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10月份iOS用户获取成本及下载量(11.27)

发布时间:2013-11-27 11:16:02 Tags:,,,

1)Canalys最新报告预测,2017年全球平板电脑销量将近4亿台。2014年平板电脑销量将在所有PC(游戏邦注:这里的PC指所有的平板电脑、台式电脑和笔记本电脑)销量中占比50%。

分析师Tim Coulling指出,苹果在PC市场份额下降,而三星在EMEA地区本季度市场份额超过了苹果,苹果在未来将在更多市场失势,原因就在于苹果的高端定价及质量标准。

iPad_3(from pcadvisor.co.uk)

iPad_3(from pcadvisor.co.uk)

三星目前拥有27%的平板电脑市场份额,微软明年出货量预计将达5%。Android平板电脑占比65%,苹果占比30%。

2)Fiksu最近发布的10月份报告显示,iOS忠实用户获取成本为1.63美元,仅比9月份下降没美分,比去年10月份增长54%。值得注意的是,尽管去年同一时期有许多用户购买iPhone 5,今年更多用户购买iPhone 5c和iPhone 5s,但也难以拉低iOS用户获取成本。

cost per loyal user(from Fisku)

cost per loyal user(from Fisku)

报告还指出,在前200名iOS热门应用中,10月份下载量为560万次,仅比9月份减少10万次。

downloads(from Fiksu)

downloads(from Fiksu)

3)据mobile-ent报道,Gamevil日前宣布将完全收购手机游戏工作室Everple(游戏邦注:该工作室最新游戏下载量超过1000万次,创收达1600万美元),Everple首席执行官Jungoo Park及IIgyu在创立工作室之前曾在Gamevil就职。

gamevil-logo(from insidegamesasia.biz)

gamevil-logo(from insidegamesasia.biz)

4)据pocketgamer报道,热门游戏《Clash of Clans》目前在中国Android应用商店豌豆荚发布首月下载量超过20万次,目前总计下载量达60万次,但却并未获得任何收益,原因就在于中国用户还不能通过Google Play的计费系统付费(游戏邦注:该游戏的Android版本仅绑定Google Play计费系统)。

wandouja-chinese-android-billing(from pocketgamer)

wandouja-chinese-android-billing(from pocketgamer)

与之形成对比的是,豌豆荚(用户达2.5亿)同开发商Locojoy紧密合作,向推出了《我叫MT》植入了支付宝、借记卡或手机卡等计费选项,促使该游戏在豌豆荚发布首周下载量就超过26万次,平均每付费用户收益达102元人民币(约16.5美元)。

5)移动广告平台Millennial Media最近发布的报告指出,苹果分别在其平台本季度制造商和设备广告印象榜单中居首,有3款苹果产品进入前4大热门设备行列,苹果在所有广告印象中占比35%,其中多数来自iPhone。

排名第二的是三星,本季度广告印象占比29.58%,黑莓、LG、HTC分别位居第三、第四和第五。

智能手机所占广告印象达73%,其中Android所占份额最大,在前20名热门设备中,有14款为Android设备。

游戏在本季度的应用广告印象中占比最高,其次是媒体和娱乐应用,移动社交媒体、通信以及办公工具。体育应用也进入前10名列表,其中足球类应用占比60%。

从点击率来看,用户在智能手机使用办公工具、体育和购物应用的比例最高,而平板电脑则是阅读书籍、查看旅行和本地内容的主要选择。

6)GSMA Intelligence最新数据预测到2017年,LTE网络将覆盖设备数量将达10亿。

LTE(from amplitec.cn)

LTE(from amplitec.cn)

今年全球LTE网络设备将达1.76亿台,目前LTE覆盖范围是20%的全球人口,预计到2017年这一比例将达50%。美国网络已经覆盖其90%的人口,欧洲的覆盖率则是47%,亚洲仅为10%。

美国在当前全球LTE网络中占比46%,韩国和日本与美国的总和达到80%。(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)We will buy 285 million tablets next year, and almost 400 million in 2017

John Koetsier

A new report by research firm Canalys suggests we’ll be buying tablets by the boatload in 2017 — almost 400 million of them. And next year, tablet sales will make up a full 50 percent of all PC sales, when you define a PC as one of a tablet, desktop, or laptop.

In fact, tablets are the only reason the overall “PC” market is continuing to grow.

Established vendors such as Apple and Samsung will have challenges protecting their existing market share, however. Apple – which makes by far the majority of profits in the tablet sector — has well known issues with iOS market share in both phones and tablets due to its premium pricing and quality standards.

“Apple’s decline in PC market share is unavoidable when considering its business model. Samsung narrowly took the lead in EMEA this quarter and Apple will lose its position to competitors in more markets in the future,” Canalys analyst Tim Coulling said in a statement.

But Samsung will have issues as well. Despite the fact that the company grew its share in each of the last few quarters and is the leading maker of Android-based tablets, with 27 percent of the market, there are clouds on the horizon. That’s simply due to the rise of hundreds of local manufacturers and tough price competition from established PC companies.

“Small-to-micro brand vendors are eating up tablet market share. Vendors such as Nextbook in the United States, and Onda and Teclast in the People’s Republic of China ship more units than some of the major international top tier vendors in their home countries,” said Canalys analyst James Wang. “Vendors such as Acer, Asus, HP, and Lenovo have all entered the price war, with entry-level products at sub-U.S. $150 price points.”

Microsoft is one of the growing vendors, with shipments approaching 5 percent of the market next year — more than doubling its share in a growing market from just a year ago, thanks to a maturing set of devices and its Nokia acquisition. And with Android taking a 65 percent tablet share, that leaves about 30 percent for Apple.(source:venturebeat

2)Player acquisition costs up 54% year-over-year on mobile in October

Jeffrey Grubb

App and game developers didn’t get a discount on new users following the release of the iPhone 5s.

The average cost to acquire a new player in October was down only 5 cents from September to $1.63, according to app marketing company Fiksu. While that doesn’t seem like a big deal, that $1.63 average cost is up 54 percent compared to October 2012. Last year, the huge influx of new iPhone 5 users caused gamers to pick up a ton of new apps in the weeks following the hardware’s release.

This year, even more consumers picked up the iPhone 5c and 5s, but that wasn’t enough to push down player acquisition. It did help keep download volume up. Fiksu’s App Store Competitive Index, which tracks the download activity for the top 200 iOS apps, found that 5.6 million apps were downloaded in October. That’s down only 100,000 from September.

Downloads were slightly down in October compared to September, according to Fiksu.

“During the month of October, we observed record numbers of consumers purchasing new iPhone 5s and 5c phones and eagerly downloading new apps onto these devices — keeping download volumes up,” Fiksu chief executive Micah Adler said.

Acquisition costs rose in October compared to 2012 because, according to Fiksu, marketers were ready for the influx of new iPhone owners. At the same time, the decrease compared to September is notable because other companies were holding off on advertising spending to save up for bigger campaigns later this year.(source:venturebeat

3)Gamevil acquires 100 per cent stake in Monster Warlord creators

by Phil Tottman

Everple’s latest release was downloaded more than ten million times generating $16 million for the company.

Gamevil announced today that it has agreed to fully acquire mobile game studio, Everple.

The acquisition follows a number of aggressive investments  such as recent partnership with Com2us and Ocean View Games.

The company aim secure further long-term business partnerships to solidify its position as a leading global publisher.

Everple CEOs, Jungoo Park and Ilgyu previously worked at Gamevil just before creating their own company – so the acquisition is being considered a kind of re-marriage, where the two teams will put their heads together to reevaluate the potential of Everple’s current and upcoming titles.

Gamevil recently reported a record $11.4 million overseas revenue in Q3, just after it announced record Q2 overseas sales of $10 million.(source:mobile-ent

4)Where Clash of Clans is going wrong in China

by Jon Jordan

According to leading Chinese Android app store Wandoujia, Clash of Clans’ success in China is currently more about status than revenue.

It’s pointed out that despite racking up over 200,000 downloads through the store during its launch month – now over 600,000 in total – it hasn’t generated any money.

This is because the only billing system currently in-place is via Google Play; not a platform that any Chinese consumers have access to.

What’s in your wallet?

In contrast, Wandoujia – an Android app store with 250 million users – has worked closely with developer Locojoy to ensure the game I’m MT includes Wandoujia’s supported billing options such as AliPay, debit/card cards or phone cards.

The result, it claims, was the game received over 260,000 downloads during its first week of availability on Wandoujia.

And more significantly, it generated RMB 102 (around $16.50) in average revenue per paying user.(source:pocketgamer

5)Here is what people did on mobile devices in Q3, by number of impressions (report)

Rebecca Grant

We have entered the golden era of mobile advertising.

The sector is expected to grow by over 300% in the next five years and represents a crucial part of monetization for giants like Google and Facebook, as well as small startups.

Millennial Media released its “Mobile Mix” report today, looking at key advertising trends with a focus on mobile manufacturers, devices, operating systems, and connected devices.

Apple topped the lists for both manufacturers and devices, as ranked by impressions. Three of the top four devices were Apple, and it took 35% of all impressions, a majority coming from the iPhone.

When iOS 7 was released, impressions grew at an average of 185% a day.  Impressions from communications apps were nearly three times the average volume, and impressions from lifestyle and sports apps in iOS7 were six times the average volume.

Samsung ranked second for manufacturer and device, attracting 29.58% of total impressions this quarter.

Blackberry, LG, and HTC followed at third, fourth, and fifth.

73 percent of total mobile impressions this quarter were from smartphones. Android was the largest operating system by impressions this quarter. Fourteen of the top twenty devices were Android.

Millennial Media also looked at mobile developer trends.

Games was the number one category for impressions this quarter, followed by media and entrainment, mobile social media, communications, and productivity tools. Sports apps entered the top ten list this quarter, and 60 percent are soccer-specific apps. People love their soccer.

The report cited another study by comScore that examined which categories are more popular with people on mobile devices than desktops.

Consumers spend more time with photos, maps, games, weather, and social networking content on mobile. Retail fluctuates around the 50/50 mark, but Millennial Media said the emerging trend is towards consumers getting more comfortable with shopping on mobile.

When ranked by click-through-rate (CTR), smartphones are the clear leader for productivity and tools, sports, and shopping and retail. Tablets are the main choice for books and reference, and travel and local content.(source:venturebeat

6)One billion LTE connections expected by 2017

by Zen Terrelonge

Will account for one in eight global mobile connections.

New data from GSMA Intelligence predicts the LTE connections will hit one billion within the next three years, leading the technology to power one in eight global mobile connections by 2017.

The GSMA study shows the number of LTE connections will rise from 176 million this year, while 500 networks are set to be up and running in 128 countries by 2017, double the number of live networks today.

The spectrum started off flying in locations including the US and South Korea, but was off to an embarrassingly slow start in the UK.

The fortunes of the tech have turned around in the latter market, however, as O2 and Vodafone have finally launched 4G in an attempt to catch up with runaway leader EE.

20 per cent of the world’s population are within LTE coverage range at present, which is set to hit 50 per cent over the period. The US networks cover 90 per cent of the population currently, compared to 47 per cent in Europe and ten per cent in Asia.

The States accounts for 46 per cent of global LTE connections at present, rising to 80 per cent when combined with South Korea and Japan. That said, Asia is set to power 47 per cent of all connections by 2017 as the spectrum is pushed in China and India.

South Korea is by far and away the 4G leader, however, as half of all mobile connections in the region run on LTE, compared to just 20 per cent in Japan and the US.

Hyunmi Yang, chief strategy officer at the GSMA, said: “Since the launch of the first commercial 4G-LTE networks in late 2009 we are seeing deployments accelerate across the globe.

“Our new report highlights a number of factors that are driving LTE growth: the timely allocation of suitable spectrum to mobile operators; the availability of affordable LTE devices; and the implementation of innovative tariffs that encourage adoption of high-speed data services.

“Mobile operators in both developed and developing markets are seeing LTE services contributing to a significant increase in ARPU.”(source:mobile-ent


上一篇:

下一篇: