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每日观察:关注网页社交游戏玩家付费习惯(12.20)

1)分析公司Playnomics最新季度玩家粘性报告显示,移动平台的社交游戏创收速度更快,但网页社交游戏的“鲸鱼”(高消费用户)创收水平更高。

该报告分析了全球6000万玩家数据,其目标是调查这些玩家在接触某款游戏头6个月中的情况,以便预测其消费投入水平。

q3-2013-spending-distribution(from playnomics)

q3-2013-spending-distribution(from playnomics)

报告发现有20%会在网页游戏中付费的玩家,在头180天中消费额将近48.8万美元,在这些游戏的IAP总消费额中占比约87%。

这一信息表明,相比移动平台的情况,鲸鱼玩家在网页游戏中更为普遍也更为重要。

但报告也指出,玩家在移动平台进行IAP交易的速度超过网页游戏,手机游戏付费玩家第一天在游戏中的平均投入占其终身价值的63.4%,而网页游戏玩家首天的平均投入仅占比10.35%。

q3-2013-day-1-monetisation(from playnomics)

q3-2013-day-1-monetisation(from playnomics)

Playnomics根据调查结果指出,非手机社交游戏玩家有个“1周3次”的盈利门槛——有高达74%的受访者表示如果自己在头7天中没有至少三次玩某一网页社交游戏,那么他们也就不会为其掏钱。而那些在头7天中曾至少三次玩这类游戏的用户却更可能在其中付费购买IAP。

2)据insidemobileapps报道,澳大利亚开发商Halfbrick日前宣布向iOS和Android平台推出最新游戏《Colossatron:Massive World Threat》。玩家在游戏中要操控一条机器蟒,目标是破坏更多城市直至毁灭地球。

colossatron(from insidemobileapps)

colossatron(from insidemobileapps)

该游戏是以Action News 6新闻报道的视角呈现,并以现场报道和(与Colossatron这个怪物进行抵抗的)军官采访结果作为结束画面。玩家在游戏中可以根据每一阶段的破坏数量来赢取货币,并花钱修复Colossatron,或者手动升级、修复这条巨蟒。

Halfbrick表示该游戏开发时间历时一年,目前售价为0.99美元。

3)据insidemobileapps报道,迪士尼互动日前宣布推出最新跨平台寻物解谜游戏《Disney Hidden Worlds》,支持玩家探索迪士尼知名IP世界(其中包括《美女与野兽》等元素),通过完成任务,让每个游戏故事获得圆满结局。

hidden-worlds(from insidemobileapps)

hidden-worlds(from insidemobileapps)

4)据gamasutra报道,MMO游戏公司完美世界曾在9月份宣布将进军手机游戏领域,日前却表示已经成立主机游戏部门,将向下一代主机发布游戏。

Perfect World(from onlinemmorpggames.biz)

Perfect World(from onlinemmorpggames.biz)

完美世界旗下拥有Cryptic Studios工作室,后者代表作包括《无尽之夜》以及《Champions Online》,完美世界还曾发布《Torchlight II》、《Blacklight Retribution》以及《PWI》等热作。

该公司表示将面向主机用户创造免费网游,并认为向主机进军是他们的一个“自然发展过程”。(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)Study suggests players spend faster on mobile, bigger on web

By Alex Wawro

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The latest quarterly player engagement study from analytics firm Playnomics suggests that while social games for mobile devices tend to generate revenue from individual players much faster and more equally, social games on the web tend to generate more revenue from a much smaller portion of their playerbase — much closer to the typical “whale” scenario.

The study encompassed over 60 million players worldwide, but the segments covering monetization sampled 50,000 web players and 20,000 mobile players, with equal numbers of paying and non-paying players in each group.

The goal was to study these players during the first six months of their time with a given game in order to better predict the spending patterns across platforms.

The study found that the top 20 percent of players who spent money on non-mobile games in the first 180 days of play accounted for nearly $488,000, or roughly 87 percent of the total spend on in-app purchases for those games.

By comparison, the top 20 percent of players who spent money in mobile games during the same time period accounted for roughly $13,000, 56 percent of the total spend on IAP for those games.

That information suggests that “whales” — players who choose to spend large amounts of real money on IAPs — are more common and more valuable to web-based games as compared to mobile.

However, the study also suggests that players who are willing to spend money on IAP in a mobile game do so much faster than those who are willing to spend money on IAP in a web game.

Players who went for IAP on a mobile game during the study spent an average of 63.4 percent of their total investment in the game on the very first day of play. By comparison, people playing web games spent an average of just 10.35 percent of their total spend on IAP in their first day of play.

Thus, it seems likely that people who get invested in social games on mobile devices — like, say, Knights & Dragons — tend to spend a lot more up front and lose interest in those games quicker than people who get invested in web-based social games.

It might also indicate that the web games surveyed sported IAP models predicated on small amounts of money spent over time — a few dollars here or there for more energy or in-game currency, for example — while the mobile games might have allowed for more or bigger purchases up front: experience boosts, unlockable content, or the like.

Based on the results of the study, Playnomics suggests that non-mobile social games have a sort of 3-play weekly threshold for monetization: That is, the study predicted — with 74 percent accuracy — that if the players surveyed did not play a given web-based social game three or more times within seven days of encountering it, they would not go on to spend money on it.

Conversely, those who played a social game on the web three or more times in their first seven days with it would spend money on IAP.

Not surprisingly, if a game isn’t good enough to hook players within the first week, it’s probably not good enough to convince them to open their wallets.(source:gamasutra

2)Halfbrick releases Colossatron: Massive World Threat on iOS, Android

Brandy Shaul

Jetpack Joyride developer Halfbrick has announced the launch of its latest mobile game, Colossatron: Massive World Threat, on iOS and Google Play. The game sees players controlling a robotic snake with the goal of destroying as many cities and as much of Earth as possible.

In each stage, players will see Colossatron crash into buildings, demolish military attack vehicles and more, with new orbs for the robot appearing at random throughout each. Players drag these onto the robot to automatically attach them and add another weapon to Colossatron, with a color-mixing mechanic allowing players to mix nodes into weapons not otherwise available.

Mixing a red and blue node, for instance, would create a purple node on the robot, while red and yellow makes an orange node, and so on.

The game is presented through the viewpoint of Action News 6, complete with field reports and interviews from military generals who are trying to stop Colossatron before he destroys the entire planet.

Players earn money in relation to the amount of damage done on each stage, and can spend that money to repair Colossatron, or to manually upgrade or rearrange the nodes on the snake.

“Colossatron has been a year in the making, with gameplay innovation being a key focus for the development team,” Halfbrick said in a release. “There’s nothing else quite like it, and Halfbrick is always proud to add another unique game to its portfolio of mobile hits.”(source:insidemobileapps

3)Disney releases hidden object game Disney Hidden Worlds on mobile, Facebook

Brandy Shaul

Disney Interactive has announced the launch of Disney Hidden Worlds, its newest cross-platform mobile game which allows players to dive into the lands of well-known Disney properties, including Beauty & The Beast, Tangled and Aladdin. The game sees players traveling to the land of Inkspire, where “imagination brings Disney stories to life.”

Players complete hidden object scenes to collect ink and craft new items, with the overall goal being to help each of the game’s stories reach their happy ending. As play advances, a mysterious villain covers the worlds of each story in shadow, so players must help save the land of Inkspire, just as they work to save each of the three available stories (with more to come in future updates).

Scenes require energy to complete, which recharges over time. Players earn experience points for completing each scene, and will also earn collectibles for crafting key items in each world. In Beauty & The Beast, for instance, players may need to craft Belle’s favorite book in the bookstore before the story can continue.(source:insidemobileapps

4)Perfect World ready to take free-to-play MMOs to consoles

By Mike Rose

Back in September, MMO house Perfect World revealed plans to move into the mobile game space. Today, the company said that it has opened a console game division, and plans to release games for current and next-gen consoles.

This will be the company’s first foray into the world of console games, having previously thoroughly explored MMOs and the free-to-play space on PC.

Perfect World will bring “prior and upcoming” titles to consoles. The company owns Cryptic Studios, which develops online games including Neverwinter and Champions Online. Perfect World also publishes Torchlight II, Blacklight Retribution and PWI, among others.

The company says it will produce free-to-play online games for console audiences, calling the move to console “a natural progression for us.”(source:gamasutra


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