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每日观察:关注游戏玩家更具社交性的调查(6.6)

发布时间:2014-06-06 11:23:50 Tags:,,

1)流媒体平台Twitch最近委托LifeCourse Associates执行的一项调查结果发现,游戏玩家通常比一般人更成功,更乐观,受教育程度也更高(游戏邦注:其调查样本是1227名年龄介于13-64岁的美国人)。

报告发现玩游戏的用户一般受教育程度更高,有43%受访者拥有大学甚至更高学历,而非游戏玩家的这一比例仅为36%。

这些游戏玩家一般也更可能找到自己所喜欢的全职工作(45%),而非游戏玩家的这一比例仅为37%。值得注意的是,有67%玩家表示看好自己的未来事业,而非游戏玩家的这一比例则是42%。

survey(from lifecourse)

survey(from lifecourse)

最值得注意的是,游戏玩家在人际关系等社交方面也呈现了更积极的态度,76%玩家认为对自己周围的世界施加积极的影响很重要,非游戏玩家的这一比例则是55%,61%玩家认为自己是“自然的领导者”,非游戏玩家的这一比例则是35%。

57%玩家认为“朋友是我生活中最重要的东西”,而非游戏玩家的这一比例为35%,82%玩家认为花时间陪家人很重要,非游戏玩家这一比例则是68%。

2)Fiksu最近报告显示,今年4月份应用营销成本持续上升,App Store前200名热门应用日均下载量下降25%,从3月份时的710万次降至534万次。

Fiksu指出4月份忠实用户获得成本上升5%,达到1.52美元;Android平台的每发布成本上升30%,达到0.13美元,iOS平台的每发布成本则增长20%,达到0.21美元。

cost per launch april(from Fiksu)

cost per launch april(from Fiksu)

iOS平台每安装成本(CPI)增长28%,达到1.24美元,Android平台也增长28%,达到1.31美元。

3)据venturebeat报道,Imangi Studios日前宣布旗下游戏《Temple Run》自2011年8月份发布以来,在移动平台下载量已突破10亿次(游戏邦注:《Temple Run》由Shepherd夫妇及自由美术人员Kiril Tchangov创造,它是Imangi工作室的第10款游戏,开发时间为5个月)。

Temple Run(from shangxueba.com)

Temple Run(from shangxueba.com)

该游戏开发者仅3人,但却能够在App Store的120万款活跃应用中连续多年脱颖而出。尽管该游戏为Imangi Studios带来了大量收益,但其联合创始人Keith Shepherd及其妻子却并不打算将工作室转变成多达数百人的大公司,目前这家工作室仍然保持小规模经营,仅有11名员工。

4)据gamasutra报道,继取消MMO项目《World of Darkness》之后,CCP Games日前又进行了一轮裁员,其冰岛工作室有49名员工将失业。

World of Darkness(from tc.wangchao.net)

World of Darkness(from tc.wangchao.net)

该工作室表示,《EVE Online》、《EVE: Valkyrie》、《DUST 514》和“Project Legion”项目不会受到本次人事变动和业务重组的影响。

有消息透露,该工作室此前关闭《World of Darkness》的原因与上层管理不力,以及《World of Darkness》和《EVE Online》两个项目之间的反复冲突有关。

5)据gamasutra报道,Zynga首席执行官Don Mattrick在日前的美银美林技术大会上承认,公司错过了一些非常明显的机遇,他正努力推动公司转型成为移动优化的竞争者(为实现这一目标,Zynga的首个步骤是在今年4月向手机平台发布了《FarmVille 2》)。

FarmVille 2(from doyo.cn)

FarmVille 2(from doyo.cn)

他称因为Zynga没有推出手机版本的《FarmVille》,从而给《Hay Day》创造了机会。这就好比是Zynga去学校操场的时候,把自己的午餐盒落在桌上,结果却被别人给吃了,现在是时候让Zynga重拾午餐了。

Mattrick还确认了自己正在清理公司管理层的问题,并称本周三名高管离职并非偶然——他曾经特别调查了他们的情况。他称自己在过去10个月中一直在以一种深思熟虑的方法与公司成员打交道,他上任后就针对管理层进行一系列提问:“你的工作是什么?让我看看你使用的工具。你对竞争对手有什么看法?对市场呢?对未来一段时间有什么发展规划?你热爱我们公司的哪些方面?我们的空间?你打算如何让团队变得更棒?我们该如何竞争?”(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)Video game players are more social, educated than non-players – study

By Mike Rose

A new U.S. study commissioned by streaming platform Twitch has found that people who play games are generally more successful, more optimistic and better educated than those people who do not.

In a study from LifeCourse Associates, the company surveyed 1,227 Americans aged between 13-64 in a bid to discover the social differences between people who play games and people who don’t.

The report found that people who play games tend to be more educated, with 43 percent of players surveyed holding a college degree or higher, versus 36 percent for non-players.

And people who play games are slightly more likely to be employed full-time and be in a job that they actually like, with 45 percent agreeing with this sentiment compared to 37 percent for non-players. Notably, 67 percent of players said they felt positive about their future career, versus 42 percent of non-players.

But it’s the social implications that are perhaps the most interesting, as players tend to believe that they are having a positive impact on society and the people around them far more than people who don’t play games.

Seventy-six percent of players said that having a positive impact on the world around them was important, versus 55 percent for non-players, while 61 percent of players said they felt like “a natural leader” compared to 35 percent of non-players.

Players surveyed also said they lead more social lives that non-players. Fifty-seven percent agreed with the statement, “My friends are the most important thing in my life,” compared to 35 percent of non-players, while 82 percent said spending time with their families was important, versus 68 percent of non-players.

“The old stereotype of the solitary geek gamer is over,” said Neil Howe, the researcher behind the report. “It turns out gamers today are more educated, optimistic, socially conscious, and connected to friends and family than non-gamers.”(source:gamasutra

2)Marketing costs rise as competition slows between top ranked apps

By Matthew Diener

Mobile app marketing specialist Fiksu has released its latest Index report and the results aren’t good for those on a tight budget.

According to the index, app marketing costs continued to rise throughout the month of April – with noticeable volume pouring in from small to mid-sized publishers.

As something of a counterpoint, the App Store Competitive Index – a metric which measures download volume among the top 200 ranked apps – dropped a full 25 percent, falling from March’s peak of 7.1 million to 5.34 million.

Spend to earn

While the surge of big brand spending in Q1 2014 dropped off in April, the higher costs paid by smaller App Store contenders played a large role in April’s Indexews.

Fiksu’s Cost per Loyal User Index, for example, rose five percent to $1.52 in April, while the Cost per Launch for Android jumped 30 percent to $0.13. Cost per Launch for iOS, meanwhile, increased 20 percent to $0.21.

The CPI Index saw a significant increase on both major mobile platforms, with iOS increasing 28 percent to $1.24 while Android ticked up 28 percent to $1.31.(source:pocketgamer

3)Temple Run crosses a billion downloads. But will it become a global gaming brand?

Dean Takahashi

Imangi Studios says that its Temple Run franchise has been downloaded more than 1 billion times on mobile devices. Since it hit the market in August, 2011, the game has had a steady presence in the market with multiple versions that keep gamers coming back.

temple-run1Built by just three people, the game has defied the odds, standing out among 1.2 million active apps in the App Store for years at a time when most games last for nanoseconds. But it’s an intriguing question about whether the adventure game will become an enduring global brand, or suffer an eventual decline like predecessor mobile brands like Angry Birds.

Temple Run was a pioneering 3D game that popularized the “endless runner,” or a game where a character is constantly running toward the horizon. You swipe the touchscreen to make them turn left or right. You swipe down to make them slide, or swipe up to make them jump. All the while they’re being chased by monkeys or other creatures. These simple mechanics have proven to be incredibly addictive.

Over time, that has translated into 50 trillion total meters run, 32 billion deaths and 140 billion “save me” options used, 147 trillion gold coins collected, 1 billion artifacts discovered, and 216,018 total years played.

“It snuck up on us a bit,” said Keith Shepherd, cofounder of Imangi Studios, in an interview with GamesBeat. “It’s kind of crazy….It’s changed so many things for us. It’s opened up cool opportunities. Over the past three years, we’ve spent a lot of effort on Temple Run. We created a sequel. We worked with Disney twice, doing Temple Run Brave and Temple Run Oz. We started this worldwide licensing and merchandise program. We have arcade machines and apparel and plush toys and board games. It’s been an amazing ride.”

The huge number of downloads translate into a lot of money for a small company. But Shepherd and his wife, Natalia Luckyanova, don’t want to turn their company in to a giant empire with hundreds of employees. Raleigh, N.C.-based Imangi has remained a small startup, with just 11 employees.

“We decided we wanted to keep working on Temple Run and keep our fans engaged and keep doing more with that intellectual property and continue to build Temple Run into a franchise that’ll be around for the long term,” Shepherd said. “At the same time, we wanted to bring some of that new game development back into our lives…. We opened up a studio and started hiring people about a year ago. We moved into our new office in January. These days we’re 11 people, still a really tiny team. But we’ve gotten to the point where we can continue doing these regular updates to Temple Run and building on that franchise. At the same time, we’ve gotten back to our roots and started prototyping a lot of new game ideas.”

Temple Run, built by Shepherd and Luckyanova with freelance artist Kiril Tchangov, was Imangi’s tenth mobile game. It was made in an apartment over five months, and the company still wants to stay true to those indie roots.

“We’re still grounded in the experience of wanting to be really creative and innovative and prototyping and messing around with what will ultimately become our next great product as well. It’s a cool time here at Imangi,” Shepherd said.(source:venturebeat

4)Another round of layoffs at EVE Online dev CCP Games

By Mike Rose

Following the cancellation of MMO World of Darkness, CCP Games has now held another round of layoffs, with dozens of staffers made redundant.

CCP laid off 15 at its Atlanta studio late last year, and then made the decision to completely can World of Darkness several months later, along with another round of layoffs.

Now Polygon reports that 49 more employees have been let go, this time at its Icelandic offices. “As part of our strategy to focus on the EVE Universe, today CCP conducted a restructuring that resulted in the layoff of 49 people in our publishing organization,” said a CCP representative.

“Though it is hard to say goodbye to our friends and family, this action concludes the process we started several months ago,” the statement adds. “CCP has provided severance packages and job placement assistance for those affected.”

The studio added that “EVE Online, EVE: Valkyrie, DUST 514 and ‘Project Legion’ have not been impacted by the restructuring.

An in-depth investigation this morning revealed that much of the reasoning behind the shutdown of World of Darkness was to do with poor upper management, and lots of toing and froing between World of Darkness and EVE Online.(source:gamasutra

5)Zynga CEO Mattrick admits that Supercell ate its lunch

By Christian Nutt

“Look, the fact that we didn’t have a mobile version of FarmVille is what created the opportunity for Hay Day. So we’re just detangling and doing the obvious things. Imagine we went to the schoolyard, left our lunchbox unattended, someone was eating it. We’re just kind of picking up our lunch now.”
- Zynga CEO Don Mattrick

In a lengthy new Q&A conducted at the Bank of America Merrill Lynch Global Technology Conference, Zynga CEO Don Mattrick admits that the company had lost its way and missed out on even the most obvious opportunities — as he attempts to steer it toward being a mobile-first competitor with the upstarts that have, of late, been trouncing it in the market.

As a first step toward that goal, Zynga launched FarmVille 2 on mobile in April of this year — long after Supercell proved with both Hay Day and Clash of Clans that tablet-only social games could be massive successes. The game is a sophisticated attempt to capture mobile users directly, while also giving its Facebook audience reasons to play both versions.

It’s interesting to see the CEO of the company cop to his company’s inability to compete on stage, in front of investors and analysts, even if it’s true.

Mattrick also affirmed that he’s been cleaning house in the company’s management. “The majority of our team has turned over,” says Mattrick. He says he “candidly de-cluttered” Zynga’s management — he’s “taken a couple of layers of reporting structure” out of the company.

Plenty of execs have fled the company since his tenure began — three this week — and Mattrick says that’s no accident: He specifically reviewed them.

Says Mattrick, “And over the past 10 months I’ve tried to engage with people in a very thoughtful and deliberate way. The first thing when I on-boarded, just meeting people who were there and saying, ‘What do you do? Show me the tools that you’re using. Do you have a point of view about competitors? About the market? Do you have plans for growth over the next period of time? What do you love about our company? Our space? What is your personal legacy that you want to leave? How are you making teams better? How are we competing?’” (source:gamasutra


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