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每日观察:关注2014年手机游戏市场收益等消息(7.24)

发布时间:2014-07-24 11:13:07 Tags:,,

1)Newzoo与AppLift最新报告预测,手机游戏收益将从2013年的175亿美元增长至2017年的354亿美元,手机游戏的发展正向全球扩散,但各个市场的机遇却不尽相同。

报告指出拉美是目前增长最快的手机游戏市场,比去年增长60%;西欧过去几年是增长最快的市场,但目前却是增长最缓慢的市场之一,年增幅仅为25%。

预计亚太市场在2014年手机游戏收益将达122亿美元,而北美却仅为49亿美元,西欧仅为32亿美元,东欧则是6.3亿美元,拉美为5.1亿美元,中东和非洲为3.8亿美元。

mobile gamer(from biz.265g.com)

mobile gamer(from biz.265g.com)

亚太市场的每付费用户每月平均投入将从2.86美元增长至4.17美元,北美付费用户的月平均投入则将从3.87美元增长至6.21美元。

2)并购咨询公司Corum Group最近数据指出,2013下半年和2014上半年电子游戏行业并购交易十分火爆,2014上半年游戏行业收购交易达78笔,2013下半年和2014上半年的交易数量创下了自2009年以来的最高纪录。

排除那些价值达十亿美元级别的交易,2014上半年并购交易额为22.7亿美元,2013下半年则是3.05亿美元。在2009年,每笔交易平均成交额为4200万美元,但2014上半年的平均成交额则是8400万美元,在过去5年中增长了98.9%。

2013上半年平均成交额为5350万美元,2014上半年的平均成交额比去年同期增长了57%。

3)据gamasutra报道,Facebook日前公布的2014年第二季度财报显示,该季度公司收益增长至29.1亿美元,同比上年增长61%。

支付服务和其他费用同比增长9%,达到2.34美元,但已经连续第二个季度呈现下滑。如果持续这种发展状态,该公司来自游戏业务的收益将难以实现增长,在上个季度中Facebook来自游戏业务的收益仅增长1%。Facebook首席财务官David Ebersman指出,游戏业务收益仅增长1%,Facebook桌面版本的使用率下降,这意味着这两者在未来不太可能实现大幅增长。

Facebook广告收益增长了67%,日活跃用户同比上年增长19%,平均达8.29亿。Facebook移动平台的DAU同比增长39%。

该季度Facebook基于非GAAP的利润为10.9亿美元(去年为4.88亿美元),收益达29.1亿美元(去年为18亿美元),超过了分析师所预期的28.1亿美元收益。

Facebook reveune(from Facebook)

Facebook reveune(from Facebook)

4)据venturebeat报道,Facebook第二季度财报显示,Facebook北美日活跃用户同比去年增长7%,欧洲日活跃用户则增长9%。来自亚洲的日活跃用户同比增长26%,其他地区日活跃用户则增长了25%。

Facebook在北美每月至少登陆一次的用户同比去年仅增长3%,欧洲月用户同比仅增长7.4%;而亚洲的月用户却增长了21%,达到4.1亿。其他地区的月用户增长19%,达到4.11亿。

5)据gamasutra报道,LINE游戏平台的日本母公司LINE Corp已在东京提交IPO文件,同时也有可能在美国证券交易所进行上市,以便在北美市场将重心转向休闲游戏领域。

LINE在2013年底已有3亿注册用户,同比上年增长40%,2013年收益为3.38亿美元,其中有60%来自游戏内部交易。

LINE(from it.sohu.com)

LINE(from it.sohu.com)

6)据venturebeat报道,Nvidia日前面向硬核Android游戏玩家推出了自己的Shield平板电脑。

Shield tablet(from tech.hexun.com)

Shield tablet(from tech.hexun.com)

该公司称这款8英寸设备使用了Nvidia自产的Tegra K1处理器,其功率将比其他现有的平板电脑多二到四倍,同时还配备一个Sheld无线控制器,以便玩家在平板电脑上体验主机式的游戏。这是该公司推出的第二款Shield设备,首款Shield设备是一个手持流媒体主机,支持玩家体验Android游戏,并将一些PC游戏从电脑发送到Shield设备。(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)Mobile games revenue will double by 2017 as growth spreads worldwide (exclusive)

Dean Takahashi

Mobile games revenue is expected to double from $17.5 billion in 2013 to $35.4 billion by 2017, according to a report from mobile game marketing firm AppLift and market researcher Newzoo. The numbers show that mobile games are spreading worldwide, but the opportunities in each market vary significantly.

The report shows that the Latin American mobile games market is now the fastest growing in the world, with 60 percent growth from last year. The Western European mobile game market, was previously the fastest-growing market in years past, is now one of the slowest at 25 percent growth year-over-year.

Marketing costs are rising. Total revenue for the Asia Pacific market will be $12.2 billion in 2014. North America, by comparison, will be only $4.9 billion. Western Europe will be $3.2 billion. Eastern Europe will be $630 million. Latin America will be $510 million, and the Middle East and Africa will be $380 million.

Average spend per month per paying mobile user in Asia Pacific has grown from $2.86 to $4.17. And the average spend per month per paying mobile user in North America has grown from $3.87 to $6.21.(source:venturebeat

2)Game industry acquisition deals turned red hot in the last 12 months (exclusive)

Dean Takahashi

Video game industry deals were smoking hot in the first half of 2014 and the second half of 2013, according to data dissected by merger and acquisition advisory firm Corum Group.

Alina Soltys, senior analyst at the Corum Group, said in an interview with GamesBeat that the number of game acquisitions in the first half of 2014 was 78, or the highest in the past couple of years. The number of deals hit record levels in both the first half of 2014 and the second half of 2013, based on an analysis going back to 2009.

Not counting billion-dollar transactions, the value of merger and acquisition deals was $2.27 billion in the first half of 2014, and it was $3.05 billion in the second half of 2013. And, excluding billion-dollar deals, the average deal size is increasing significantly. In 2009, the average deal value was $42 million. By the first half of 2014, it was $84 million, up 98.9 percent over five years.

The average value of a deal in the first half of 2014 ($84 million) was up 57 percent from $53.5 million in the first half of 2013.

The Corum Group analyzed announced deals in the press, and it included both majority and minority deals. Transaction related to both game studios and the larger game ecosystem were included. Only announced or available deal values are included. The billion-dollar-plus deals were excluded only where noted.(source:venturebeat

3)Facebook has good results on ad uptick, but game payments look weak

By Christian Nutt

Today, Facebook announced its second quarter 2014 results. The company’s revenues grew to $2.91 billion for the quarter ended June, a 61 percent increase year-on-year.

Payments and other fees grew a much smaller 9 percent year-on-year, to $234 million. This is where the bulk of the platform’s direct revenue from games shows up. However, those numbers are actually down for the second straight quarter (see the graph below.)

If the pattern from last quarter holds, the company will have seen little growth in game revenues; they inched up just 1 percent in the prior quarter, despite overall year-on-year increases. In Facebook’s investor call following this announcement, CFO David Ebersman repeated what he said last time: game revenues grew just 1 percent, and declines in desktop use of Facebook mean they’re unlikely to grow much in the future.

The company this month bolstered its efforts to boost in-game payments via its popular advertising services, however, by letting developers advertise in-game purchases directly from ads.

The big win was in advertising revenues: The company saw an increase of ad revenues of 67 percent, paired with a daily active user boost of 19 percent year-on-year, at 829 million on average. Year-on-year, Facebook grew its mobile DAU 39 percent, in its ongoing bid to transition to a mobile-focused service.

On a non-GAAP basis, the company posted profits of $1.09 billion (up year-on-year from $488 million) for the quarter on its $2.91 billion revenues (up year-on-year from $1.8 billion), which is a better than analysts predicted: $2.81 billion in revenue. (source:gamasutra

4)Facebook’s future is now: Most member growth is coming from outside U.S., Europe

Mark Sullivan

Facebook has grown membership so quickly that it’s on its way to literally exhausting its chances of adding new users in the U.S.

In its second quarter earnings report today, the company reported only modest gains in new daily users from the U.S. and Canada — 7 percent — over the past year, while European daily users grew by 9 percent.

But the social network has new markets to exploit. Daily users from Asia grew by 26 percent since the second quarter of 2013. Growth in daily users from the world outside the U.S., Canada, Europe, and Asia was 25 percent.

Most people in the U.S. who will ever want to be on Facebook have already joined, or decided not to. Some Facebook users are born, others die. That evens out. So in order to keep growth-hungry investors happy, the social networking giant has to find new users outside the U.S. and Europe.

And it’s doing so.

The idea that Facebook is relying on few smaller developed countries and many developing countries for its growth is even more clearly illustrated by the numbers of its members who use the social networking site at least once a month.

In the U.S. and Canada, once-a-month users grew only 3 percent over the past year. Those users in Europe grew only 7.4 percent in the past year.

In Asia, once-a-month users grew by 21 percent to 410 million since the second quarter of last year. And in the rest of the world, these users grew by 19 percent to 411 million.(source:venturebeat

5)LINE social games platform files for IPO

By Mike Rose

Newsbrief: Following reports that LINE Corp, the Japanese company behind the LINE Game Platform, would soon file for an initial public offering, the company has now gone ahead with the filing, with a reported value at more than 1 trillion yen ($10 billion).

While LINE has filed for an IPO in Tokyo, the company may be also looking to list on an exchange in the U.S., reports Inside Games Asia, as it aims to shift its focus towards casual games in the North American market.

LINE is doing rather well for itself. At the end of 2013 it had 300 million registered users — up for 40 million a year before — and revenues of 34.3 billion yen ($338 million) in 2013, with 60 percent of that coming from in-game purchases.(source:gamasutra

6)A big wow for Android: Nvidia launches its Shield Tablet for hardcore mobile gamers

Dean Takahashi

Nvidia is launching a major play effort to grab the loyalty of hardcore Android gamers with the launch of its Shield Tablet. Using Nvidia’s own Tegra K1 processor, the 8-inch tablet will have two times to four times the horsepower of other available tablets, according to the world’s biggest stand-alone graphics chip maker.

This is Nvidia’s second Shield device. The first is a handheld streaming console which plays Android games but can also send some PC games from a computer to the Shield device.

The Android-based device represents a big investment in chips, hardware, software, and games from Nvidia, which wants to be the leader in portable gaming. Nvidia is also launching a Shield wireless controller so that you can play console-like games on the tablet. The products reflect Nvidia’s confidence that gaming on Android will continue to take off and account for the bulk of revenues on mobile devices.

“Android gaming has exploded over the past year,” said Matt Wuebbling, the director of the mobile business at Nvidia, in an interview with GamesBeat. “This is for the millions of gamers out there who also want a tablet. If you are a gamer and you want a tablet, this is the best device for you.”

The device uses Nvidia’s Tegra K1 mobile processor, which has 192 graphics processing cores and five ARM computing cores. The IPS LCD display can support full 1080p high-definition or 4K UltraHD games. It has booming front-facing speakers that are built into the sides of the tablet. It has an optional cover that protects the screen and can be used as a kickstand.

The Shield wireless controller connects via Wi-Fi Direct, rather than Bluetooth, for low latency and better precision. The latency, or interaction delay, is 10 milliseconds on the Shield wireless controller, compared to 20 milliseconds for Bluetooth controllers. The data rate is 24Mbps on the controller, or eight times the data rate on Bluetooth controllers.

“If you’re a gamer and you use a tablet, the Nvidia Shield tablet was created specifically for you,” said Jen-Hsun Huang, Nvidia’s chief executive. “It delivers exceptional tablet performance and unique gaming capabilities to keep even the most avid gamers deeply immersed anywhere they play.”

I got a good look at the games running on the tablet, and they are beautiful. That includes titles like Portal, Half-Life 2, Pure Chess, The Talos Principle, and War Thunder.

“We’re targeting a market that we know well,” Wuebbling said. “First and foremost, it’s a great tablet.”(source:venturebeat


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