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每日观察:关注青少年对Facebook支持率等消息(6.26)

1)据venturebeat报道,谷歌在日前的I/O开发者大会上透露,Android目前月活跃用户已经超过10亿人,去年这一数据则是5.38亿人。

谷歌指出Android月活跃用户每年都会翻倍增长,现在Android用户平均每天发送200亿条以上的短信。

Android active users(from venturbeat)

Android active users(from venturbeat)

2)据gamasutra报道,在日前的Google I/O大会上,谷歌宣布Google Play Games平台已支持多人模式等新功能,在过去6个月中新增1亿用户。这些新功能于6月25日同时面向iOS和Android开发者发布。

google-play-games(from forbes)

google-play-games(from forbes)

除此之外,谷歌还宣布推出Android TV(将可用于创造机顶盒地、微主机和嵌入电视的一个平台),并表示期待游戏开发者利用这一平台及Google Play Games技术创造出更棒的跨屏幕游戏体验。

3)据venturebeat报道,谷歌日前宣布Android平板电脑在平板设备出货量中已占比62%(两年前这一比例为39%),去年的这一比例则是46%。

此外,还有42%的YouTube浏览量来自Android平台,2013年的这一比例则是28%。Android应用安装量在2014年增长了235%。

4)据pocketgamer报道,手机游戏工作室Pocket Gems不久前针对旗下热门游戏发布的玩家调查数据显示,男性比女性更喜欢在移动状态下玩手机游戏。

从苹果平台来看,女性用户更经常在iPad上玩游戏,53%女性玩家主要在iPad这类设备上玩游戏,仅有39%的男性使用iPad玩游戏。

devices-by-gender(from pocket-gems)

devices-by-gender(from pocket-gems)

在这些玩家中,高端iPad(iPad Retina或更高级设备)是最受欢迎的游戏平板电脑,使用高端iPad玩游戏的女性比男性多20%,使用低端iPad(iPad 1或2)的女性也比后者多29%,使用iPad Minis者也多38%。

男性玩家更喜欢用iPhone玩手机游戏,60%男性使用iPhone,仅有46%女性在iPhone上玩游戏。

从网络连接情况来看,84%女性玩家主要在WiFi环境下玩游戏,这一比例几乎比男性多11%,男性在WiFi状态下玩游戏的比例为75%。由此可见,无论是男性还是女性,都更习惯用WiFi而非移动网络玩游戏。

connection-by-gender(from pocket-gems)

connection-by-gender(from pocket-gems)

使用移动网络玩游戏的男性比例为25%,女性的这一比例则是16%。

男性和女性一天当中最活跃的游戏时间是晚上6点,女性在这一时刻的游戏频率略高于男性(但仅略高0.44%)。

玩家第二大活跃游戏时间是早晨6点,此时男性活跃度比女性略高0.13%。在一天中的其他时间,男女游戏习惯基本相同。

daily-time-distribution-gender(from pocket-gems)

daily-time-distribution-gender(from pocket-gems)

该数据表明,如果开发者的目标用户主要是男性或女性,就应该有所选择地根据设备、时间更新及优化内容。

5)Forrester Research最近发布报告显示,青少年对Facebook支持率极高(游戏邦注:其调查样本是超过4500名年龄介于12-17岁的青少年)。超过四分之三受访者声称自己每月至少使用一次Facebook,三分之一表示自己“一直”在使用Facebook。

facebook_teens(from abcnews)

facebook_teens(from abcnews)

该报告指出,即使与WhatsApp和Instagram的青少年使用率相比较,Facebook仍然占据上风。不到四分之一受访者表示每月至少使用一次WhatsApp,半数受访者每月至少使用一次Instagram。

这些青少年认为自己使用Facebook的频率超过其他手机应用。

6)据venturebeat报道,手机游戏开发商Imangi Studios日前与Egmont Publishing达成合作协议,将发布基于《Temple Run》系列的儿童图书。Imangi此前已发布了基于该游戏的桌游版本。

run for your life(from cafepress.com)

run for your life(from cafepress.com)

这系列小说的第一部《Run for Your Life!》将于今年8月出版,届时英国和美国将推出纸质和交互下载版本的内容,该系列小说还将在11月份推出另外两部内容。(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)Android now has over 1B active users, up from 538M last year

Harrison Weber

How can you leverage mobile to increase profitability for your company? 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 $200!

Android now has over 1 billion users, Google revealed today at the company’s I/O developer conference, up from 538 million last year.

This is not just a count of devices sold: These are people who have actively used an Android device within the last 30 days.

The number of monthly active Android users has doubled every year, Google said.

In addition, Google noted that Android users send over 20 billion text messages each and every day.

They also take around 93 million selfies every day.

And, thanks to fitness-tracking features within Android, we know that they take about 1.5 trillion steps per day. With an average step length of about 2 feet, that’s about 914 million kilometers – or more than enough to walk from the Earth to Jupiter.(source:venturebeat

2)Google Play Games on new features, and developing for Android TV

By Christian Nutt

Today at Google I/O, the company announced its new Android TV platform initiative — but for more on Google Play Games SDK and how it interfaces with that new platform, we spoke to Play Games’ Greg Hartrell. Hartrell comes from Capcom and, before that, Microsoft, where he worked on the Xbox Live service.

Google Play Games has two components: It’s a consumer-facing game network with the features you’d expect from a service like Xbox Live or Apple’s Game Center, including multiplayer support, and it’s a suite of developer tools for iOS and Android.

Hartrell describes it like this: “What we get out of it at the end of the day is, we’re able to hone — call it a ‘special interest group,’ toward the content that they love.” It’s “a concentrated audience, compared to the grander Google Play user base.”

It’s also picked up 100 million new users in the last six months.

Google Play Games is a “set of services that are designed to enhance gameplay” with “very low effort,” says Hartrell, offering “material bumps in engagement, retention, and monetization when designed properly.” Players who engage with Google Play Games, he says, are more likely to come back to their games — and more likely to find other games they like.

“Our game services are there, and our game network is there, to bring together this concentrated network of people who love playing games.”

“Our game services are there, and our game network is there, to bring together this concentrated network of people who love playing games — to make it easier for someone who is a game creator to reach that highly valuable audience,” Hartrell says.

New Features for Google Play Games

Today, the company announced that it is adding three major features, across both platforms: Game Profiles, which brings an achievements system and a persistent profile; Quests, which allow developers to create live events using Google’s back-end; and Saved Games, which will allow developers to store game states, cross-device, allowing for synchronized and persistent progress saves.

“We want the services to show that they enhance gameplay,” says Hartrell. “Creating a little bit of a meta-experience and a meta-game helps add that extra layer.”

These features will launch to developers on both iOS and Android on June 25. Google Play Games is also implemented in the developer preview of Android TV, so developers making games for the platform can use these and other features of the SDK.

While feature parity between the Apple and Google’s platforms is not “100 percent” at the moment, Hartrell says Google is “very sensitive to what developers are asking for,” and “virtually all of the services we have with Play Games are available from Android and iOS. That is particularly true for the new services.”

“It gets difficult to reach certain kinds of people,” he says. Google Play Games “creates a great destination, and set of experiences that are discovered inside a game” — hence the introduction of more design-oriented functions like the Quests system.

Even after adding 100 million new Google Play Games users, Hartrell says that at Google, “we really just view it as the beginning.” The company is planning “more services that connect people together” for its network — in an attempt to get more players engaged with games, particularly on Android, over the long term.

“Investing in these game services and getting this kind of experience out for [developers] is another way to make the platform that much more attractive,” Hartrell says.

Developing Games on Android TV

Of course, developers may have questions about working on Android TV — particularly around game controllers. While the Android SDK already supports them, the new version of the Google Play Games SDK will “make it a lot easier for doing more advanced things,” says Hartrell. The company is “formalizing a lot of the primitives that the Android platform already supports” so as to help OEMs and developers “get predictability” from it.

However, as Android TV is a platform that companies will use to create set-top boxes, microconsoles, and embed in televisions — as Hartrell says, “we anticipate OEMs will bring a variety of form factors to market” — there’s not as much predictability as there is with a single-format Android device such as Amazon’s Fire TV or the Ouya.

There are some buttons that the company requires Android input devices to have, but various third parties will be creating the controllers that ship with the devices or which consumers buy to pair with them. This is “true to being a platform as opposed to launching a specific product,” Hartrell says.

“The lowest common denominator for a television is going to be the TV remote.”

In fact, Hartrell expects that developers that target the “five-way” control experience — four cardinal directions and an enter button — will find success with Android TV. “The lowest common denominator for a television is going to be the TV remote,” Hartrell says. “Games that optimize for the five-way D-pad, those games could thrive in that type of experience.”

While the unpredictability of what your players will actually have in their hands has always been the Achilles’ heel of Android development, the massive audience is the advantage. Hartrell points out that the company currently has 1 billion active Android users.

“The promise of having an open platform for game developers to get their content out to a mass audience is pretty compelling,” he says. “We’re really excited to see what Android TV can do for game developers.” He envisions “cross-screen scenarios” using Google Play Games tech. All of the new features detailed above, as well as the rest of the service and SDK, will work with Android TV, of course. (source:gamasutra

3)Android now makes up 62% of tablet shipments worldwide

Kia Kokalitcheva

SAN FRANCISCO — Today, Google announced that Android tablets now account for 62 percent of tablet shipments.

Google’s Sundar Pichai told the crowd at this year’s Google I/O conference that this number is up from 39 percent of tablet shipments two years ago, and up from 46 percent last year.

The technology giant is holding its annual Google I/O conference in downtown San Francisco, and during the keynote, Pichai was not shy about flaunting the company’s growing market share.

Other interesting numbers:

42 percent of YouTube viewing is now on Android, up from 28 percent in 2013.

235 percent  year-to-year increase in app installs for 2014.(source:venturebeat

4)Men play from cars. Women play from tablets

Pocket Gems

Michael Fedor is head of analytics at US developer and publisher, Pocket Gems

Mobile games have broad appeal, low barrier-to-entry, and a wider availability than ever before.

Given these facts, it’s no surprise that data shows [ESA PDF] it’s about a 50/50 split between male and female mobile gamers.

However, mobile gaming can have a lot of nuances. Although mobile gamers inherently have a lot in common, any two people can be vastly different kinds of players.

There have been some studies carried out about the differences between male and female gamers. Harris Interactive found that habits in competition, sharing, and payment are different between men and women.

At Pocket Gems, we looked into our own player data and found some other noticeable differences as well. To do this, we analyzed international playing habits from some of our more popular games, like Tap Paradise Cove.

Primarily, we found that men are more likely to game on the go than women. This conclusion comes from two different data points.

Women play more on tablets than men

One data set we examined was the type of devices our players use and how they’re broken up among sexes.

For the purpose of this study, we focused on players who use Apple products.

The most significant thing to notice from these stats is that women tend to play more frequently on iPads. Specifically, 53 percent of all our female players primarily play on some kind of iPad. Only about 39 percent of men use an iPad to game on.

Device type by gender

Crunch the numbers and we find that men are 26 percent less likely to be playing on an iPad than women.

Also worth noting is that high-end iPads (iPad Retina or better) are the most gamed-on tablets we see among our players.

Women outplay men on high-end iPads by 20 percent, low-end iPads (iPad 1 or 2) by 29 percent, and iPad Minis by 38 percent.

Our male players prefer to play on iPhones. Not accounting for iPods, 60 percent of our male players use some kind of iPhone. Only 46 percent of our female players play on an iPhone.

For those of you keeping score, men are about 24 percent more likely to be playing on some kind of iPhone.

While tablets are certainly mobile, past studies have shown they’re more likely to be used at home instead of a bus or coffee shop line. It would be reasonable to assume from this data that women are less likely than men to play games on the move.

This is further supported by our following data point.

Women are more likely to play on a WiFi connection than men

Looking at all of our female players, 84 percent of them primarily play on a WiFi connection. This is almost 11 percent more than men, of which 75 percent play games using a WiFi

Both sexes, however, prefer to play on WiFi over a mobile network.

25 percent of men play on a mobile connection where 16 percent of women use a mobile connection (36 percent less than men.)

Connection type by gender

To look even deeper into this, we tried pulling the hours of the day when men and women are most actively gaming.

While the results were interesting, they don’t significantly support the rest of the findings.

If we break the average day up into morning and evening, we see that men are seven percent more likely to play in the morning. We also see that women are five percent more likely to play in the afternoon/evening.

Global daily play distribution

The time of the day when men and women play most actively is 6:00 pm. Women play games more frequently than men at this time but only by about 0.44 percent.

The second biggest spike in gaming activity comes at 6:00 am. Men are more active than women by about 0.13 percent at this time.

At all other hours of the day, playing habits of men and women pretty much sync up.

An oversimplified way to interpret this data would be that men tend to play more actively before starting their day and women play more while unwinding after their day is over.

Takeaways

While this data is more topical than actionable, there are some takeaways to keep in mind.

If developers find that their game demographics tend to skew more male or female, it should inform how they create and evolve their games.

For example, if a developer sees that their player base is largely male, they may want to time content updates to be earlier in the day when more players will see them.

If they see their players skew female, they may want to consider optimizing their game graphics for tablets over smartphones.

One great thing about mobile games is there’s no right or wrong way to play them. If you want to bang out a power-hour play session at home on a tablet, that’s great. If you want to knock out a few minutes while waiting for a bus home, that’s fine too.

While it does appear the different sexes have different play habits, mobile-gaming has a play-style for everyone.(source:pocketgamer

5)Teens love Facebook after all, says new Forrester study

Ruth Reader

How can you leverage mobile to increase profitability for your company? 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 $200!

Remember, just six months ago, when a couple of studies said Facebook’s teen user base was fleeing? Well, that might not be the case after all.

In a Forrester Research study released Tuesday, teens overwhelmingly came out in support of Facebook. Forrester talked to a little over 4,500 kids ages 12 to 17. Of those, over three-quarters said they use Facebook at least once a month, and a third said they use the site “all the time.”

That seems like a lot, but what does it look like compared to, say, messenger app WhatsApp? Even if you combined WhatsApp and Instagram usage, Facebook would still come out on top, the study shows. Less than a quarter of the sample set reported using WhatsApp more than once a month, though Instagram came close to reaching Facebook’s popularity. Half of the kids surveyed reported using the picture-sharing service more than once a month.

Overall, the kids agree: They use Facebook more than any other mobile app.

In early December a European-Union funded study found that teens were abandoning Facebook in “droves.” In January, yet another study appeared saying that Facebook had lost 3.3 million teens since 2011. But Facebook’s dip in teen followers is normal turnover, says Nate Elliott, an analyst at Forrester and one of the authors of the current study.

“Every site experiences churn, and Facebook is no exception,” writes Elliott. “But just as many young users say they’ve increased the time they spend on Facebook as say they’ve decreased usage.”

It’s possible that increased mobile use among teens is giving Facebook a needed boost among younger-users — but in order to recapture its cool cachet the company will have to figure out a way to stop moms and dads from posting on your wall.(source:venturebeat)http://venturebeat.com/2014/06/24/teens-love-facebook-after-all-says-new-forrester-study/

6)Temple Run chases after Angry Birds’ retail success with stories and activity books

Jeffrey Grubb

Sit down. Let me explain one of the wonders of nature to you. You see, when an audience loves a mobile game very much, the two hug each other very hard. And eventually, months later, a transmedia merchandising campaign is born.

That’s what is happening with Temple Run. Developer Imangi Studios is entering an agreement with Egmont Publishing that will see the release of a Temple Run fiction series and activity books aimed at children. The endless-runner game for iOS and Android has an Indiana Jones style about it, and that could translate well to novelization.

This is the latest example of how mobile developers are reaching into other media and merchandising segments to generate additional revenue streams. Angry Birds developer Rovio has toys, books, and more tied into its game franchise — the company is even working on a feature film for 2016. Imangi, meanwhile, has previously released a board game version of Temple Run.

Angry Birds and Temple Run are also both examples of hit mobile games that no longer compete with the top games on iOS and Android. While Candy Crush Saga and Clash of Clans generate hundreds of millions of dollars from in-app purchases, Temple Run no longer appears in the top 100 for downloads or grossing on iPhone. Instead, Angry Birds and Temple Run have shifted to capitalize on their brand appeal.

While Temple Run isn’t as popular as it once was on iPhone and Android, the game recently crossed 1 billion downloads worldwide. That number means that a lot of people will recognize its logo if they saw it on a retail shelf.

“Playing Temple Run is an exhilarating experience, and our formats and content are as cool, fast-paced, and exciting as the game itself,” Egmont publishing director for licensed character books Sarah Bates said in a statement. “Our publishing offers a fantastic opportunity for fans to delve deeper into the world and characters of Temple Run.”

The first two entries in the fiction series, Run for Your Life!, will debut this August. The U.K. and U.S. will also get a Temple Run activity book that month both in print and as an interactive download. In November, Egmont will follow up with two more entries in the fiction series.

The Run for Your Life! books are choose-your-own adventures, which actually makes sense for this property as that format mimics the gameplay of swiping left or right to choose a path in Temple Run proper.

“We’re thrilled that Temple Run will feature in our new ‘Downloaded’ activity book range, and we’ve already had an amazing response to our Run for Your Life fiction series, which is perfect for readers aged 7+,” said Bates. “We couldn’t think of a better format for the Temple Run game than putting all the choices in the readers’ hands!”(source:venturebeat


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