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每日观察:关注App Store销售额及向开发者支付收益(1.8)

发布时间:2014-01-08 10:44:42 Tags:,,

1)据pocketgamer报道,苹果日前宣布2013年App Store销售额达100亿美元,其中仅在2013年12月份销售额就超过了10亿美元,并实现了30亿次应用下载量。

自2008年上线以来,该应用商店目前已向开发者支付150亿美元的收益。

apps(from techbang)

apps(from techbang)

2)据pocketgamer报道,微信日前也进军印度尼西亚市场,而向该国2.5亿用户推出游戏平台,与LINE和Kakao角逐印尼市场。

目前微信游戏平台仅向该国推出4款简单的游戏,其中包括一款拼图游戏,连线消除游戏,跑酷游戏,以及在中国颇为流行的飞机射击游戏《Airplane War》。

WeChat-logo(from postmobilereview.com)

WeChat-logo(from postmobilereview.com)

3)据路透社报道,中国政府近日暂时解除了对外国游戏主机的销售禁令(游戏邦注:中国在2000年开始就禁止主机制造商在中国销售此类产品),但这并不意味着任天堂、索尼和微软就可以开始直接向中国消费者出售Wii U、PS4或Xbox One等产品,要等到中国文化部颁发新规定之后才有可能生效。

4)Juniper Research最新报告指出,预计2018年应用内置广告收益将达170亿美元,远超2013年时的35亿美元,应用内置广告将成为手机广告市场中发展最快的领域。

in-app-ads(from ifanr.com)

in-app-ads(from ifanr.com)

Juniper曾在10月份预言未来5年手机广告市场规模将达400亿美元,增幅超过300%。应用广告公司MediaBrix也曾指出,应用内置广告所产生的点击率高达2000%,比起付费购买应用,用户更愿意观看广告免费体验应用,但条幅广告容易被忽视,而干扰性的广告又会令用户不快。应用内置广告效能更理想,因为它有利于广告人员在正确的时间以正确的广告瞄准目标用户,吸引用户注意力而不干扰其交互体验。

5)据Engadget报道,Oculus VR首席技术官John Carmack这名前游戏元老转向硬件开发行业,但这并不意味着他从此不再开发软件。

john_carmack(from oculusvr.com)

john_carmack(from oculusvr.com)

Oculus已同Epic Games等公司合作,采用后者的软件来展示其硬件创造的虚拟环境效果,但现在已经有了以John Carmack为领导的自主软件开发团队。

为扩大开发力度,Oculus计划在2014年聘请更多开发者。(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)App Store’s generated more than $15 billion for developers since 2008

by Jon Jordan

Apple has called 2013 the “best year ever for the App Store”.

It was the first time that the store saw $10 billion in sales, including over $1 billion spent during December; a month that also saw three billion app downloads.

Money matters

Apple says that it’s now paid out $15 billion to developers since the store launched in 2008.

One of 2013′s big App Store hits, Frogmind’s Badland

“We’d like to thank our customers for making 2013 the best year ever for the App Store,” said Eddy Cue, Apple’s senior vice president of Internet Software and Services.

“The lineup of apps for the holiday season was astonishing and we look forward to seeing what developers create in 2014.”(source:pocketgamer

2)Indonesia’s now a social mobile gaming battlefield as WeChat joins Kakao and LINE

by Jon Jordan

During 2013, we learned to demarcate the Asia mobile game markets thus: Kakao-Korea, LINE-Japan, and WeChat-China.

In 2014, however, we’re seeing the aggressive international expansion of these mobile social platforms, especially in southeast Asia.

One of the big battlegrounds is Indonesia.

LINE and Kakao are already there with dozens of games live, and now WeChat has rolled out its games platform to the country of 250 million.

Starting small

Currently there are only four simple games available. These are a tile-match and match-3 games, an endless runner, and the simple black and white aircraft shooting game that was massively popular in China (Airplane War).

Players compete with their friends – as generated by their contact list or added from within the games – on leaderboards to get the highest score.

And no doubt as the Tencent-owned platform gears up to dominate the Chinese mobile games market in 2014, we’ll see a lot more games – such as Plants vs Zombies 2 and Fruit Ninja – coming to Indonesia, as well as more competition between the social platforms in the region.(source:pocketgamer

3)China drops old ban on gaming systems — but new regulation could still prevent console sales

Jeffrey Grubb

The 1.35 billion people in China represent an enormous, untapped market for console gaming. Today, Nintendo, Microsoft, and Sony might have hope that they can soon start selling their systems in that massive market … but new regulations could dampen those hopes.

Yesterday, the Chinese government revealed it is temporarily lifting the ban on the sale of foreign game consoles, as first reported by Reuters. Those rules, which China put in place in the early 2000s, prohibited console manufacturers from selling their products within the country.

While China is dropping the old ban, this doesn’t mean that Nintendo, Sony, and Microsoft have a clear path to sell the Wii U, PlayStation 4, or Xbox One, respectively, to the Chinese consumer.

The country’s government still won’t permit the import of dedicated home-gaming devices until the cultural ministry dictates new regulations.

The Chinese government first revealed in September that it would potentially permit foreign enterprises to sell game devices, and yesterday’s announcement expanded on that.(source:venturebeat

4)In-app ads fastest growing sector of mobile advertising

Rebecca Grant

Someday we may live in a world where ads aren’t pesky, interruptive distractions.

Spending on in-app advertising is expected to reach $17 billion by 2018, according to a report by Juniper Research. This amount is up dramatically from the $3.5 billion spent in 2013, and makes in-app advertising the fastest growing sector of the mobile advertising market.

Mobile advertising, to put it simply, is where the money is.

Juniper predicted in October that mobile advertising will grow over 300 percent to $40 billion over the next five years. Facebook went from almost no mobile revenue, to a whopping 41 percent of its revenue coming from mobile apps, and a third of Google’s paid clicks are now on mobile devices.

Within the world of mobile advertising, experts view in-app advertising as the future. App ad company MediaBrix found that in-app ads can yield 20 percent engagement and 2,000% higher click-through. Consumers would rather see ads than pay for apps, however banner ads are easy to ignore, and interruptive ads are irritating.

In-app advertising is [ideally] more effective because it enables advertisers to target people with the right ad at the right time — capturing their attention without being annoying, encouraging interaction, giving them greater control over the situation.

As VentureBeat’s John Koetsier put it, we like ads don’t suck, fit into our current context, and give us something we want. Shocking.

Juniper said advancements in “rich media ads” (meaning ads that expand when users click or roll over them, and provide interactive content) have contributed to the growth of in-app ads. Rich media ad spend is expected to surpass display ad spend by 2018.(source:venturebeat

5)Doom co-creator John Carmack is making software at Oculus Rift

Jeffrey Grubb

One of the biggest names in game development moved into hardware in 2013, but that doesn’t mean he’s done making software.

Oculus VR chief technology officer John Carmack is working on software that will show off the capabilities of the company’s Oculus Rift headset, according to an Engadget report. The virtual-reality head-mounted display wraps around a player’s eyes and immerses their vision in a head-tracking 3D screen. This makes gamers feel like they are really in the digital world.

So far, Oculus has worked with partners like Epic Games to provide the software to demonstrate what it is like to look around a virtual environment, but Oculus now has its own teams developing something of its own.

Naturally, that team involves Carmack, who is best known for co-creating games like Doom, Quake, and Wolfenstein 3D at developer Id Software.

“[Carmack's] working on a lot of exciting tech,” Oculus VR chief executive Brendan Iribe told Engadget. “But his heart and soul and history certainly lies in the game-development side.”

Oculus wants to make its own software to not only show other studios and consumers what the VR device can do but to also help it better understand the nuances of its own product. This is similar to what Epic does with its Unreal graphics engine. Epic uses Unreal to make its own products, like Gears of War, but that software helps the company improve the Unreal engine that it then licenses out to third-party companies.

To bolster its development efforts, Oculus is planning to hire more developers in 2014

Carmack joined Oculus VR as its CTO in August. In November, he left id after more than 20 years with the studio to focus exclusively on his work with the virtual-reality company.(source:venturebeat


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