游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

每日观察:关注应用开发收益及盗版问题(9.24)

发布时间:2013-09-24 11:37:43 Tags:,,

1)据pocketgamer报道,苹果iPhone 5S和iPhone 5C在发售首周销量超过900万台(游戏邦注:iPhone 5发布首周销量为500万),该公司还宣布当前运行iOS 7的设备已超过2亿台。

2)Localytics发布的数据显示,iPhone 5S销量是iPhone 5C的3.7倍,在日本市场甚至是后者的5倍。

iPhone 5S和iPhone 5C在美国活跃iPhone中占比1.36%,其中iPhone 5S为1.05%,iPhone 5C为0.31%。

5s-vs-5c-global(from localytics)

5s-vs-5c-global(from localytics)

5s-vs-5c-us(from Localytics)

5s-vs-5c-us(from Localytics)

3)据insidemobileapps报道,Rovio Entertainment日前宣布向iOS、Android、Windows Phone 8和Kindle平台推出《愤怒的小鸟:星球大战2》,售价0.99美元。

该游戏还推出了30个Telepod实体玩具,玩家可用这些玩具解琐游戏中的新角色和威力。

angry-birds-star-wars-ii(from insidemobileapps)

angry-birds-star-wars-ii(from insidemobileapps)

4)据gamasutra报道,英国市场调研公司YouGov最近发布报告认为,游戏暴力元素与现实中的暴力行为存在一定关系。

牛津互联网研究所Andrew Przybylski博士调查了近2000名(不同年龄)英国成人用户,发现约53%受访者自称会玩游戏,19%承认自己经常玩游戏。

61%英国人认为玩电子游戏会引起现实生活中的暴力和攻击行为。

video-game-violence(from 6aming.com)

video-game-violence(from 6aming.com)

但多数18-39岁受访者不认为电子游戏会导致现实暴力行为,有79%年龄在60岁以上的受访却认为电子游戏会导致暴力。

由此可见,受访者年龄越大,就越相信电子游戏暴力与现实生活的暴力存在关联。并且更为年长的受访者也更无法苟同玩电子游戏可以作为一种心理渲泄口。

71%女性受访者认为暴力电子游戏会引起现实攻击行为,而认同这一观点的男性受访者比例仅为48%。

74%自称非游戏玩家的受访者认为,游戏会导致攻击性和暴力行为,有47%的游戏玩家也认为这两者之间确实存在关系。

而玩过暴力游戏的玩家却更少人认同这一观点,仅有35%暴力游戏玩家认为这种游戏会引起现实暴力行为。

5)据gamezebo报道,应用开发者大会(ADC)针对250名独立及小型团队开发者的调查数据显示,应用游戏开发并不那么赚钱,有40%受访者最新的产品几乎没有任何收益,49%开发者没有得到赚到任何利润。

app profit(from gamezebo)

app profit(from gamezebo)

多数开发者认为曝光度是导致其无法成功的一大问题,另外也有开发者认为自己深受盗版之害。有名受访者表示自己应用的800多万次下载量中,超过150万属于盗版下载。

除了付费应用,免费游戏也难免盗版危害,有许多用户依靠非法途径解琐IAP内容。另一名Android开发者表示自己工作室的某款游戏有90%的IAP属于非法交易。在这250名受访者中,27%开发者的应用曾被盗版,19%的应用IAP曾被破解。

in-app purchases hacked(from gamezebo)

in-app purchases hacked(from gamezebo)

6)Tesco最近发布信息图表显示,57%英国家长在长途旅行中会将平板电脑交给子女。在这些使用平板电脑的孩子中,56%用于教育目的,81%用于玩游戏,44%用于观看少儿电视节目。

值得注意的是,26%年龄不足3岁的孩子居然也知道如何使用平板电脑。在那些使用平板电脑的成人用户中,86%用该设备上网;英国妈妈用户最常用平板电脑登录Facebook。

86%的成人使用平板电脑的原因是这种设备更轻便,65%则认为原因是这种设备运行速度更快。

tablet usage inforgraphic(from Tesco)

tablet usage inforgraphic(from Tesco)

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)It’s a record breaker: iPhone sales hit 9 million in opening weekend

by Keith Andrew

Apple sold more than 9 million iPhone 5S and 5Cs during the new range’s opening three days on sale, with the company branding the weekend as its “best iPhone launch yet”.

The company claimed that the stellar start for its new devices was complimented by the fastest take up of a new version of iOS in Apple history, with more than 200 million devices now running iOS 7.

The 9 million figure puts two two devices well ahead of the 5 million sales iPhone 5 amassed during its opening week in 2012.

‘Sold out’

“The demand for the new iPhones has been incredible, and while we’ve sold out of our initial supply of iPhone 5S, stores continue to receive new iPhone shipments regularly,” said CEO Tim Cook.

“We appreciate everyone’s patience and are working hard to build enough new iPhones for everyone.”

Indeed, while there’s little doubt iPhone 5S started strongly – queues building up outside Apple stores across North America and Europe – just how well Apple’s ‘budget’ device, the iPhone 5C, has performed remains up for debate.

Reports from France suggest demand for the device is especially low compared to other iPhones, and Apple’s decision to combine sales rather than break them down between the two devices will do little to calm fears that the iPhone 5C is performing poorly at retail.

Indeed, third party data published by Localytics analysing the percentage of active iPhones suggest the 5S outsold the 5C by more than 3 to 1 in the US, and almost 4 to 1 internationally.

A rather crude calculation based on those figures would suggest that iPhone 5C sales may have sold around 2 million of the 9 million handsets sold to date.(source:pocketgamer

2)iPhone 5s, iPhone 5c account for almost one per cent of global iPhones

by Zen Terrelonge

iPhone 5s is leading the charge by device and the US by country.

The iPhone 5s and iPhone 5c went on sale on Friday, September 20th, little over a week after the grand unveiling.

And despite just three days on the market, the iOS 7-powered duo already accounts for almost one per cent of global sales, according to analytics company Localytics.

In the popularity stakes, the 5s is outselling the 5c by 3.7 times and spikes to five times in Japan.

The 5s is the all-singing and all-dancing, metallic, flagship device and the 5c is the £469 budget – I use that term loosely – version that comes in plastic.

In terms of regional adoption, the US is paving the way forward, with the 5s and 5c accounting for 1.36 per cent of active iPhones in the US.

Clearly price isn’t a worry for American buyers, with the dearer 5s representing 1.05 per cent of sales and the 5c mopping up the leftover 0.31 per cent.

Of the US results, Localytics, said: “That means that the iPhone 5s outshines the 5c by a factor of 3.4 times, a clear indicator that the early adopters are favouring the high-end 5s compared to 5c.

“This makes sense since those who feel the need to buy a new device the very weekend it launches are most likely the power users who want the highest-end phone experience.”(source:mobile-ent

3)Rovio unleashes Angry Birds Star Wars II on mobile

Brandy Shaul

Rovio Entertainment aims to steal away our free time once again with Angry Birds Star Wars II, which has launched on iOS, Android and Windows Phone 8 devices worldwide. The game offers a line of over 30 playable characters, and is a follow-up to the original Angry Birds Star Wars, released in November 2012.

Angry Birds Star Wars II follows the story of Star Wars Episodes I-III, and as such introduces Angry Birds versions of young Anakin, Jango Fett and Darth Maul, to name a few. The game launched alongside over 30 Telepods physical figures, which can be placed onto a device’s screen to unlock new characters and powers. Players can change the bird in the slingshot at any time by swapping out for additional Telepods characters.

For the first time in the franchise, players can join the Pork Side and play as pigs representing a number of villains, including Darth Vader and General Grievous. While playing as pigs, players gain access to a variety of abilities, including telekinetic lightning and vacuums, depending on the character.

“Angry Birds Star Wars II combines the rich worlds of both Angry Birds and Star Wars in a unique way featuring fan favorite characters from both the dark and light side of the Force,” said Jami Laes, EVP of Games at Rovio Entertainment, in a company statement. “For the first time ever our new characters will not only appear in future game updates, but also on store shelves. We’ve heavily invested in the longevity of the franchise and have great updates already lined up for the coming months.”

Angry Birds Star Wars II is now available to download for $0.99 on iOS, Android, Windows Phone 8 and Kindle. The Hasbro-produced Telepods figures can be purchased in groups or in playsets online and in-stores. Check back soon to follow the app’s growth on AppData, our tracking service for mobile and social apps and developers.(source:insidemobileapps

4) Do violent video games cause violent behavior? Here’s what the UK thinks

By Mike Rose

The debate surrounding whether video games cause real-world violence and aggression continues to rage on as it always has — especially with the launch of Grand Theft Auto V last week.

A new study from UK-based market research firm YouGov this week suggests that the more familiar a person is with video games in general, the less they believe that there is a connection between in-game violence and real-life violence.

Dr. Andrew Przybylski, a research fellow at the Oxford Internet Institute, surveyed nearly 2,000 adults in the UK, with a wide ranging mix of ages, beliefs and experience with video games.

Of those surveyed, around 53 percent said they play games, with 19 percent saying they play games “most days.”

The survey found that 61 percent of UK residents believe that playing video games can be a cause of real-world violence and aggression.

Breaking down the data reveals far more interesting statistics, however. Take the age break-down, for example — most of the people surveyed between the ages of 18 and 39 disagreed that video games caused real-life aggression, while an overwhelming number of 60+ year olds said there was a link (79 percent, in fact).

In other words, the older the person surveyed, the more likely they were to believe that there’s a connection between video game violence and real-life violence. The older people surveyed also were more likely to disagree that video games can be utilized as an outlet for frustrations and aggression.

The experience and gender gaps

There were other notable gaps beside the age correlation — both gender and video game experience were picked out as part of the report.

71 percent of the women surveyed said that they believe violent video games can cause real-world aggression. This compared to 48 percent of men who agreed there was a connection.

And when looking at those people who have played games versus those who have no experience with games, the results are as you’d expect: 74 percent of those surveyed who don’t play games said games can cause aggression and violence, while 47 percent of those who play games agreed there was a connection.

Players who had experience with violent games, however, disagreed far more that there is a connection. 35 percent of people who play violent video games said violent games can lead to real-world violence. (source:gamasutra

5)New survey shows that piracy and discoverability are still pressing issues for game developers today

By Joe Jasko

It’s no secret that developing a successful mobile game isn’t easy in today’s increasingly digital age, but I don’t think that any of us gamers truly realized just how hard some of those challenges may be until now. The new App Developers Conference (ADC) has conducted an extensive survey that serves to show just how difficult it is to turn a profit with your latest mobile game, let alone to get mobile gamers to actually play it legitimately.

The ADC surveyed over 250 solo- and small team-developers who primarily make games and other apps for iOS and Android platforms (other operating systems like Windows and Mac, in addition to web-based games also had a strong showing in the survey, although iOS and Android were in the majority by a clear margin, representing over 80% and over 60%, respectively).

As some might have expected, the survey results show that app-based game development is not all that lucrative as it might initially have been cracked out to be. A staggering 40% of all developers surveyed made zero revenue at all from their latest applications, while an equally poor 49% made a disheartening profit of zero. And while most of the developers who participated in the survey work out of very small-scale studios and have only been in the development game for a handful of years, it’s still a pretty tough pill to swallow.

Image and data courtesy of the App Developers Conference 2013 survey.

So why such depressing numbers in an industry that, on the surface, seems to be steadily on the rise? Well for one thing, many developers cited game piracy as a continuing and serious issue that harms their overall business and success as a company. One developer in the survey noted that of their app’s 8 million+ downloads, over 1.5 million of them were pirated. It’s something that everyone in the gaming world has been aware of, but I don’t think anyone was truly expecting the enormous numbers of piracy accounts that this survey produced.

And the pirating isn’t just restricted to premium apps, either: free-to-play games have also fell victim to piracy as well, with large portions of content attached to in-app purchases being unlocked illegally without having to pay. Another Android developer notes that on one of their studio’s games, “approximately 90 percent of in-app purchases were faked.” All in all, of the 250+ developers surveyed, 27% had their apps pirated, while 19% had their in-app purchases hacked in some way.(source:gamezebo

6)INFOGRAPHIC: 26 per cent of kids under three know how to use a tablet

by Phil Tottman

56 per cent of children overall use a tablet for educational purposes – that’s what they tell their parents anyway.

Following the launch of its Hudl tablet, Tesco has put together an infographic on how its UK customers use their tablets.

57 per cent of parents who own a tablet give it to their offspring to use on long journeys.

Of those children who use the device, 56 per cent use it for educational purposes, 81 per cent use it for gaming – surprise surprise – and 44 per cent watch children’s TV programmes.

26 per cent of under three year olds amazingly know how to use a tablet. Which is impressive considering some of us didn’t even know how to write our name at that age… Back me up here!

Amongst adults that use a tablet, 86 per cent do so for browsing the Internet, with the second most popular activity being sending and reading emails and then playing games. (Always a child a heart)

If we ever wondered what mother dearest did on their tablet, then it can be revealed that they are most likely on Facebook, which is the most popular social media network amongst UK mums.

Of the older generations, 86 per prefer to use their tablet due to it being lighter and easier to pick up and 65 per cent favour the device because it is faster.

Check out Tesco’s full infographic on every generations use of a tablet device.(source:mobile-ent


上一篇:

下一篇: