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每日观察:关注Clash of Clans 2015年度营收13亿美元1.28

发布时间:2016-01-28 09:58:11 Tags:,

1,据venturebeat的消息称SuperData Research发布的数据显示2015年度Riot Games开发的League of Legends营收16亿美元,SmileGate开发的CrossFire营收11亿美元,Neople开发的Dungeon Fighter Online营收10.5亿美元。

移动端Supercell开发的Clash of Clans仍然强劲营收13亿美元,Machine Zone开发的Game of War: Fire Age紧随其后营收7.99亿美元,而GungHo Online Entertainment开发的Puzzle & Dragons排名第三,营收7.29亿美元。

Clash of Clans(from venturebeat.com)

Clash of Clans(from venturebeat.com)

2,据venturebeat的消息称iOS 去年第四季度的应用下载量为55亿次,应用营收为33亿美元。

在美国市场,Supercell、Machine Zone和King是最顶尖的发行商,其中Machine Zone旗下的Game of War: Fire Age在第四季度的营收上拔得头筹。

apple app store(from venturebeat.com)

apple app store(from venturebeat.com)

3,据games industry的消息称Harold Ryan离任了Bungie 首席执行官的职位,由原首席运营官Pete Parsons 接任。

Harold Ryan(from gamesindustry.biz)

Harold Ryan(from gamesindustry.biz)

Harold Ryan自2000年加盟Bungie,在职时间已经长达15年。(本文由游戏邦编译,转载请注明来源,或咨询微信zhengjintiao)

1,There’s no putting the digital genie back in the bottle. Digital-game revenue grew to $61.3 billion in 2015, up 8 percent, according to a new report by market researcher SuperData Research.

The figures show that digital-game revenues continue to grow on a variety of fronts, including the PC, consoles, and mobile devices. The big games that drove revenues were League of Legends, Clash of Clans, CrossFire, and Dungeon Fighter Online.

“Following a stellar holiday season for the game industry, total sales reached a record high in 2015,” said Joost van Dreunen, the CEO of SuperData, in a statement. “Sales of digital console games showed the biggest jump and were up 34 percent, despite being one of the smaller categories at $4 billion annually. The largest category in terms of dollar sales was mobile, earning $25.8 billion and up double digits — 10 percent — from the year before.

He added, “Sales figures points toward a shift in the industry as more consumers have adopted digitally distributed games and free-to-play. However, not all segments were posting positive numbers as social games remained largely stable — down 0.8 percent — and subscription-based gaming continue on its downward spiral — down 4 percent.”

On the PC, League of Legends generated $1.6 billion for Tencent and Riot Games. CrossFire from SmileGate came in second at $1.1 billion. And Dungeon Fighter Online from Neople was third at $1.05 billion.

In consoles, Call of Duty: Advanced Warfare was the top earner at $355 million from Activision Blizzard. It was followed by Electronic Arts’ FIFA 15 at $332 million and Grand Theft Auto V from Take-Two Interactive at $322 million.

And in mobile, Supercell’s Clash of Clans hit $1.3 billion in revenues in 2015. Machine Zone generated an estimated $799 million from Game of War: Fire Age, and GungHo Online Entertainment’s Puzzle & Dragons reaped $729 million.(source:venturebeat.com

2,Games dominate the revenue charts on the iOS App Store. That’s no surprise. Even as other non-game brands and product companies adapt to mobile, games revenue is still 4.43 times more than the rest of the App Stores categories combined.

That’s the result from an analysis of Q4 data by analytics firm Sensor Tower. Overall, game downloads were down 7 percent in the fourth quarter, compared to the previous third quarter.

There were 5.5 billion app downloads in the fourth quarter on iOS, compared to 5 billion in the fourth quarter a year earlier and 5.3 billion in the third quarter. Sales of iPhones and iPads amounted to $3.3 billion worldwide in the fourth quarter, compared to $2.1 billion in the fourth quarter a year earlier and $3.1 billion in the third quarter.

Revenue per download in Q4 was 60 cents, compared to 41 cents a year ago and 58 cents in the third quarter.

On a worldwide basis, Facebook Messenger, Facebook, and YouTube were the most downloaded apps in Q4.

The U.S.-centric data was also interesting.

One of the sad facts is the static nature of the top-grossing games in the U.S. All of the top-grossing games for Q4 were released before Q4. But that doesn’t mean publishers can’t make headway.

Electronic Arts made major strides in the U.S. and worldwide, thanks to a strong Madden NFL football game. It was the fourth highest-grossing publisher in the U.S. in Q4.

Of the 20 top-grossing publishers in the U.S., 87 percent of revenues came from gaming. The remaining 13 percent came from streaming entertainment companies such as Spotify, HBO, and Hulu. Another fact about the top 20: Only four companies on the list were from outside the U.S., compared to seven in the previous quarter.

In the U.S., Supercell was the top-grossing publisher in the U.S. on iOS, following by Machine Zone and King. But Machine Zone’s Game of War: Fire Age was the No. 1 app in terms of top-grossing apps in the fourth quarter. Supercell generated more revenue as a publisher only because it had more titles in the top-grossing list.

In terms of downloads, there’s more change in the rankings. Three of the top 20 most-downloaded apps worldwide were games: Piano Tiles 2, Need for Speed No Limits, and Smashy Road: Wanted. The latter was the fifth most-downloaded app in the U.S. in Q4.

There was also more variety beyond games in the top downloads of Q4. Google, Facebook, and EA led the top downloads list in the U.S. Amazon rose nine places to No. 4, and Snapchat and Zynga moved into the top 10 in U.S. downloads. Among publishers, Tencent, Google, and Facebook led the top-downloads list. Tencent actually took the crown from Google for top downloads with more than 150 million downloads.(source:venturebeat.com

3,Harold Ryan is leaving his role as president of Bungie after 15 years with the company. Former COO Pete Parsons has been appointed as CEO.

“I want to personally thank Harold for his friendship, passion, hard work, and dedication in helping make Bungie the great company it is today. As a team, we celebrated many victories and weathered many storms,” said Parsons.

“To the players of Destiny, I want you to know that my number one priority, and Bungie’s, is and always has been to deliver great games that we can all share together. I believe that Destiny is a one-of-a-kind experience. I also believe you have yet to see our studio’s best work. My new role here at the studio will be entirely focused on fulfilling that promise.”

Ryan, who joined Bungie in 2000, did not make a statement on his departure.(source:gamesindustry.biz


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