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每日观察:关注iOS和Google Play下载和收益情况(1.23)

发布时间:2014-01-23 10:57:50 Tags:,,,

1)分析公司App Annie最近在2014伦敦手机游戏论坛上透露,游戏在App Store和Google Play总下载量中已占比超过40%。

更重要的是,它们在iOS和Google Play所占收益比例分别达70%和80%。

这一增长的主要动力是IAP的崛起,在2012年11月至2013年11月间,手机游戏收益翻倍增长,免费游戏数量则增加了4倍。

apple-app-store-vs-google-play(from jacktech.it)

apple-app-store-vs-google-play(from jacktech.it)

值得注意的是,App Store中包括King、Supercell和GungHo在内的前五大发行商创造了该平台7%的收益;而在Google Play平台,尤其是韩国、中国和日本市场前十大发行商榜单则基本上是被Tinypiece、LINE以及一系列位于东南亚的公司所占据。

美国、韩国和日本市场在Google Play全球收益中占比75%;日本iOS市场收益基本上来自iPhone平台,iPad对该市场收益贡献极小。

中国已经成为iOS下载量排名第三的市场,俄罗斯则是iOS和Android下载量排名第五的市场。

2)据SuperData Research最新数据显示,Valve热门在线战斗游戏Dota 2在2013年的微交易收益约8000万美元,同时在线玩家超过了50万,超过了Valve另一款免费模式游戏《军团要塞2》(同时在线玩家约5万至6万)。

Dota 2(from c.1t.cn)

Dota 2(from c.1t.cn)

尽管在玩家数量上不敌Dota 2,《军团要塞2》在2013年的微交易销售额也达到1.39亿美元,比Dota 2多5000万美元。

3)据gamasutra报道,来自Remedy、Wooga和Digital Chocolate的数位元老在芬兰赫尔辛基创办了一家新工作室PlayRaven,并为其首款手机游戏融资230万美元。

playhaven(from openmaa.org)

playhaven(from openmaa.org)

该工作室包括前Remedy Entertainmet首席运营官Lasse Seppanen在内的5名成员,意在面向移动设备开发战略游戏。

4)据pocketgamer报道,Gumi总经理Nicolas Godemont-Berline日前分享了两种开发者进军日本游戏市场的方法,其一就是要在日本找到一个合作伙伴,或者投资一个项目,其二就是学习日本市场的盈利技巧。他认为开发者在此可效仿两种方法。

第一就是Gatcha机制,玩家会为随机的卡牌或单位付费,但付钱后才会知道自己得到的是什么。Godemmont-Berline以由Kobojo开发的《Mutants》为例,称该游戏历时两周开发了这种系统,并在一个周末就收回了成本,提升了15%的收益。他称“玩家并不是购买道具,而是购买情感”,紧张和趣味会创造“深度的情感价值”。

mutants(from kobojo.com)

mutants(from kobojo.com)

另一个好方法就是在线活动,这是“手机游戏的第一发展机遇”。他建议开发者可在游戏中添加定期、计时的活动,为游戏增加特殊图像、特殊奖励和不同难度设置。这些活动中一定要有新内容,在核心循环之上增加特殊对象、积分排行榜和独特奖励。(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)South Korea, Japan and US now generate 75% of Google Play revenues, says App Annie

by George Osborn

If you’re looking to make money on iOS or Android then games are the way to go, according to App Annie’s VP EMEA Oli Bernard.

According to figures revealed by the analytics firm at the Mobile Games Forum 2014 in London, games account for over 40 percent of all downloads on the App Store and Google Play.

More importantly, they generate over 70 percent and 80 percent of revenue on each platform respectively.

Freemium leads the way

The key driver for this growth on both platforms has been the rise of the in-app purchase.

Comparing year-on-year growth in terms of the number of free-to-play games released and overall revenues generated by mobile games from November 2012 to November 2013, there’s been a near four-fold increase in the number of free games lead to a doubling of revenues.

That significant growth in the amount of money generated proved to be particularly good news for the big name free-to-play powers. 7 percent of all revenues generated on the App Store went to the top 5 publishers, meaning that the likes of King, Supercell and GungHo have been able to consolidate their position at the peak of the top grossing charts.

On Android there’s been similar success for free-to-play developers, particularly those based in South Korea, China and Japan. Tinypiece, LINE and a number of other companies based in South East Asia dominated the top ten grossing companies, forcing the likes of King and EA into the rest of the pack

The growing forces of Asia, Brazil and Russia

The story of southeast Asian success was one of the other major themes in the rest of Bernard’s talk.

The importance of the region in terms of Android revenue performance was underlined by the statistic that when combined with the US, South Korea and Japan generated 75 percent of global Google Play revenues – making a dedicated Asian marketing strategy for Android a pre-requisite for Android success.

But that was only one interesting aspect of App Annie’s analysis in the region.

The Japanese iOS market, for example, is almost exclusively driven by iPhone revenues, with the iPad offering little in terms of overall revenue performance.

As for China, its potential as a potential new Apple powerhouse was underlined by the fact that it drove the third largest number of iOS downloads, even before the impact of the recently signed China Mobile deal.

And, if that wasn’t enough of a juicy opportunity to get your marketing teeth into, the download share of developing economies on iOS and Android suggest that new markets are coming closer to fruition. The Russian app market has grown considerably, to the point that it is the fifth on iOS and Android.

And a number of other territories have seen marked growth in terms of downloads as well, with Turkey, Brazil and Mexico driving their way up the Android most downloaded chart.(source:pocketgamer

2)Analyst: Dota 2 made around $80 million in microtransaction revenues in 2013

Jeffrey Grubb

Developers don’t need to make single-player first-person shooters starring nerdy silent protagonists if they’ve got something like Dota 2.

Valve’s popular online arena battler is a hit with the competitive crowd, and it apparently generated around $80 million in microtransaction revenues in 2013, according to industry intelligence firm SuperData Research. While that was enough to place in 13th for the year in terms of cash generated from selling virtual goods.

The free-to-play Dota 2 is a team-based action strategy title that has players working together to build up their characters and attack points on a map. It was the most-played game on Valve’s Steam gaming service last year, and it regularly has more than 500,000 concurrent players. That’s quite a bit more than Valve’s other free game, Team Fortress 2. That shooter typically has around 50,000 to 60,000 concurrent players.

Despite that gap in the number of players, the better-established Team Fortress 2 brought in $139 million in microtransaction sales in 2013, according to SuperData. That’s more than $50 million more than Dota 2.

While Dota 2 is doing well, according to SuperData’s research, it has a long way to go to catch up to League of Legends. Developer Riot Games’ Dota 2 racked up over $624 million in microtransaction sales in 2013.

Of course, the trends point to Dota 2 making quite a bit more in 2014.

“I anticipate Dota 2′s success will continue in 2014,” SuperData analyst Joost van Dreunen told GamesBeat. “Over the course of 2013, Dota 2 managed to triple monthly revenues.

Considering the current momentum behind the MOBA category, we expect it to double monthly earnings by the end of 2014.”(source:venturebeat

3)Remedy, Wooga vets raise $2.3M in funding for new strategy game studio

By Mike Rose

A group of Remedy, Wooga and Digital Chocolate veterans have formed a new studio in Helsinki, Finland, and secured $2.3 million in funding for their first mobile title.

PlayRaven is a team of five headed up by Lasse Seppanen, previously COO of Remedy Entertainment and executive producer on Alan Wake. The company is looking to develop strategy games for mobile devices.

With this initial round of funding, PlayRaven hopes to finish up work on its first title Spymaster, and hire a new team to simultaneously begin work on the company’s second game.

The team was keen to point out that this round of funding has come, in part, from Jari Ovaskainen and London Venture Partners, investors who backed fellow Helsinki studio Supercell at an early stage.

Clearly PlayRaven is hoping to achieve the same levels of success that Supercell has found over the last couple of years.(source:gamasutra

4)PGC: Western developers need to learn Gatcha monetisation techniques

by Harry Slater

According to Nicolas Godemont-Berline, general manager of Gumi, if you’re looking to make money from the Japanese market, your best bet at the moment probably isn’t releasing a game.

Instead, Godemont-Berline suggests that right now there are two ways to break into the Japanese market.

First, if you’ve got money to invest, there’s a lot of capital flowing in and out of the Japanese mobile gaming market, so finding a partner, or funding a project, is a sensible way to get in on the action.

Perhaps the more interesting of the two methods is to learn monetisation techniques from Japan. Godemont-Berline suggests two.

Two choices

First, there’s Gatcha.

It’s basically paying for a random card or unit. Gamers don’t know what they’re getting until after they’ve paid.

Godemmont-Berline cited Mutants by developer Kobojo. It took two weeks to develop the system for the game, and after it was implemented it recouped its costs in a weekend and pushed revenue up 15 percent.

Adding what Godemont-Berline calls Tension Gatcha is also a possibility. These add different animations, sounds, and other cues to the purchasing of the cards and units, some of which end in super rare cards, others that end with a joke and a standard card.

Godemont-Berline says that “players don’t purchase items, they purchase emotions”. Tension and fun create “deep emotional value.”

Hammer time

The other best method is live events, which are the “number one growth opportunity for mobile games.”

These are regular, timed events that add special graphics, special rewards, and different difficulty settings to the game.

Godemont-Berline says these must be new content, built on the core loop, and add special objects, leaderboards, and unique rewards.

The main thrust of the Japan section of the East meets West track is that it’s a very difficult market to break into, but there are definitely lessons to learn and money to be made, at least acccording to Gumi.(source:pocketgamer


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