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每日观察:关注3月份iOS忠实用户获取成本等消息(5.4)

发布时间:2014-05-04 10:07:36 Tags:,,

1)移动营销公司Fiksu最新报告显示,3月份iOS App Store日常下载量达到710万次,同比去年增长41%。与此同时,在iOS平台发布新应用的成本也比2月份下降10%(17美分),而Android平台的成本则下降5%(10美分)。

App Store Competitive Index(from Fiksu)

App Store Competitive Index(from Fiksu)

cost per launch index(from Fiksu)

cost per launch index(from Fiksu)

但忠实用户获取成本仍在上升,3月份iOS每安装成本比上年增长20%,而每忠实用户成本则增长了7%。这意味着市场营销人员在这方面越来越精明,善于利用正确的广告格式和创新,瞄准正确的目标用户。如果营销人员没有妥善利用这些策略,该平台每忠实用户成本可能增长20%。

CPI Index(from Fiksu)

CPI Index(from Fiksu)

cost per loyal user index(from Fiksu)

cost per loyal user index(from Fiksu)

2)IDC去年底的数据显示,微软Windows Phone在24个国家的市场份额已经超过iOS,这些国家包括芬兰、波兰、捷克共和国、印度、墨哥歌和南非等。

Fortumo最新报告则显示,即使是在Windows Phone并未超越iOS的市场,该平台所占市场份额仍然不容小觑。Windows Phone在英国市场份额将近12%,在意大利则上升至16%。但在美国本土,微软所占比例仅为4.8%,而iOS则占比40.8%。

wp-vs-ios-infographic(from Fortumo)

wp-vs-ios-infographic(from Fortumo)

3)Strategy Analytics最新数据显示,三星和苹果在2014年第一季度的智能手机出货量超过了去年同期,但其全球市场份额增长速度却并不理想。

三星在第一季度智能手机出货量为8900万台,去年同期则是6940万台,其全球市场份额为31.2%,低于去年同期的32.4%。

苹果iPhone今年第一季度出货量为4370万台,高于去年同期时的3740万台。其全球市场份额却从17.5%降至15.3%。

apple-vs-samsung(from linuxrants.com)

apple-vs-samsung(from linuxrants.com)

全球智能手机出货量同比上年增长33%(从2013年第一季度的2.139亿台增长至今年第一季度的2.85亿台),但去年全球出货量同比2012年增长了39%以上。

联想和华为在第一季度出货量分别为1330万台和1340万台,所占全球市场份额分别为4.7%。

4)据venturebeat报道,手机游戏开发商Glu Mobile最近宣布已收购《美女餐厅》系列开发商PlayFirst,成交额为1200万美元,后者旗下所有资产及开发团队将归Glu管理。这项交易还将令Glu接手PlayFirst将近350万美元的债务,并将于5月份结束交易。

glu-playfirst(from gamesindustry.com)

glu-playfirst(from gamesindustry.com)

《美女餐厅》在过去10年下载量超过7.5亿次,这项交易将让Glu获得具有历史价值的IP。Glu首席执行官Niccolo de Masi表示他们看中的正是PlayFirst主打产品及其开发团队的力量。

Glu今年第一季度利润为13.3万美元,去年同期则亏损了550万美元。收益为4700万美元,这是Glu史上最高纪录。

5)据gamasutra报道,Zynga最近宣布将于5月11日把社交游戏《YoVille》返还给原开发商Big Viking Games(游戏邦注:Zynga曾在今年初打算关闭这一项目),该游戏将重命名为《YoWorld》,用户可在5月9日前通过填写表格而保留原来的帐号信息。

yoville(from neiu.edu)

yoville(from neiu.edu)

Big Viking Games原名为Tall Tree Games,于2008年发布《YoVille》并在不久之后把该游戏出售给Zynga。(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 downloads hit a record high in March, but marketing costs dipped

Dean Takahashi

The number of downloads on the iOS App Store hit a record of 7.1 million daily downloads in March, up 41 percent from a year ago, according to mobile app marketer Fiksu.

The Fiksu data also shows that the cost of launching new apps on iOS dropped 10 percent from February to 17 cents, while Android dropped 5 percent to 10 cents.

Although traffic was high, marketers were able to keep spending in check through programmatic buying, the automated purchasing of mobile ads in a targeted way. The decrease in cost per app launch –  the cost of each repeat app launch over time, which focuses on engagement and life-time value of mobile users — is due not to the increase in devices in the market, but to the dramatic increase in app usage.

The Fiksu App Store Competitive Index measures the average aggregate daily download volume of the top 200 free U.S. iPhone apps. eMarketer believes that growth rates for both Android and iOS will be almost identical in 2014, so Android downloads are likely following the same path.

When app usage grows, there are more app launches and more time spent in the apps. At the same time, it is still challenging to attract loyal app users, those who open an app three times or more. The cost per install on iOS rose 20 percent in March from a year ago, while the cost per loyal user rose 7 percent. That means marketers are getting smarter about leveraging the right ad formats, ad creatives, and targeting tools so they reach the right users.

If it weren’t for those tactics, the cost per loyal user would have risen 20 percent.(source:venturebeat

2)The 24 countries where Windows Phone is outselling iOS

By Keith Andrew

It may be behind the targets some of the more optimistic analysts set for it when Microsoft first launched Windows Phone back in 2010, but at the end of last year, IDC revealed there are in fact a number of markets where the platform is outpeforming iOS.

24 in fact, ranging from the likes of Finland, Poland the the Czech Republic through to India, Mexico and South Africa.

Mobile payments specialist Fortumo has now detailed just where those markets are via the handy infographic below, along with the claim that Microsoft’s OS is gaining momentum thanks to its focus on cheaper handsets.

Winning with Windows?

Even in markets where Windows Phone hasn’t toppled iOS, its performance is now nothing to be sniffed at. Fortumo pegs the platform’s UK market share at just under 12 percent, for instance, while in Italy its share of the pie is up to 16 percent.

In Microsoft’s home market of the US, however, the company faces a somewhat steeper climb, with iOS still accounting for 40.8 percent of the smartphone market to Windows Phone’s 4.8 percent.(source:pocketgamer

3)Apple & Samsung lose smartphone market share

Eric Blattberg

What’s next in mobile? Find out at MobileBeat, VentureBeat’s 7th annual event on the future of mobile, on July 8-9 in San Francisco. Register now and save $400!

Samsung and Apple are losing ground in an increasingly competitive smartphone market.

While both companies – the world’s top smartphone vendors – shipped more smartphones in Q1 2014 than they did in Q1 2013, they aren’t growing as fast as the global market, according to new research from Strategy Analytics.

It’s not surprising to see Apple’s iPhones lose some market share to cheaper Android handsets. But even though Samsung’s market dip is smaller, it’s a worrying loss of momentum for the Galaxy phone maker — and a clear sign that offerings from competitors Lenovo and Huawei are becoming increasingly attractive to consumers.

Market leader Samsung shipped 89 million smartphones worldwide in Q1 2014 compared to 69.4 million in the same period last year, according to Strategy Analytics. Its global market share now stands at 31.2%, down from 32.4% a year earlier.

Apple, meanwhile, shipped 43.7 million iPhones in Q1 2014, up from last year’s 37.4 million device total over the same period. Its total market share dropped from 17.5% to 15.3%. That drop wasn’t as bad as analysts had feared, however.

Global shipments swelled over 33% year-over-year, from 213.9 million in Q1 2013 to 285 million in Q1 2014. But that figure didn’t actually match last year, when market shipments grew over 39% compared to 2012.

Strategy Analytics believes Apple needs to do more to cater to emerging markets. In other words, the iPhone 5C is not enough.

“Apple remains strong in the premium smartphone segment, but a lack of presence in the entry-level category continues to cost it lost volumes in fast-growing emerging markets such as Latin America,” the research firm noted.

Lenovo and Huawei shipped 13.3 million and 13.4 million smartphones respectively in Q1 2014, each capturing 4.7% of the global market.

If various governments approve Lenovo’s Motorola takeover, that joint company will prove an even greater threat to Apple and Samsung in the later half of the year, said Strategy Analytics.(source:venturebeat

4)Glu Mobile agrees to acquire Diner Dash developer PlayFirst

Jeffrey Grubb

The mobile developer responsible for deer-hunting, robotic-policing, and eternal-warring is getting into the Diner Dash business.

Glu Mobile, which makes Deer Hunter, Robocop, and Eternity Warriors, announced that it has acquired Diner Dash developer PlayFirst for a $12 million all-stock deal. This brings the full lineup of Dash properties as well as PlayFirst’s development team under Glu’s control. This adds another popular brand to its stable of properties, which will help it continue its recent success that is largely driven by the big bucks its free-to-play Deer Hunter releases are making. The deal will also have Glu taking on approximately $3.5 million of PlayFirst’s debt, and it will likely close in May.

With over 750 million downloads across all of the Dash games over the last 10 years, Glu can build on the success of the franchise will also adapting it for today’s more lucrative business models.

“We believe the acquisition is an interesting opportunity, as Glu is buying intellectual property with historical value that didn’t make the transition to free-to-play but still could with Glu’s expertise,” Cowen & Company analyst Doug Creutz wrote in a note to investors.

That expertise includes bringing established brands like Deer Hunter to mobile and turning it into a massive free-to-play success. Creutz notes that the Deer Hunter acquisition “paid off handsomely” for Glu.

This move also represents Glu’s continuing efforts to move away from bigger, flashier games to brands that players respond to.

“It’s entirely about the power of the franchise and the teams behind them,” Glu chief executive Niccolo de Masi said.

Glu finished the first quarter of 2014 with a $133,000 profit, which is up from a $5.5 million loss in the same period of 2013. That’s with revenues of $47 million, which is the largest in Glu history. Now, with PlayFirst and Diner Dash in hand, the company is expecting even better result for the rest of the year.

For the full year, Glu is anticipating profits of $5 million to $6.7 million on revenues somewhere between $155 million and $161.5 million. That would represent a growth of 37 percent to 42 percent year over year.(source:venturebeat

5) Big Viking buys YoVille back from Zynga in a bid to keep it alive

By Alex Wawro

Long-running browser-based social game YoVille has been granted a stay of execution by Zynga, who announced an agreement today to transfer the game to Big Viking Games despite promising to shutter the project earlier this year.

The game will be rebranded YoWorld and transferred — complete with all user profiles and game history — to Big Viking Games by May 11th. Zynga is allowing players to withhold their account information from the transfer by filling out a form by May 9th.

It’s a homecoming of sorts — Big Viking Games is the studio previously known as Tall Tree Games, who launched YoVille in 2008 and sold the game to Zynga shortly thereafter.

By reassuming control of their game in the face of its impending demise, Big Viking seems to be adopting an approach similar to RockYou’s new “rerun” strategy of rescuing games that other publishers don’t want in the hope of continuing to operate and monetize them past their peak popularity. (source:gamasutra


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