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每日观察:关注免费手机游戏IAP付费玩家比例(2.27)

发布时间:2014-02-27 10:53:45 Tags:,,

1)市场调研公司Swrve最近报告显示,2014年1月份不足2%的用户在免费手机游戏中购买IAP内容。

Swrve发现仅有1.5%受访者付费购买IAP,在这些付费玩家有10%用户创造了50%的游戏月收益;这10%付费玩家平均每月执行7笔交易,每笔交易价值平均达11美元。

报告还发现,仅占比0.15%的手机游戏玩家却创造了50%的手机游戏收益,这些用户就是所谓的鲸鱼玩家。

player spend Chart(from Swrve)

player spend Chart(from Swrve)

Swrve还发现约47%开始玩新款免费游戏的玩家会执行IAP交易,他们平均会在24小时内执行首次交易。

报告还指出,一款免费游戏约有72%的收益是来自玩家体验游戏的头三天,这表明开发者应该能够在玩家开始玩游戏时快速推断出其购买IAP的消费意愿。

2)App Annie与IDC最近报告指出,2012年第四季度至2013年第四季度,Google Play游戏收益增长了4倍,iOS游戏收益则增长了2倍左右。2013年App Store与Google Play应用收益超过160亿美元。

2013年亚太地区的便携式游戏收益超过了世界其他任何主流市场,游戏仍是iOS和Android平台的主要收益来源,在当今移动软件每创造的4美元收益中,就有3美元来自游戏应用。

2013年第四季度,iOS和Google Play有75%以上的消费者应用收益来自游戏。

3)据pocketgamer报道,游戏工作室Remode日前宣布将于今年3月份停止运营。这家主要承接外包业务的开发公司成立于2007年,其客户包括Sulake、Spil Games、GameHouse等公司。

remode team(from pocketgamer)

remode team(from pocketgamer)

该公司创始人Ella Romanos和Martin Darby表示他们现在希望专注于“以新方式为IP项目集资”,并称他们的目标是制作自己的游戏。

4)据路透社报道,美国旧金山地区法官Jeffrey White最近驳回了Zynga股东关于Zynga管理层在IPO之前和之后误导投资者的集体诉讼,原因这些股东没有提供“重要、基本的事实性细节”。

Zynga Lawsuit(from hreplay.blogspot.com)

Zynga Lawsuit(from hreplay.blogspot.com)

Zynga于2011年12月上市,之后股价一路迭宕起伏,甚至严重下挫,导致不少投资者遭受损失,所以他们向法院提起诉讼,声称Zynga管理层有意隐瞒实情并要求赔偿损失。原告代表Joseph Tabacco表示,虽然法院这一举动令原告失望,但相信待他们再次提交修订诉讼文件后定能推进这一案件的进展。

5)据gamasutra报道,Double Fine工作室代表Tim Schafer在最近采访中表示,他们在过去两年中通过《Psychonauts》所创造的收益超过了以往的水平,这主要归功于他们的自主发行策略。

psychonauts(from gamux.org)

psychonauts(from gamux.org)

他称这种规模的销售额对于EA、微软等大型公司来说可能是微不足道的,但对于Double Fine这种大小的工作室来说却甚为关键,因为它支持公司继续实行基于创意和灵感开发的经营模式。(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)Why freemium mobile developers can’t succeed without whales

By Alex Wawro

Less than two percent of freemium mobile game players spent any money on in-app purchases in January, according to mobile app analytics platform Swrve’s inaugural monetization report.

The report purportedly surveys the in-app spending habits of millions of people playing mobile freemium games on Swrve’s platform in Jaunary 2014.

Of those surveyed, only 1.5 percent spent money on in-app purchases, and the top 10 percent of those spenders accounted for 50 percent of an app’s monthly revenue. Swrve reports that people in the top 10 percent of spenders averaged seven purchases during the month, with an average purchase value of just over $11.

That suggests that less than one percent of a freemium app’s player base — 0.15 percent, according to Swrve — generates roughly 50 percent of all IAP revenue. Developers can’t give up on the whales, because whales are simply too crucial to the success of these games.

The fact that a relatively tiny sliver of the audience is generating the lion’s share of a game’s revenue isn’t surprising — we’ve long known that the business of freemium game design is akin to chasing whales. However, the relative sizes of Swrve’s numbers are notable; they suggest that top spenders are responsible for an increasingly large portion of a mobile freemium app’s total revenue, leaving developers less room to succeed without them.

The report is worth reading in full for further insights into the current state of the mobile freemium game market. Notably, Swrve claims that roughly 47 percent of people who started playing a new freemium game went on to make an in-app purchase, and the average time to first purchase was roughly 24 hours.

Swrve also reports that 72 percent of all revenue generated by a freemium app player is generated within the first three days of play, suggesting that developers should be able to deduce a player’s interest in spending money shortly after they start playing.(source:gamasutra

2)Google Play’s game-related revenues are growing twice as fast as iOS

Jeffrey Grubb

Gaming continues to grow on mobile platforms, and Asia is helping Google Play outpace its main competitor.

The Android app store quadrupled its game-related revenue from the fourth quarter of 2012 to the same period in 2013, according to a report from market-intelligence firms App Annie and International Data Corporation (IDC). That’s twice the growth iOS saw, which doubled its revenues over that stretch of time. App Annie and IDC point to device adoption in Asian markets as having a key influence on the increased performance of Google Play and the App Store, which are helping both capture huge chunks of the multibillion-dollar app industry that generated more than $16 billion in spending last year.

“Total portable game spending in Asian and Pacific [nations] outpaced that of any other major global region last year,” IDC research director Lewis Ward said in a statement. “The Google Play ecosystem in particular benefited from a big regional upswing in the installed base of smartphones and tablets in 2013, but rising living standards in Asian and Pacific countries generally also buoyed game spending.”

As usual, game spending also represents the majority of revenue on both iOS and Android. In fact, games now represent three out of every four dollars spent on mobile software.

“While consumers have traditionally spent more on games versus other types of apps, more than 75 percent of combined iOS and Google Play consumer app spending in Q4 2013 came from games,” App Annie chief executive Bertrand Schmitt said. “This is a significant increase compared to Q4 2012 and a testament to the ever-growing popularity of games.”(source:venturebeat

3)Remode Studios set to close its doors in March

by Chris Kerr

Remode has announced that it will be shutting up shop in March – at least in its current form – seven years after it was founded in 2007.

The company has primarily served as a developer for hire throughout its lifetime, delivering games for a variety of clients including Sulake, Spil Games, The Wellcome Trust, and Gamehouse.

However, Remode founders Ella Romanos and Martin Darby have explained that Remode’s work-for-hire days are over, with the pair now wishing to focus on “developing new ways to raise resources for IP projects”.

Prioritising games

“Making our own games remains our goal, so we have made the decision to close down Remode as a work for hire studio and focus on developing new ways to raise resources for IP projects,” detailed the company on its website.

“We want to say a huge thank you to everyone who has worked with us over the years, to our clients, partners, funders and most of all to our whole team, without the talents and dedication of which we would have not have made it this far.

“It’s been an incredible journey, and while this moment marks the end of an era, we’re excited about embracing the future.”(source:pocketgamer

4)Court dismisses shareholder lawsuit against Zynga [update]

Dean Takahashi

FarmVille maker Zynga got an increasingly rare piece of good news on Tuesday as a federal judge dismissed a lawsuit in which shareholders alleged that the social game company misled investors about its financial condition before and after its initial public offering.

Zynga went public at $9 billion in December 2011, but within a few weeks, the company’s stock faltered and then plummeted as the social-game publisher’s subsequent financial performance weakened. Zynga’s stock is now valued at $4.14 billion.

According to Reuters, U.S. District Judge Jeffrey White in San Francisco said that shareholders — despite their “excessively long and prolix” 110-page complaint —  failed to include “relevant, basic factual details” to support their claims against Zynga and its then-chief executive, Mark Pincus. The suit also named underwriters Morgan Stanley and Goldman Sachs & Co.

Zynga said in a statement, “Today the court granted our motion to dismiss the plaintiff’s class action complaint in the securities litigation. We are pleased with today’s order and continue to believe in the merits of our defense. The focus for Zynga is on our forward-looking business and delivering on our 2014 goals of growing and sustaining our proven franchises and creating new hits.”

Joseph Tabacco, a partner at Berman DeValerio representing the plaintiffs, told Reuters that while his clients were disappointed with parts of the ruling, “we are confident that the case will proceed, as we believe we will more than satisfy the court’s concerns when we file our amended complaint.”(source:venturebeat

5)Double Fine is just fine with self publishing, says Tim Schafer

By Christian Nutt

“We made more money off of Psychonauts in the last two years than we ever did before — mostly because we didn’t have the publishing rights.”
- Tim Schafer on Double Fine’s cult classic debut game in a new Kotaku interview.

When Double Fine took the chance to break itself into a group of smaller teams and make multiple games, and when it took the risk to Kickstart Broken Age, its future became assured.

That’s according to Tim Schafer in a new interview on Kotaku.

Beyond the money from 2005 cult classic Psychonauts that’s now flowing into the San Francisco developer’s coffers, it’s also now receiving the proceeds of sales of Brutal Legend, the story reports.

“The scale of those sales makes the most sense for a company of our size. It might not be a blip on the radar for a company like Microsoft or EA or a huge company like that, but, for us, it allows us to make a thriving business off of creative ideas and inspiration-driven development,” Schafer tells Kotaku.

In the interview, he reveals he’s made attempts to gain the rights the rights to Grim Fandango from current owner Disney, though as yet has been unsuccessful.(source:gamasutra


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