会先观望一段时间再购买,超过60%受访者对高端的iPhone 5S兴趣高于平价版iPhone 5C。

40%受访者认为更长的电池寿命是他们最看重的新iPhone特点,34%用户最期待的是指纹解琐功能。有趣的是,多数iPhone用户并不关心更多色彩选择,仅有12%用户希望iPhone换一种颜色,也仅有10%用户重视性能优化的Siri。

iPhone-5S(from lifestyle9.com)

iPhone-5S(from lifestyle9.com)

多数iPhone用户最关心的问题是最新iPhone手机的售价及功能,以及苹果是否会停售旧版iPhone的问题。

2)GSMA最新报告指出,2012年欧洲移动行业收益从2010年的1620亿欧元降至1510亿欧元。

出现这种衰退的主要原因是,该地区接受LTE和4G的速度较慢,目前采用LTE和4G服务的设备仅占全欧移动设备的0.3%,而美国市场的这一数据则是11%,韩国则是28%。美国网络速度目前平均比欧盟快75%,未来数年这一差距还会扩大。

4g_lte_logo(from iitime.com)

4g_lte_logo(from iitime.com)

尽管欧洲在移动网络上较为落后,预计2020年其无线连网设备数量将增长至60亿台左右,在全球中占比将近四分之一。

3)The NPD Group最近报告指出,2013年第二季度美国玩家在游戏市场中的投入达28.8亿美元;其中实体零售游戏和游戏硬件投入达7.69亿美元,二手和租赁游戏投入为3.43亿美元。数字产品(包括Steam、可下载内容、订阅服务、手机游戏应用和社交游戏等内容)销售额达17.7亿美元。

Mobile Games(from allthingsd.com)

Mobile Games(from allthingsd.com)

尽管玩家在数字产品中的投入巨大,但其销售额仍然比2012年下降了3%,去年玩家投入为29.7亿美元。

4)游戏行业博客gamesbrief最新撰文指出,Distimo在7月份报告显示一款应用要进入苹果App Store热门榜单前50名,就要实现2.3次免费下载量,950次付费下载量,或者1200美元的日常收益。

Top Overall(from Distimo)

Top Overall(from Distimo)

要进入前10名热门榜单,则需要7万次免费下载量,4000次付费下载量,或者4.7万美元日常收益。

在iOS收益榜单前50名的游戏,年销售额是440万美元;在iOS收益榜单前10名的游戏,年销售额为1720万美元。

5)据insidemobileapps报道,Zynga日前在iOS平台发布新版游戏《New Scramble with Frends》,该游戏将取代原来发布于App Store的《Scramble with Friends》,但会保留原来玩家的帐号和游戏状态。

new-scramble-with-friends(from insidemobileapps)

new-scramble-with-friends(from insidemobileapps)

这个新版游戏保留了原来的玩法,但添加了日常挑战和额外游戏玩法,支持玩家同好友或陌生人参与三轮的游戏,每一轮都呈现随机字母,让玩家利用这些字母创造更多字词。(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)Half of existing iPhone owners plan to buy the new iPhone immediately, one survey says

John Koetsier

Almost half all of existing iPhone owners plan to upgrade to the new iPhone immediately, according to a survey at Ask.com.

And most of them want to go high-end.

According to the survey of more than 4,000 iPhone users, 46 percent plan to upgrade as soon as the new iPhones are available. 54 percent say they’ll wait a while. Interestingly, over 60 percent are interested in the high-end iPhone 5S, even though the cheaper iPhone 5C will also almost certainly be released by Apple at the same time.

The new features iPhone users want most?

Better battery life is the leading desire on the wish list, with 40 percent of users reporting this need, while the rumored thumbprint unlock is something that 34 percent of users want.

Interestingly, multiple colors is not a big deal to most iPhone users, with only 12 percent of users looking for a new hue.

And only 10 percent want an improved Siri.

What Ask.com iPhone users at least are interested in — and likely other iPhone users as well — is the exact price and feature set of the iPhone 5, as well as whether Apple will discontinue older iPhones.

There’s likely nothing to worry about there. Apple is still selling the three-year-old iPhone 4, so older iPhones will probably be around for some time to come.(source:venturebeat

2)European mobile market falling behind the rest of the world

by Phil Tottman

Even though it has the highest subscriber rate at 79 per cent, Europe is the only region to see revenues decline.

Mobile industry revenues in Europe have seen a dip from €162 billion in 2010 to €151 billion last year, reports the GSMA.

One of the main causes of the decline is the regions late adoption of LTE and 4G, which accounted for a mere 0.3 per cent of total devices in Europe, compared to 11 per cent in the US and 28 per cent in South Korea.

Connection speed in the US is currently 75 per cent faster than the EU average, with the gap expected to grow even more in the coming years.

As the world becomes more connected, it presents a significant opportunity to expand the reach of mobile into key industries.

Although Europe is lagging behind, the number of connected wireless devices is expected to increase to around six billion by 2020, accounting for almost a quarter of the global total.

The value of the market in this instance would be nearing the €234 billion mark by the same time.

Anne Bouverot, director general at the GSMA, said: “The mobile industry can play a key role in the European recovery, but this will require policy that encourages investment in mobile broadband connectivity, enables innovation and helps build consumer confidence in mobile services.”

The adoption of mobile technology into areas such as automotive, commerce, education, health, government and utilities would offer the chance for new businesses to boost revenues, supporting growth, jobs and sustainability.(source:mobile-ent

3)NPD report: U.S. gamers spent $2.88 billion on games in the second quarter of 2013

Jeffrey Grubb

U.S. consumers are spending money on games but not quite at the pace they were in 2012, according to industry-tracking firm The NPD Group.

The information company released its 2013 Games Market Dynamics report for the U.S. and claims that consumers in that market spent a total of $2.88 billion on game-related content. That includes the $769 million gamers spent on new physical titles and hardware that NPD reported in its monthly sales charts.

In addition to the new physical goods, NPD found that gamers spent another $343 million on used and rental titles. Digital goods made up the rest with a whopping $1.77 billion in sales.

This number includes full games on services like Steam, downloadable content, subscription services, mobile gaming apps, and social games on platforms like Facebook.

Despite the huge chunk of money gamers are spending on digital goods, overall sales were still down 3 percent from 2012 when gamers spent $2.97 billion in the same period.(source:venturebeat

4)A top 10 grossing IOS game is making >$17 million a year (or how many downloads do I need to crack the top iOS charts)

By Nicholas Lovell

In June, Distimo released a free report showing what it takes to break into the top Charts on iOS. (I missed it, thanks Ben Cousins for bringing it to my attention again).
imageThe key findings:

To get into the Top 50 charts, you need 23,000 free downloads, 950 paid downloads or $12k in daily revenue

To get into the Top 10 charts, you need 70,000 free downloads, 4,000 paid downloads or $47,000 in daily revenue.

Let’s look at another way. Financial types sometimes look at what they call “run-rate revenue”. That means that if you, say, make £1m in Q1, your annual run-rate is £4m, assuming that you make the same revenue every quarter, that there is no growth, no seasonality and no unforeseen dips in revenue. Run-rate revenue is built on a very shaky analytical foundation, but it’s used a lot.

It’s even more shaky when you take daily revenue and annualise that, because there will be even more variation in daily revenue than in quarterly. However, there are some positive elements. Firstly, Distimo’s daily revenue is average over the month of May, smoothing some of the more distorting peaks and troughs. Secondly, the top grossing games are increasingly dominated by the same games: once they get there, they often stay there. So with those caveats:

A game that ranks above #50 in the Top Grossing charts on iOS has a run-rate of $4.4 million a year

A game that ranks above #10 in the Top Grossing Charts on iOS has a run-rate of $17.2 million a year.

These estimates are on the high-side, because few games are consistently in the Top 10 for an entire 12 months. I suspect that there is a power-law in action, meaning that the #5 will be making a *lot* more money than the #10. But it is an interesting rule of thumb.(source:gamesbrief

5)Zynga launches New Scramble with Friends on iOS

Brandy Shaul

Zynga has launched a new version of Scramble with Friends on iOS, appropriately titled “New Scramble with Friends.” The app replaces the original game on the App Store, but keeps players’ accounts and stats from their previous time with the game.

New Scramble with Friends retains the round-based gameplay that asks players to create words using randomized letters (like in Boggle), but throws in daily challenges for additional gameplay.

New Scramble with Friends allows users to challenge friends or strangers to a three-round game, with each timed round presenting a new randomized letter board, and asking players to create as many words as possible. Letters must touch in some fashion, including diagonally, and the same tile can’t be used more than once in the same word. Points are earned depending on the letters used, with “unique” letters like V or Y offering more points than E or A, as examples.

The new daily challenges feature gives players another way to be competitive, even if they aren’t playing against other real-world players. They may ask players to create as many three-letter words as possible, find the names of fruit buried in the puzzle, or simply make as many words as possible with a flat scoring scheme, as examples. These puzzle boards are static and can be replayed to increase high scores.(source:insidemobileapps


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