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每日观察:关注Dubit儿童手机游戏IAP消费调查情况(11.7)

发布时间:2013-11-07 10:58:10 Tags:,,

1)据gamasutra报道,《坦克世界》开发商Wargaming日前投资成立了一家新手机游戏工作室,将负责开发有别于Wargaming主机游戏的移动产品。

该工作室主管是David Bluhm(之前曾创立手机游戏工作室Z2),其他核心成员还包括前Z2和任天堂成员Julian Chunovic,以及前EA PopCap、Blue Manchu成员Joe McDonagh。

World Of Tanks(from rebgaming)

World Of Tanks(from rebgaming)

2)据venturebeat报道,动视暴雪最近透露《魔兽世界》付费用户持续流失,目前订阅用户已经降至将近760万,低于8月份时的770万,比5月份下降了40万左右。

尽管用户缓慢流失,《魔兽世界》仍是目前全球第一大基于订阅的MMO角色扮演游戏。

WoW(from thebestgamesiteever.com)

WoW(from thebestgamesiteever.com)

这是该游戏自2006年以来最低订阅率,远低于2010年时的1200万用户。

3)据Cellular News报道,今年第三季度全球智能手机出货量超过10亿台,同比上年增长44%以上;苹果和三星仍然分别占据15%和34%。

中国大陆、香港和台湾地区发展最为明显,增幅达64%,出货量将近1亿台。大中华地区目前在全球市场中占比39%,拉美增幅第二占比59%,但在出货量中仅占比19%。

三星是除了北美之外所有地区排名第一的智能手机制造商,市场份额将近70%。

smartphones(from drprem.com)

smartphones(from drprem.com)

三星已从中国本土制造商手中重新收回该地区领先地位,欧洲是其第二大市场,第三则是中东和非洲市场(出货量为5600万台)。

微软市场份额增长4%,出货量达920万台,同比去年增长185%。

尽管Android和iOS仍是最大的两个手机操作系统,微软在19个国家/地区中已经是第二大手机平台,在芬兰占比39%,在越南占大16%,在意大利占比15%,在泰国和土耳其占比11%,在俄罗斯占比8%。

4)市场调研机构Dubit最新报告显示,尽管免费应用和游戏是否唆使儿童滥花钱的情况已引起各方的警惕,但Dubit针对355名手机游戏儿童玩家的调查结果却发现,仅有87名儿童曾经购买IAP内容,约有1%受访者在某次游戏中投入超过16美元。

in app purchase(from theguardian.com)

in app purchase(from theguardian.com)

调查发现没有一名受访者在手机游戏中的单笔交易超过16美元。在这些获得家长允许购买手机游戏IAP的儿童中,其平均单次交易额约为3.33美元。

5)据venturebeat报道,百度最近调查报告显示,93.1%受访者自称熟悉可穿戴设备的概念,70-75%受访者有意愿购买此类产品。

Joy-of-Tech-Glass-vs-iWatch(from idownloadblog)

Joy-of-Tech-Glass-vs-iWatch(from idownloadblog)

如果不考虑价格因素,49.3%受访者可能会购买智能手链,46.6%可能会购买智能手表,有19.5%表示一定会购买智能手链,29.1%一定会购买智能手表。

报告指出,48.1%用户希望这种可穿戴设备能够让自己保持健康状态,37%希望使用这类设备战胜懒惰和执行短期计划。(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)World of Tanks’ Wargaming exploring mobile with new studio

By Mike Rose

World of Tanks behemoth Wargaming is funding a new mobile game studio, with the aim to experiment in the mobile space as an entity separate to Wargaming’s console development.

Talking to Venturebeat, the new studio’s head David Bluhm, who has previously founded mobile studio Z2, noted that the as-of-yet unnamed company will be entirely funded by Wargaming.

“We think mobile games is still a relatively new space with massive upside, he said. “Mobile is ripe for innovative and new core game mechanics.”

Other members of this new studio include Joe McDonagh, previously of Blue Manchu and EA PopCap, and Julian Chunovic, formerly of Z2 and Nintendo.

Although Wargaming is yet to confirm its involvement with this new studio, Bluhm says that more information will be disclosed within the coming weeks.(source:gamasutra

2)World of Warcraft down another 100,000 subscribers (updated)

Jeffrey Grubb

This story originally compared World of Warcraft’s current subscribers to its May levels. The most up-to-date comparison is to the game’s subscriber numbers from August. We’ve fixed that and apologize for the confusion.

Activision Blizzard revealed that World of Warcraft continues to slowly bleed paying subscribers.

The massively multiplayer online role-playing game is now down to approximately 7.6 million subscribers, according to Blizzard. That’s down from 7.7 million in August, and it’s down 400,000 from May. Despite the slow leak in members, World of Warcraft remains the world’s No. 1 subscription-based MMO role-playing game.

This is the lowest subscription rate for World of Warcraft since 2006. It’s down from a high of 12 million in 2010.

This news comes as Activision Blizzard, which publishes World of Warcraft, revealed its third-quarter earnings today. Even while its premiere MMO is losing revenue, the company managed to beat its earnings outlook.

“Our third-quarter results exceeded our expectations, and we are able to raise our outlook for 2013 net revenues and earnings per share,” Activision Blizzard chief executive Bobby Kotick said in a statement. “Robust continued engagement with our core franchises drove digital revenue, which constituted a majority of all revenue. This quarter demonstrates that games like Call of Duty and World of Warcraft engage and entertain our fans year round.”

In addition to the core WOW experience, Activision launched the beta for its digital collectible-card game Hearthstone: Heroes of Warcraft. This free-to-play title has players competing head-to-head and spending money to  buy card packs and compete in special matches. This is the company’s first major free-to-play game, and it could act as a testing ground Blizzard’s future game or potential changes to World of Warcraft.(source:venturebeat

3)Smartphone market grows by 44 per cent in a year

by Phil Tottman

Q3 sees a quarter of a billion devices shipped.

Apple and Samsung still own the smartphone market with 15 per cent and 34 per cent respectively, with Huawei, Lenovo and LG making up the top five, reports Cellular News.

The market saw a year on year growth of more than 44 per cent with more than a billion smartphones shipped in Q3 of this year.

China, Hong Kong, and Taiwan grew the most, with 64 per cent, equating to nearly 100 million. Greater China now accounts for 39 per cent of the global market, and Latin America being the second highest for growth rate at 59 per cent, however being the smallest region with 19 per cent of units shipped.

Nicole Peng, research director in China, said: “There is an interesting disparity among the leading vendors across the regions.

“Samsung was the leading vendor across all regions except North America, where Apple held the top spot. The vendors account for almost 70 per cent of the market there.”

Samsung first took over the market in China back in March, and has retained their lead despite the growth in adoption of local vendors.

Europe proved to be the second largest region, followed by the Middle East and Africa shipping 56 million units. Samsung storms the market in these areas with a 50 per cent share, with Apple miles behind with just 13 per cent.

Microsoft’s platform increased its market share by 4 per cent, with shipments skyrockets by 185 per cent to 9.2 million compared to the same quarter last year.

Although Android and iOS retain their overall lead in operating systems, the impressive growth from Microsoft saw it take second place as biggest OS in 19 countries. With a 39 per cent share in Finland, 16 per cent in Vietnam, 15 per cent in Italy, 11 per cent in Thailand and Turkey and 8 per cent in Russia, as the most noticeable increases.(source:mobile-ent

4)New report highlights how much kids spend on in-app purchases

By Mike Rose

Following an investigation by the Office of Fair Trading into free-to-play apps and games aimed at children, there’s plenty of heat on how mobile developers present in-app purchases to kids.

But a new report from research agency Dubit suggests that these fears may have been blown out of proportion. The company surveyed 355 children who play mobile games, and found that only 87 had made in-app purchases — while around 1 percent had spent more than $16 in one game session.

While many have suggested that the high-price points of in-app purchases in kids’ games wrongly encourage children to spend lots of money in these games, Dubit’s report found that not a single child surveyed had ever made a single purchase greater than $16.

The report noted that across all children with permission from parents to buy in-app purchases in mobile games, the average single purchase was around $3.33. You can find the whole report in slide form here.

It’s worth noting that Dubit works with numerous game developers to build brands for their kids’ games, and is also working on apps for kids both as a studio-for-hire, and through its own tech demos.(source:gamasutra

5)75% of Chinese consumers interested in buying wearables, according to Baidu report

Devindra Hardawar

Wearable devices have become the one of the most anticipated digital products after smartphone and tablets, although there is still a long way to go for manufacturers to commercialize them. This anticipation is demonstrated in a report recently released by Baidu with 93.1 percent of the interviewees familiar with the concept of wearables — and 70 percent to 75 percent are willing to purchase one. (See the full report in Chinese.)

Giving no consideration to prices, 49.3 percent and 46.6 percent of the customers may purchase smart bracelets and smart watches, two main categories of wearable devices, respectively, while 19.5 percent and 29.1 percent will definitely purchase one.

According to the report, 48.1 percent of the users hope wearable devices can help them to keep fit and 37 percent want to use them to overcome laziness and implement sports plans.

The percentage of Chinese consumers interested in wearable devices for various purposes.

The report adds that users are interested in features such as body-sensing interactions and cross-platform cloud data. Customers look forward to more apps dedicated to wearable devices, rather than apps already available on smartphone.

Wearable devices already released by Chinese manufacturers include Shanda’s Geak Watch, Qihoo’s 360 Child Guard, T-Watch, inWatch, and CWatch, among others.

The future wearable device market has abundant manufacturers, but lacks a common platform, like Android and iOS for smartphones, which enables all related wearable devices to operate and store data on it.

Research institution iiMedia predicted that the market size of Chinese wearable devices would reach 11.49 billion yuan ($1.87 billion) and shipments of 40 million units by 2015 (source in Chinese).

And it’s not just China: Wearable device mania has swept the whole world. An Australian research institute predicted that one fifth of Australians would have one wearable device each in the future year, with shipment reaching 36 million units (source in Chinese).(source:venturebeat


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